Lynxfort Posted May 30, 2015 Posted May 30, 2015 2D (1) > S Carcass > Slight Dash c.S(1) > j.KSHSD |> 6HS Meterless 2D damage, but harder to do. Delay j.HS > j.D on some characters. Does that really works on may ?? .. if not what is the alternative.. Also,,what is Venom's best CH QV corner combo ??
Lynxfort Posted June 5, 2015 Posted June 5, 2015 Does that really works on may ?? .. if not what is the alternative.. Also,,what is Venom's best CH QV corner combo ?? 1- No Answer ?? 2- About mad struggle combos.. need to know if mine is the optimal in term of damage and oki.. A- From far range MS. 2S.2D B- close MS.cl.S "2" combo 4 3-Out side range of 2K.S juggle combos.. from far range is it worth to end combo ends with 2D"2".623S the go for S Stinger oki??..or i should stick with 2D and go for set oki ?? .
Justice7541 Posted June 5, 2015 Posted June 5, 2015 1- No Answer ?? 2- About mad struggle combos.. need to know if mine is the optimal in term of damage and oki.. A- From far range MS. 2S.2D B- close MS.cl.S "2" combo 4 3-Out side range of 2K.S juggle combos.. from far range is it worth to end combo ends with 2D"2".623S the go for S Stinger oki??..or i should stick with 2D and go for set oki ?? . I'm going to go out on a limb and guess that no one said anything cause no one understands what you're asking.
DaiAndOh Posted June 5, 2015 Author Posted June 5, 2015 uhhh well I understand but finding a corner CH QV combo is a pain in the ass really....also going to depend on which ball etc. Important thing is score some damage and a knockdown with 6HS/QV ender. Yes further range mad struggle, landing the sweep is most important. Up close if their crouching options change, such as possibly adding c.S(1) > S Carcass as a combo filler. Optimal crouching combos are c.S(1)>5HS>SQV>5P BH > IAD j.SHSD |> 6HS combos, but again, the most important thing is consistency with knockdown. The corner carry and extra meter gain is great if the combo is spaced to work though. Double Head Morbids are never recommended to end combos unless you're going for the kill. Keeping okizeme momentum is far preferred.
Kinslayer15 Posted June 11, 2015 Posted June 11, 2015 Found some new BRO stuff while in the lab the other day if you spouse bishop run out after the first hit in a coroner throw combo you can follow up with a full combo and still have enough time to get another chance to put the super ball in motion again. The reason it is hard to burst is because each time the ball hits them it disables the burst temporarily and also if you start it up after the first hit (first hit following the throw) and your opponent attempts to burst that the super flash will allow you to respond and block the burst! Apologize for the quality used my iPad to record it This is the throw combo video https://m.youtube.com/watch?v=y99AKeo41as&feature=youtu.be This is the BRO dust combo https://m.youtube.com/watch?v=Yp_2WlVlqKg&feature=youtu.be
GodPress Posted June 11, 2015 Posted June 11, 2015 CH QV in corner Reynex & myself posted some up back in the General thread a while ago, I'll just crosspost. Posted by GodPress on 27 March 2015 - 04:02 PM in Venom With regards to QV CH & non-CH combos you can also do corner SQV > c.S(1) > j.KSHD(BH) > 66 j.KSHD > 6H > Sets - 178DMG(Sol) Universal, also works without CH. Keep an eye on when and where the j.D hits the ball, you have to adjust accordingly. SQV> c.S(1) > j.KSHD(BH) > 6H > SQV > IAD SHD> 6H > set - 192DMG(Sol) PQV> c.S(2) > j.KSHD> 6H > Set - 132DMG(Sol) universal. HSQV > c.S(2) > j.KSHD> >6H > set - 132DMG(Sol) 3ball, universal. Near midscreen and near corner CH: KQV > 66 j.KSHD > 6H > Set - 136DMG/146(Sol) with added QV at the end(Sol) can add a 66 j.KSHD> 6H rep if near the corner. Generally a 3 ball setup unless you hit the ball with j.K, depending on how close to the corner you are you can add on S/PQV IAD SHD too. KQV > 66 c.S(1) > j.KSHD > 6H > set - 134DMG(Sol) 3 ball setup, you can make it easier by doing 66 5K > c.S(1) SQV > j.S(BH) > IAD J.SHD > 6H > SQV > 5P > IAD J.SHD > 6H > Set - 213DMG(Sol) gets easier the closer you are to the corner. Incredibly difficult to successfully land this midscreen on midweights. No possible to do on Heavyweights SQV> j.S(BH) > IAD J.SHD > 6H > PQV > 5P > IAD j.SHD > 6H > Set - 253DMG(Millia) Alternative to the above SQV > j.S(BH) > IAD j.SHD > 6H > KQV > 6P > HS > Set - 211DMG(Sol) Also to mention, if anyone is doing the c.S(3), HQV, j.HS, p.set, falling j.D, dash j.H setup I posted prior to 1.1, it doesn't work as well due to the change in QVs pushback (more often than not you'll whiff completely) you can fix this however by adjusting the spacing so the above combo becomes c.S(3), HQV, walk forward 6p, c.S(1), j.H pset, falling j.D, dash j.H. Which is more of less the same spacing as it was in 1.0, hopefully you folks incorporate it because it does mad damage if its successful. Doesn't work on May, shes too diddy. Heres a list of who its easy to land on: Easy: Slayer, Pot, Zato, Bedman(hes so wide you dont actually have to change the setup), Axl, Ky, Millia, Faust. Med: Leo, Elph Hard: Ram, Ven, Sin, Sol, I-no, Chipp
Veserius Posted July 15, 2015 Posted July 15, 2015 Didn't see this reading through the thread, but was messing around with corner horizontal followup 5D in the corner.5D(hold towards opponent then wait), 6HS xx KQV, 6P 6HS xx SQV, 5P(ball hit), jump cancel air dash j.SHD, 6HS xx set. does about 10% more damage(151-152) than standard j.SHD cl.S 5H stuff, and builds = tension. Could only get this to work on Ram/I-no but I think you might be able to sub an SQV > 5P > 6HS on some characters for the KQV part. It might also be possible on Axl but i have terrible execution and if so it's harder on him. you can also add in a 5K before the 6P to get it to work on some other characters but it scales the combo to where you're only getting 3 extra damage. alt combo5D(hold towards opponent), H Set, 5HS xx KQV, 6P 6HS xx SQV, (wait a few frames) 5P(ball hit), jump cancel air dash j.SHD, 6HS xx set(144 damage I-No) this combo does about 8~ less damage than the previous one, but if you properly time the 5P ball hit and you hit j.D late/high enough you get to preserve that HS ball you created at the start which allows for more oki options. The timing is pretty tight at multiple points though, but the key point to messup is the delayed 5P ball hit. If you do mess up there and end up hitting both balls the combo doesn't drop and you don't lose any damage, you just lose the HS ball. still trying to work out who all it works on. I got it to work on Elphelt 1/20 tries or so, but hit it most of the time on i-no. Ram seems possible too but like i said my execution is horrible so it might be possible on more especially using 5k to pop characters up higher. I just started playing a few weeks ago so sorry if this isn't any good. EDIT: at least on I-No you can end the first combo with SQV, 6P 6HS xx set instead of the set, but it's incredibly finnicky and you're usually out of range. tiny bit of extra tension and you get 4 more damage.
DaiAndOh Posted September 14, 2015 Author Posted September 14, 2015 As part of my plans for this topic, I made a WIP spreadsheet to cover character specific combos and notes. Myself and Blacksnake should be getting to it, but feel free to contribute if you're already sure of the answers (or add new sheets to cover more combos)https://docs.google.com/spreadsheets/d/1r9sSZBq3iw0hpy3KmqiNMXo_THWieSk-Eurci-Noi1o/
Seiki Posted September 15, 2015 Posted September 15, 2015 As part of my plans for this topic, I made a WIP spreadsheet to cover character specific combos and notes. Myself and Blacksnake should be getting to it, but feel free to contribute if you're already sure of the answers (or add new sheets to cover more combos)https://docs.google.com/spreadsheets/d/1r9sSZBq3iw0hpy3KmqiNMXo_THWieSk-Eurci-Noi1o/For j.D relaunch the timing can be different depending on if the opponent is crouching, standing, or getting thrown as the opponent goes airborne at different heights. I suggest separate sheets for each.
DaiAndOh Posted September 15, 2015 Author Posted September 15, 2015 I see...I was going to use notes for that, but I can make them into separate columns...
Seiki Posted September 21, 2015 Posted September 21, 2015 I can get j.D relaunch on every character crouching or thrown. I'm finding it impossible to get it on these characters standing up off a c.S launch: millia, i-no, elphelt, may, and ram. Are you guys able to get it on these characters?One other thing is Faust's timing feels exceptionally strict but possible compared to the rest of the cast.
AznSpyderman Posted September 23, 2015 Posted September 23, 2015 (edited) As part of my plans for this topic, I made a WIP spreadsheet to cover character specific combos and notes. Myself and Blacksnake should be getting to it, but feel free to contribute if you're already sure of the answers (or add new sheets to cover more combos)https://docs.google.com/spreadsheets/d/1r9sSZBq3iw0hpy3KmqiNMXo_THWieSk-Eurci-Noi1o/cS(3) hits crouching Leo too. Also, could you please put in what combo specifically each page is for? As in the full notation for them? I'm not sure I know which you're talking about with the last two. Edited September 23, 2015 by AznSpyderman
Pomparomp Posted January 12, 2016 Posted January 12, 2016 First time editing video beyond slapping some audio on. Took me like 12 hours of learning over yesterday. Definitely not happy with it right now, but it's got the visual information I wanted to convey. Probably gonna rerecord it eventually, but needed to push something out there to keep me motivated.
DaiAndOh Posted January 13, 2016 Author Posted January 13, 2016 I find Zato/Ky/Venom/Ram/I-No somewhat similar IIRC on the spacing on SQV IAD combos (midscreen at least). Thinner characters. I don't even bother with them for Bedman/Pot/Leo since c.S(3) works on them crouching fine as well, how do they compare?
lofo Posted January 13, 2016 Posted January 13, 2016 18 hours ago, Pomparomp said: First time editing video beyond slapping some audio on. Took me like 12 hours of learning over yesterday. Definitely not happy with it right now, but it's got the visual information I wanted to convey. Probably gonna rerecord it eventually, but needed to push something out there to keep me motivated. Good content but the text is hard to read. Maybe next time you could use a different stage so that there's more contrast? Also the last bit of text is a bit hard to read in time because it cuts out so quickly.
Pomparomp Posted January 14, 2016 Posted January 14, 2016 I foolishly formatted the text using a preview window much larger than the default youtube one, and didn't record myself much footage extra footage to work with. Definitely not mistakes i'm gonna make again. Also got feedback from a couple of people that I shouldn't assume people are gonna know that character/stance character specifics if they're looking up help with basic combos, which I can't argue with.
Pomparomp Posted January 16, 2016 Posted January 16, 2016 Attempt 2 Still have some readability issues I was hoping this stage would avoid, and a couple of small editing mistakes but this is probably the final draft for this one.
SnowMonkeyFunky Posted January 16, 2016 Posted January 16, 2016 Solid vid pomp. Only recommendation I have is noting that the midscreen throw combo with the IAD is finicky on more than just Bedman. I know off the top of my head Slayer drops out of it (the jD otgs). Instead, throw, clS/2H xx S CR, 669 jKSHD 6H is what I use. Also, for the corner extension, 6H xx S QV, 6P [BH] 6H is pretty much universal.
DaiAndOh Posted January 16, 2016 Author Posted January 16, 2016 I would add the 669 throw combo in as well yes. I think it works on Bedman but not Pot? I believe some characters and situations when extending with SQV, doing Regardless, great video! I hope you'll be willing to make updates for Rev. Even if they don't patch the console right away, we'll be seeing 4+ new characters.
Pomparomp Posted January 16, 2016 Posted January 16, 2016 (edited) I used to get OTG on slayer and sol a lot until i stopped doing anything until the ball connects so they're floating just a little bit higher. :shrug: I've never actually used it, actually forgot it existed until now, but s cr 669 j.kshd is a microdash right? I considered talking about those but i figured they were outside of the scope of someone still getting down the basic IAD combos. I know it took me a long time before I was able to wrap my head around them, at least. I'm at least gonna make annotations for new characters until the theoretical time when we have new bnbs. edit:added a couple of notations to be safe. Edited January 16, 2016 by Pomparomp
DaiAndOh Posted January 17, 2016 Author Posted January 17, 2016 It's slightly longer than a microdash I think. In this case a microdash would be like the c.S(3) QV j.KSetc combo
Pomparomp Posted January 31, 2016 Posted January 31, 2016 I started using c.s(3) > qv > j.kshd > 6h on sol, and it is as much easier as you told me Dai, but why is he pushed too far back for 6h sometimes? Am I hitting the gatlings to fast when that happens, or am i launching from too far?
SnowMonkeyFunky Posted January 31, 2016 Posted January 31, 2016 Try doing a dash jump. Midscreen clS xx P/SQV 669 jKSHD 6H should be pretty consistent on most of the cast. *Difficult to the point of not being worth it on Ky, Zato, and probably a few others I'm forgetting, and impossible on the heavies. It's definitely consistent on Sol though. Another one I've seen used frequently on Sol is clS xx P QV, 5P BH 669 jKSHD 6H
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