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Everything posted by Shadow Ninja 64
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I've been messing with Waldstein in training mode and typing up combos because that helps me remember them, and I decided to mess with these and try to improve them. I focused on ending with a Meat Squasher whenever possible for the corner situation after, then on upping the damage as much as I could. I have only tested these on Linne so far, and I haven't touched the corner versions at all, but here's what I came up with: 3C XX 214C CS (walk forward) 5C XX 214B, j.B j.C j.6C, 4B XX [4]6A [4137] 3C XX 214C CS (walk forward) 5C XX 214B, j.B j.C j.6C, (walk) 5C 3C XX [4]6C [4676] 360A CS 214B, 5C jc j.A j.B j.6C, 4B XX [4]6A [2811] 360A CS 214B, 5C jc j.A j.B j.6C, (walk) 3C XX [4]6C [3327] 360C CS 214B, j.B j.C j.6C, 4B XX [4]6A [3543] 360C CS 214B, j.B j.C j.6C, (walk) 5C 3C XX [4]6C [4098] 214C CS 214A, DashB XX 214B, j.B j.C j.6C, 4B XX [4]6A [4160] 214C CS 214A, DashB XX 214B, j.B j.C j.6C, (walk) 5C 3C XX [4]6C [4715] [4]6A CS delay 3C, 2A 5B 6C, dash 2C 3C XX 214C [the 6C whiffs on Linne even though it works in other corner combos] [4]6A CS j.A j.B j.C, DashB XX 214B, nj.B j.C j.6C, nj.C XX j.214B [3352] [4]6A CS delay j.A j.B j.C, DashB XX 214B, j.B j.C j.6C, 3C XX [4]6C [3896] j.214A/B CS 236A XX 236C, 214B, 5C jc j.A j.B XX j.214B [4037] j.214A/B CS 236A XX 236C, 214B, 5C 3C XX 214C [4562] Edit: I forgot to mention you can combo off 3C without Chain Shift with 236C: 3C XX 236C, 214B, 5C jc j.A j.B XX j.214B [3658] Edit 2: Got more damage on 3C XX 214C CS starter up there.
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You could probably swap the second 66B for 2B for more damage, since that pops the opponent high enough to get all the rekka hits and still combo into 236C. I'll try that out later.
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I don't have much match experience yet, but what I've been trying to do was dashing into max 2B range and either doing 2B or [3C]. You could also try to Assault j.[2C] if you think they're conditioned to not DP, maybe.
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So far we've kinda just been posting a combo or two here or there when we figure something out. I went ahead and tried to compile midscreen combos together into a couple lists: one that allows combos to end in 623C and another that is purely screen carry in one direction. I didn't exhaustively type out similar combos for different starters, and there's also a definite chance there's stuff for a starter I missed or just plain don't know about, so let me know of any new stuff and I'll modify it accordingly. - Side Switch / Combo into 623C Options Note: All combos listed with meterless damage, 236C ender damage, and 623C, Dash C(8 hits) XX 214B~B~D damage for web oki pressure. Combos done without Vorpal bonus unless necessary for Chain Shift. 5A 5B 2C 5C jc j.B j.A j.C 2C XX 236A~4A~A~B (whiff j.A), 2B XX Rekkas [2808 / 3348 / 3165] 2A 5B... [2778 / 3318 / 3132] [3C] XX 214(B or C)~B~B (whiff j.A), 2C 5C jc j.B j.A j.C, 2C XX Rekkas [1960 / 2500 / 2296] DashB XX 236A~4A~A~B (whiff j.A), 2C 5C jc j.B j.A j.C, 2C XX Rekkas [2873 / 3414 / 3228] DashC(8) XX 214(B or C)~B~B (whiff j.A), 2C 5C jc j.B j.A j.C, 2C XX Rekkas [2904 / 3444 / 3242] j.[2C] 5C XX 214A~A~B (whiff j.A), 2C 5C jc j.B j.A j.C, 2C XX Rekkas [2984 / 3524 / 3332] Assault j.[2C] 5C jc j.B j.A j.C, 2C XX 236A~4A~A~B (whiff j.A), 2B XX Rekkas [2510 / 3050 / 2848] [Vorpal required] close B+C CS dash 2C 5C jc j.B j.A j.C, 2C XX 236A~4A~A~B (whiff j.A), 2B XX Rekkas [3179 / 3719 / 3533] far [b+C] CS DashB XX 236A~4A~A~B (whiff j.A), 2C 5C jc j.B j.A j.C, 2C XX Rekkas [3139 / 3679 / 3477] - Corner Carry Combos Note: Most/all of these cannot combo into 623C at all, and also need to be modified if too close to the corner. 5A 5B 5C 2C XX 236A~(delay)4A~A~C, DashC(8 hits) XX 214B~B~A, 2B XX Rekkas [2915 / 3455] 2A 5B... [2885 /3425] [3C] XX 214(B or C)~B~A, 2C 5C XX 214B~B~A, 2B XX Rekkas [1967 / 2507] DashB XX 236A~4A~(delay)A~A, 2C 5C XX 214B~B~A, 2B XXRekkas [2951 / 3491] DashC(8) XX 214B~B~A, 2C 5C XX 214B~B~A, 2B XX Rekkas [2951-2992 / 3491-3532] j.[2C] 2C XX 214A~A~C, DashC(8) XX 214B~B~A, 2B XX Rekkas [3013 / 3553] [Vorpal required] close B+C CS dash 2C XX 236A~(delay)4A~A~C, DashC(8) XX 214B~B~A, 2B XX Rekkas [3187 / 3727] far [b+C] CS DashB XX 236A~4A~A~C, DashC(8) XX 214B~B~A, 2B XX Rekkas [3125 / 3665] There are also a few combos that Jetm posted before that didn't fit in either category, either because of being screen position dependent or because they side switch but can't combo into 623C, so here those are: DashB XX 236A~(delay)4A~A~A, 2C 5C XX 214A~A~B (whiff j.A), 2C XX Rekkas [3055 / 3595] DashC(8) XX 214B~B~A, 2C 5C XX 214A~A~B (whiff j.A), 2C XX Rekkas [3062 / 3602] (Screen position dependent) 5A 5B 2C 5C 214B~(delay)B~A, 2B XX 214A~A~C, j.[2C], Rekkas [2920 /3460] As for corner combos, I really haven't even begun to tackle them myself, so maybe someone else has some good stuff for those.
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More optimizations of the 5A starter for midscreen, most likely applicable to other starters. All of these were tested and work on Hyde, Linne, and Waldstein, although a couple of them are incredibly tough on Linne because of her size. 5A 5B 5C XX 236A~4A~A~C, Dash C(8 hits) XX 214B~A~A, 2B XX Rekkas [2835 / 3375] 5A 5B 5C XX 236A~4A~A~C, Dash C(8 hits) XX 214B~B~B (whiff j.A), 2B XX Rekkas [2833 / 3373] 5A 5B 5C 2C XX 236A~4A~A~C, 214C~C~B (whiff j.A), 2B XX Rekkas [2857 / 3397] 5A 5B 5C 2C XX 236A~(slight delay)4A~A~C, Dash C(8 hits) XX 214B~B~A, 2B XX Rekkas [2915 /3455] A couple of these can swap 2C in for the 2B at the end for slightly more damage, but you lose the ability to combo into the 236C super if you do that because they're not knocked as high by the rekkas. Cracking 2900 off 5A starter with the last combo made me happy, especially since it keeps in the cool Dash C move. Edit: I forgot to mention this, but I'm pretty sure none of these can combo into 623C, so if you want to end in that to set up webs on them, you'll want to go with one of the older combos instead.
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I think I posted a Dash B combo on the first page, but it's special cancelable, so you can do something like: Dash B XX 236B~4A~A~B (whiff j.A), 2C 5C jc j.B j.A j.C, 2C XX Rekkas 214X~X~D leaves a ground trap like his 623A or B moves do, but I think it leaves the trap near where he starts his movement, not near the end, so I don't know exactly how useful this might be for him.
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In case anyone cares about this sort of thing, I managed to get the Byakuya 90 hits trophy with a dumb combo: Also, in case you're wondering, I've tried to work jump cancel portion of the combo into his other combos but it ends up being less damage.
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^^^ I just tried that and you're right, 236A 214A works just as 236A~4A. Neat. I tried this on Hyde, and the timing is super tough, but it seemed a lot easier to do if you change the first trap jump string to 214B~A~C or even 214A~A~C if you're in range for it. Edit: Now that I look at it closer, I'm not sure that the second button press changes much in the way of the travel arc Byakuya changes. 214B~A looks the same as 214B~B to me now, so maybe that was just weird confirmation bias before. In either case, the trick to it is making the following 214C hit as late as possible after the wallbounce so that Byakuya has time to travel there for the ~C~B portion, but I'm really not having much luck making it consistent. The full thing works like this, though: 2A 2B 2C 5C XX 214B~A~C, 214C~C~B (whiff j.A), 2C XX Rekkas [2700 / 3208 with 236C] Note: You have to cancel the last rekka before the final hit in this combo because the bar turns orange on the final slam down, unlike other combos posted previously. Also, 2A 2B 2C 5C jc j.B j.A j.C, 2C XX 236A~4A~A~B (whiff j.A), 2C XX Rekkas is 2703 damage and way easier, but the previous combo works from further out than this one because sometimes you won't be in range for the j.B to hit.
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I can confirm it works on Yuzu, plus Linne and Waldstein. I do, however, totally understand sacrificing a small portion of damage in the name of consistency, especially since the game is new.
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Honestly I don't think I was doing anything special. You might try varying the timing of the second and/or third presses. Your cancel into j.A might be a bit too slow, as well. It's tough to tell without seeing it. The other thing I hadn't considered is that I only just tested those two on Nanase now since she came up in random select. What character were you trying it on? I don't think it would be a character specific thing since other similar combos have been shown to work on various body sizes, but who knows for sure?
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Regarding Dash C: Dash C (8 hits) XX 214B~C~A, 2C 5C jc j.B j.A j.C, 2C XX Rekkas [2982 / 3522 with 236C] Dash C (8 hits) XX 214C~C~B XX (whiff j.A), 2C 5C jc j.B j.A j.C, 2C XX Rekkas [2904 / 3444 with 236C] 214B will whiff at max Dash C range, 214C will whiff at close range, so use discretion on which to go with based on the spacing. The first combo can actually side switch, too, depending on spacing and timing of the A move out of the Trap Jump. Also for the first combo, landing at a distance where the jump series will still connect after the 2C 5C pickup might be tough to make consistent, given the nature of the move.
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I was just noticing that about 2C adding extra damage, too. It makes the 214A~A~B timing a little tighter, though, because the opponent will be closer to Byakuya. I also found that 5A 5B 5C 3C jc j.B j.A j.C, 2C XX 236A XX 214A~A~B XX (whiff j.A), 2C XX Rekkas does 2845 or 3385 with 236C ender, but it's also a little trickier timing wise.
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I took pieces of psycofang2's combos and Urichinan's combos from his twitlonger from Evo and came up with these combos: 5A 5B 2C 5C jc j.B j.A j.C, 5C XX 236A XX 214A~A~B XX (whiff j.A), 2C XX Rekkas [2791 / 3331 with 236C at end] Dash B XX 236A XX 214A~A~B XX (whiff j.A), 2C 5C jc j.B j.A j.C, 2C XX Rekkas [2874 / 3414 with 236C at end] Assault into Charged j.2C, 5C jc j.B j.A j.C, 2C XX 236A XX 214A~A~B XX (whiff j.A), 2C XX Rekkas [2500 / 3040 with 236C at end] <- (This last one is actually in the twitlonger from Urichinan but I'm listing it for the sake of completeness as another pattern these might follow) One of these patterns should work for pretty much every starter, even max range Dash C (go straight into 214C~C~B). The whiffed j.A is actually chained from the knockdown move of the trap jump special thing and has less landing recovery than not canceling the 214A~A~B into something. I've tried these on Hyde, Nanase, and Waldstein so far and will test on someone small like Linne next. Edit: They all work on Linne, too.
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This video shows that exact combo working on Noel at around 1:32: http://www.youtube.com/watch?v=rhIuuyD1mpQ You have to dash to connect the second 6A. In any event, the other combo you posted is probably better anyway due to all the weird BB combo proration rules, but I don't know that for certain. I know I prefer to see things like jump cancels and dashes listed, even when it seems obvious for them to be there.