jailhousefrog89 Posted December 22, 2014 Posted December 22, 2014 Oh and the pogo stuff for the OTG in the corner is actually pretty good at times, but I don't use it much, because like you said before it's kind of gimmicky and you don't get much mileage from it. Also the Pogo S option whiffs in the corner behind them, only 66, P, and in some situations K work outside of YRC J.K stuff. It's pretty risky in a game where one mistake can lead to unblockables and set plays. :D that low option has to be a charged flower. it doesnt whiff (except on eddie and maybe a couple others) you can actually get a lot of milage off of it imo if you can get them to not dp, or use the yrc option if you know they're a masher to eat their input. if they dont know whats happening you can steal rounds off of that stuff and idk what combo youre blackbeating on. notate plz?
Kuma Powah Posted December 22, 2014 Posted December 22, 2014 that low option has to be a charged flower. it doesnt whiff (except on eddie and maybe a couple others) you can actually get a lot of milage off of it imo if you can get them to not dp, or use the yrc option if you know they're a masher to eat their input. if they dont know whats happening you can steal rounds off of that stuff and idk what combo youre blackbeating on. notate plz? I'm gonna use Venom in this example I guess, but there are quite a few situations that I'm labbing out atm and finding alternatives to that I don't really wanna write a list of here (Doing a document for them on my PC). But things like doing 2 Hit starters>Pogo>GMW>RC... and anything going from 2K leading into said combo for those times you need to squeeze out that last bit on someone's guts health lol. Venom either Black-Beats the combo or just falls out before anything damaging. I'm just kinda throwing this stuff out there in case anyone else has encountered it and may have found an alternative. Luckily against Venom, he's fine with 1 Hit starters like 6HS and 2HS. Oh and also, who would let you get charged Pogo S in that oki situation at all? You're like... hanging there, right in their face for punishment. Even scrubs would just mash their way out of that situation easy surely. :P
jailhousefrog89 Posted December 22, 2014 Posted December 22, 2014 youd be surprised what you can do if you mindeff someone. regardless just mash the overhead option/the yrc option, noone blocks overheads online, lol. and yeah well.. all you can really get after a combo into pogo gmw rc is 5k jksh. if you start double jumping it'll black beat. nothing you can do about it. if you go for jk doublejump k s h people will sometimes not tech so you can get away with it
Kuma Powah Posted December 22, 2014 Posted December 22, 2014 youd be surprised what you can do if you mindeff someone. regardless just mash the overhead option/the yrc option, noone blocks overheads online, lol. and yeah well.. all you can really get after a combo into pogo gmw rc is 5k jksh. if you start double jumping it'll black beat. nothing you can do about it. if you go for jk doublejump k s h people will sometimes not tech so you can get away with it I don't play Ranked in all honesty, I usually just play people I know or dabble in lobbies here and there. But I guess there's no harm in trying it online lol."combo into pogo gmw rc is 5k jksh" This combo Black-Beats in this situation btw. Also you can get a follow up, for instance most characters you can do almost max range 2S>2HS>Pogo>GMW (4Hits)>RC>5K>JC>J.K,P,K>DJ>J.P,K,P,HS. That ender can also be extended in certain situations like catching them airborne with meteor/hammer hits and stuff like that. But you're right about in most cases, using J.K,S,HS as and ender does make them black beat in most cases unfortunately after GMW at the J.S point. I still cheekily try to get away with the Black-Beat combo from time to time, but the players I play against have wised up to it and just tech at the Black-Beat point.
Zinac Posted December 22, 2014 Posted December 22, 2014 Best optimized stable corner combo from 6H with 50% meter I found6H > RC > 5D > 6 > 6H > 236 P > 2S > 2H > 236 S > P > Hhttps://www.youtube.com/watch?v=rT-xiMpnHy8
edollarports Posted December 22, 2014 Posted December 22, 2014 Does this do more than an RC 214P route of some sort?
Kuma Powah Posted December 22, 2014 Posted December 22, 2014 Best optimized stable corner combo from 6H with 50% meter I found 6H > RC > 5D > 6 > 6H > 236 P > 2S > 2H > 236 S > P > Hhttps://www.youtube.com/watch?v=rT-xiMpnHy8 That combo is pretty swish, but you can also bump the damage up to 242 with 6HS>RC>5D>6>6HS>236P>5S>2HS>236S>Pogo S>Pogo HS I reckon you can somehow get more too, but I've not really tried to fully optimize his 5D>6 combos, I've just been using the stuff I know that works for now lol.
Ando Posted December 24, 2014 Posted December 24, 2014 I've seen 5D > 6 > j. S > j. HS > 6HS and it all combo, haven't been able to replicate it myself. Might be like Bedman/Pot specific or something.
Kuma Powah Posted December 24, 2014 Posted December 24, 2014 I've seen 5D > 6 > j. S > j. HS > 6HS and it all combo, haven't been able to replicate it myself. Might be like Bedman/Pot specific or something. 5D>6>J.S>J.HS>6HS Does indeed work across the cast from what I tested on day 1, thinking it would be my go to 5D>6 BnB, but it's just a little too inconsistent and risky to use as a BnB tbh. Here's my reasoning from what I remember: 1. The J.S>J.HS has to be perfectly timed just after the peak of the jump forward or the combo Black-Beats instantly and the timing changes on certain members of the cast like May for example and others. 2. Due to the previous problem, this can cause the 6HS to whiff completely and leave you at -30f if you make the smallest mistake. 3. You have to jump forward instantly after the dust animation run, which causes you to overlap with 5D>8 at times and gives you something you definitely don't want and is weird to react and adjust to. 4. The combo you do is 5D>6>J.S>J.HS>6HS>236S>Pogo P>Pogo GMW, which get's you 155dmg. You can get more damage than that more consistently by doing 5D>6>6HS>236P>c.5S>2S>2HS>236S>Pogo S>Pogo GMW for 158dmg. If you're worried about the few items that mess up the more optimal combo listed previously, you can do 5D>6>c.5S>5HS (3 Hits)>c.5S>2S>2HS>236S>Pogo S>Pogo GMW for 139dmg or go for the harder combo of 5D>6>c.5S>2HS>6P>c.5S>2HS>236S>Pogo S>Pogo GMW for 143dmg. Hope that clears things up for you, as to why it's not worth using outside of fancy looking round enders and less prorated enders when you manage to RC a combo into a mini Faust hit whilst they're grounded, followed up by 5D>6.
jailhousefrog89 Posted December 24, 2014 Posted December 24, 2014 yeah saw nage do that combo too, its not really that hard but you dont get much more damage and thus its not worth it (unless youre bodying someone and trying to style lol) the item throw 5d combos are usually the best but i sometimes skip it and just do the trial mode combo because im afraid of getting weight or having hammer force me into an air combo. but theres nothing sexier than doing the 5d item throw combo and getting meteors, leaving out going my way and just recovering from the pogo to get a retardo oki situation with the meteors coming down
Senkei Posted December 24, 2014 Posted December 24, 2014 Easy option for a wall splat 5D combo that is consistent is to start it with jk then js - jhs, land 6hs. If you don't want to worry about timing you can skip 6hs and go into 5(cl)s - 2hs- pogo combo. That usually works for me because it nets good damage and still leads into hard knockdown so I can do my item oki pressure.
Senkei Posted December 24, 2014 Posted December 24, 2014 Easy option for a wall splat 5D combo that is consistent is to start it with jk then js - jhs, land 6hs. If you don't want to worry about timing you can skip 6hs and go into 5(cl)s - 2hs- pogo combo. That usually works for me because it nets good damage and still leads into hard knockdown so I can do my item oki pressure.
Lynxfort Posted December 26, 2014 Posted December 26, 2014 With blackhole can i combo any thing after 214H ??
Kuma Powah Posted December 27, 2014 Posted December 27, 2014 With blackhole can i combo any thing after 214H ?? Unfortunately no, due to the nature of the move. It sucks them down towards the hole on the ground, so you can't scoop them up on time. It even messes up the 5K>2S pick up in the corner because of that reason, so you have to do the 5P>2S pick up instead. You can get some nifty combos though if you RC Mettakiri, but you have to adjust it depending on how long of the black hole suction you have left. Overall I hate this item for Faust, I feel like it's just bad for him and they shouldn't have added it lol. Especially considering his quickest normal is 6F start up and most characters that you don't want to be near, have faster start up and use the item better than you lol.
Kuma Powah Posted December 27, 2014 Posted December 27, 2014 I was messing around with RC'ing Faust's normals and think I may have stumbled across some possible stylish new tech that might not have been mentioned anywhere yet (as far as I know). But it's hit-confirmable and nets a nice chunk of damage, whilst building a good amount of Tension in the process. It goes as follows: c.2S>2S>2HS>RC>IADF>J.K,S,P,HS>2HS>236S>(Pogo S)>Pogo GMW You do Pogo S if you want the extra damage and tech trap or go straight into Pogo GMW if you want the knockdown for less damage and item Oki. I wouldn't say this is the most consistent combo out there, very prone to drops if not timed correctly, but it's definitely do-able after some practice. Also not really tested it on the cast yet, but I doubt it'll work on May and some characters will fall out if you do the Pogo S, so it's best to be safe and just end on Pogo GMW.
Lynxfort Posted December 28, 2014 Posted December 28, 2014 Instant overhead JK combo is easier in middle screen more than AC....FDCJ2K,JK. 5P.cl.S...or if you didn't sure if 5P gonna hit just cancel JK to "Going my way" .Evey time i try to combo JC2K after JK. it's will whiff.."maybe i need to be higher"..so the wall combo i use is FDCJ2K,JK. 5P.2S.2HS.236S."Going my way"
Chad Posted January 6, 2015 Posted January 6, 2015 What is the basic combo I want to go for after an air 2K drill? I know if I hit from super high up or far away I can/should cancel into going my way. Also when I catch stray hits or anti-airs am I just looking to do j.K, jc-> j.K, j.S, j.HS as a followup?
OmoteAxleGear Posted January 7, 2015 Posted January 7, 2015 2D > 236S combos on the following: Ramlethal I-No Elphelt May Millia The girls get pogo'd into Going My Way knockdowns. ...2D > j.K > j.S > j.P > j.H combos on the following: Faust Millia May Chipp Potemkin If you start a gatling with dash momentum you can do ...2D > j.K > j.S > j.P > j.K > dj.K > j.S > j.H for more damage, but the lower tech height from the easier combo makes tech chasing easier and keeps the combo from dropping.
Grimsley-San Posted January 7, 2015 Posted January 7, 2015 Can someone put inputs for this?https://www.youtube.com/watch?v=vY4Ya2c_MGc I'm too lazy to figure it out myself.
SoWL Posted January 7, 2015 Posted January 7, 2015 5D 6 6H 236P (Bomb) cl.S 2S 5H 2D 214P (Bomb hit) (Door hit) 66 6H 236S PKS PKSH 236236H
Corro Posted January 8, 2015 Posted January 8, 2015 ...2D > j.K > j.S > j.P > j.H combos on the following:FaustMilliaMayChippPotemkinIf you start a gatling with dash momentum you can do ...2D > j.K > j.S > j.P > j.K > dj.K > j.S > j.H for more damage, but the lower tech height from the easier combo makes tech chasing easier and keeps the combo from dropping. Thats seems like a pretty good way to get some good meterless damage of drill cancel k against faust chipp and pot Best I could come up with off of 2k(2) JC was Faust : dck |> 5p > 2d JC J.k > j.s > j.h 129 Chipp : dck JC j.2k |> 2d JC j.k > j.s > j.h 205 Pot : dck JC j.2k |> 5p > 2d JC j.k > j.s > j.h 140 Can someone put inputs for this?https://www.youtube.com/watch?v=vY4Ya2c_MGc I'm too lazy to figure it out myself. That's one of the corner dust item throw combos, notations for all the different items are in a post I made pretty early on the first page Instant overhead JK combo is easier in middle screen more than AC....FDCJ2K,JK. 5P.cl.S...or if you didn't sure if 5P gonna hit just cancel JK to "Going my way" .Evey time i try to combo JC2K after JK. it's will whiff.."maybe i need to be higher"..so the wall combo i use is FDCJ2K,JK. 5P.2S.2HS.236S."Going my way" I think dck JC j.2k hitting properly is largely dependent on a characters crouching hurtbox but a slight delay on the dck does help
Lynxfort Posted January 9, 2015 Posted January 9, 2015 mmm.. regarding drill cancel combos... i can just do the 5P or clS ..etc after drill cancel jK.. but to make the 2K connect after jK i need to be higher or it well whiff..so starting doing without 2k is harder to counter or react..or simply faster..so it's better to leave the 2K part as a combo and use it in whiff is a mixup to throws or 214 unblock able..what do you think ??
Kuma Powah Posted January 12, 2015 Posted January 12, 2015 So whilst practising in my spare time, I've been trying to find as many optimal character specific combo's as I can and documenting them as I find them. I've been writing them for a while now, for a sort of Faust Bible that I intended for personal use originally, but I thought I might as well release it publicly when it's finished and fill it to the brim with all the additional info needed to form a sort of guide. But I thought I would drop what I've found so far in here, to see if anyone can optimize them further and help me find other characters they work on etc. If you're interested in contributing anything towards this section, reply here or PM me and I'll get back to you as soon as I can. The combo's are as follows: Potemkin: (Near or Cornered, Standing) Instant 9 j.K, S, P, HS > 5K > 2HS > 236S > Pogo S > Pogo GMW (Start of the combo has to be spaced out timing wise, in order to combo until you land) (Near or Cornered) c.5S > 2HS > 236S > Pogo K (Charged) > Pogo GMW or Copter (Can add extra hits at the start if you have dash momentum) (Near or Cornered) 5D > 6 > 6HS > 236P > c.5S > 2HS > 236S > Pogo K (Charged) > Pogo GMW (Near or Cornered) 6HS > RC > 5D > 6 > 6HS > 236P > c.5S > 2HS > 236S > Pogo K (Charged) > Pogo GMW (Near or Cornered) c.5S > 2S > 2HS > 236S > Pogo GMW (4 Hits) > RC > 44 > 236S > Pogo K (Charged) > Pogo 44 > Pogo GMW (Strict timing, but rewarding with lots of additional damage) (Dash Momentum) c.5S > 2S > 2D > JC > j.K, S, P, K > JC > j.K, S, HS (Cornered) c.5S > 2HS > 236S > Pogo K (Charged) > Pogo S > Pogo GMW (Very strict if you include Pogo S, but can be done without) (Cornered) c.5S > 2HS > 236S > Pogo P (Charged) > Pogo S > Pogo GMW May: (Near or Cornered) 2+ hits starter > 2D > 236S > Pogo K (Charged) > Pogo GMW or Copter (May seems to be the only female character I can connect this on, from what I've tested so far.) (Near or Cornered) c.5S > 2HS > 236S > Pogo K (Charged) > Pogo GMW or Copter (Can add extra hits at the start if you have dash momentum) (Dash Momentum) c.5S > 2S > 2D > JC > j.K, S, P, K > JC > j.K, S, HS Slayer: (Cornered) c.5S > 2HS > 236S > Pogo K (Charged) > Pogo S > Pogo GMW (Very strict if you include Pogo S, but can be done without) (Near or Cornered) c.5S > 2HS > 236S > Pogo K (Charged) > Pogo GMW or Copter (Can add extra hits at the start if you have dash momentum) (Near or Cornered) 5D > 6 > 6HS > 236P > c.5S > 2HS > 236S > Pogo K (Charged) > Pogo GMW (Near or Cornered) 6HS > RC > 5D > 6 > 6HS > 236P > c.5S > 2HS > 236S > Pogo K (Charged) > Pogo GMW (Near or Cornered) c.5S > 2S > 2HS > 236S > Pogo GMW (4 Hits) > RC > Slight step back > 236S > Pogo K (Charged) > Pogo 44 (Strict timing, but sets up a tech trap where the Pogo GMW usually is) (Midscreen) Mettakiri > 5K > JC > j.K, S, HS Faust: (Midscreen) Mettakiri > 5K > JC > j.K, S, HS (Dash Momentum) c.5S > 2S > 2D > JC > j.K, S, P, K > JC > j.K, S, HS (Cornered) c.5S > 2HS > 236S > Pogo K (Charged) > Pogo S > Pogo GMW (Very strict if you include Pogo S, but can be done without) (Cornered) c.5S > 2HS > 236S > Pogo P (Charged) > Pogo S > Pogo GMW (Near or Cornered) c.5S > 2HS > 236S > Pogo K (Charged) > Pogo GMW or Copter (Can add extra hits at the start if you have dash momentum) (Near or Cornered) 5D > 6 > 6HS > 236P > c.5S > 2HS > 236S > Pogo K (Charged) > Pogo GMW (Near or Cornered) 6HS > RC > 5D > 6 > 6HS > 236P > c.5S > 2HS > 236S > Pogo K (Charged) > Pogo GMW (Near or Cornered) c.5S > 2S > 2HS > 236S > Pogo GMW (4 Hits) > RC > 44 > 236S > Pogo K (Charged) > Pogo 44 > Pogo GMW (Strict timing, but rewarding with lots of additional damage) Zato = 1: (Cornered) c.5S > 2HS > 236S > Pogo K (Charged) > Pogo S > Pogo GMW (Very strict if you include Pogo S, but can be done without) (Near or Cornered) c.5S > 2HS > 236S > Pogo K (Charged) > Pogo GMW or Copter (Can add extra hits at the start if you have dash momentum) (Near or Cornered) 5D > 6 > 6HS > 236P > c.5S > 2HS > 236S > Pogo K (Charged) > Pogo GMW (Near or Cornered) 6HS > RC > 5D > 6 > 6HS > 236P > c.5S > 2HS > 236S > Pogo K (Charged) > Pogo GMW Chipp: (Dash Momentum) c.5S > 2S > 2D > JC > j.K, S, P, K > JC > j.K, S, HS 5D > 8 > j.HS, K, S, P, K > JC > j.K, S, HS (Optimal Dust combo for Chipp, as normal Dust combo whiffs on him) Millia: (Dash Momentum) c.5S > 2S > 2D > JC > j.K, S, P, K > JC > j.K, S, HS Venom: (Near or Cornered) c.5S > 2S > 2HS > 236S > Pogo GMW (4 Hits) > RC > Slight step back > 236S > Pogo K (Charged) > Pogo 44 > Pogo GMW Sol: (Near or Cornered) c.5S > 2S > 2HS > 236S > Pogo GMW (4 Hits) > RC > 44 > 236S > Pogo K (Charged) > Pogo 44 > Pogo GMW Axl: (Midscreen) Mettakiri > 5K > JC > j.K, S, HS Leo: (Midscreen) Mettakiri > 5K > JC > j.K, S, HS Things I need to explore/test/optimize more: (WIP) (Near or Cornered) c.5S > 2S > 2HS > 236S > Pogo GMW (4 Hits) > RC > 44 > 236S > Pogo K (Charged) > Pogo 44 > Pogo GMW (Works on Sol, Faust, Potemkin) <- List is a WIP, will explore more. (Near or Cornered) c.5S > 2S > 2HS > 236S > Pogo GMW (4 Hits) > RC > Slight step back > 236S > Pogo K (Charged) > Pogo 44 > (Works on Slayer, Venom) <- List is a WIP, will explore more. (Near or Cornered) c.5S > 2S > 2HS > 236S > Pogo GMW (4 Hits) > RC > 44 > 236S > Pogo K (Charged) > [Copter/Pogo 44] <-- Tech trap (Near or Cornered) c.5S > 2S > 2HS > 236S > Pogo K > RC > 214P > 236S > Pogo K (Charged) > Pogo GMW <-- (This still needs testing on the cast some more, to see if it does/doesn't work on anyone) (Near or Cornered) 6HS > RC > 5D > 6 > 6HS > 236P > c.5S > 2HS > 236S > Pogo S > Pogo GMW (This can be extended I feel, need to test it out some more on the cast)
Lynxfort Posted January 12, 2015 Posted January 12, 2015 mmm.. regarding drill cancel combos... i can just do the 5P or clS ..etc after drill cancel jK.. but to make the 2K connect after jK i need to be higher or it well whiff..so starting doing without 2k is harder to counter or react..or simply faster..so it's better to leave the 2K part as a combo and use it in whiff is a mixup to throws or 214 unblock able..what do you think ?? I would appreciate any correction or criticism to my last post .. and if it was discussed somewhere else please tell me where..
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