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VR-Raiden

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  1. So you know when you tag someone out of the air with a CH VV 2nd hit, but you're too far to get anything good, now you can do (dash) f.S > CL FB Fafnir > GV etc kinda like off a low airthrow. Also there's quite a few ways to combo into DI other than corner 6P, some that I'm noticing: CH 2D > DI > c.S/5K, works on non-heavy weights CH 2H > DI > whatever you want CH 5H > DI > (dash) 5K/5S/2D/5H/6H WT > DI > dash 5K... anti air 5K > 2H > j.H(1) > SW > DI > 5K... or most any kind of SW hit it seems, as long as they don't tech too high. CH/CL BB > DI > ... EDIT: I got a super impractical dizzy combo on Dizzy, CH 5H > DI > 6H(1) > hVV(1)(RC) > dash j.D > TO > sj.D > TO > hVV but you take too long to recover to actually hit her during the dizzy state if she mashes out at all. I'm trying to find a more practical one, like maybe one that ends in hVV(1) RC so that you could IK or combo from the dizzy, or squeezing in more jD to dizzy before VV, but this fucking D-pad EDIT2: CH 5H > DI > 6H(1) > hVV(1)(RC) > dash j.D > dj.D > TO > sj.D > TO dizzy Can anyone tell me or point me somewhere that explains how exactly dizzy works? I'm doing the same combo with the exact same recording on myself and it's either dizzying on different hits in the combo or not at all. The combo in question: CH 6P >DI > 6H(1) > hVV(1) RC > dash tk.TO > tk.TO > TO > sj.D > TO (dizzy) > sj.D (dizzy) > TO (dizzy), or never. I'm starting to think mashing inputs reduces the amount you get dizzy? I don't get it
  2. Been messing with a new midscreen-to-corner combo on Jam, 5K > 2D > GV > sj.D > j.D > j.BR(1) > 5K > tk.BR > 5K > BR - 187-190 depending on how many tk.BR hits connect, builds about 40-45% tension. You might be able to get another tk.BR in there but I was having trouble getting a knockdown after that due to pushback (and Vita d-pad) - I was able to get corner c.S > 6P > c.S > 2H > j.D > dj.D > dj.D, but couldn't loop anymore j.D after that, so it feels like you have to go into other stuff. - I couldn't get air hit j.D > airdash j.K to work, or j.P, but it's possible it's just very tight timing. - I'm not getting hVV to knockdown but sVV does, combo I'm doing is c.S > 6P > 2H > [j.D > j.D] x 2 > dash j.K > j.D > dj.S > dj.D > sVV - Yeah that ghetto one works - corner air hit sj.D > j.D > j.BR > 5K link works so this will probably be big. Now we're able to easily convert damage off a really high j.D hit. Like in that Jam combo I was trying. - You can do j.BR 5K link after that j.P > j.S > dj.D > dj.D close to corner too.
  3. felt like doing another vid, this one deals with the 214A/A+B > 5A link: http://www.youtube.com/watch?v=pCjPGzbmlWY
  4. So for some laughs, if you have 100 meter and feel the need to guard cancel: guard cancel (hits)(OMC) > dash 5D(3) is meaty, so super expensive way to make it your turn for mix-ups. super late edit: forgot to mention it has to be CH, and if you do sweep before the 5D it's easier to confirm
  5. I wouldn't mind modernating the Sol boards if TitaniumBeast or SpiritJuice don't want to anymore. Dunno if they were planning to be active in there again when +R hits console.
  6. So I've never been a master of the dustloop, only started getting into actual real combos when Slash came out. But it seems to be character specific with the amount of reps you can get since some characters either go too high after the first rep (lightweights), or don't get hit by j.D as low in the air (like Ky) so you have to do more ground attacks before the j.D. The most I can get (on Sol for example) is 2 reps, I dunno if I suck or if that's where you really have to stop (meaning I get j.D, j.D > j.D, j.D > j.D they tech, j.D whiffs). Also I'm not sure if j.D hits them any differently than it did in Reload, like higher up or something, I don't think so but not sure. and another thing, if you get pushed out too far it seems like you can't get as many reps. this is all starting from just 6P > 2H in corner btw. I've been messing with FB SW for easy-mode corner knockdown combos when you have meter to burn for some extra damage, I can't really be sure how practical they will be without being able to GF FRC or GV but for example... corner j.S 5K 6P > 2H > j.D j.D > j.D delay FB SW > bj.S SW > 2H BR, or corner j.S 5K 6P > 2H > j.D j.D > nj.D FB SW > nj.SW > BR for lightweights. Might not even be worth it but I've just been messing with that. He has so many more combo options now, already had a lot of freedom before and now there's even more options. btw I can get GF FRC timing fine it's just I'm not used to the buttons and it's causing negative edge crap to happen so I can't do anything consistently
  7. Oh yeah I keep forgetting to mention the Guilty Bits vids for people getting into the game, they're great. Here is Sol's: http://www.youtube.com/watch?v=yXxyzS1o_XQ
  8. Oh yeah didn't try to actually get a clean hit with the FB Fafnir, you probably can in that situation. Definitely looking forward to seeing what you come up with once you get your hands on the game.
  9. Today I was trying to compare some damages from relatively simple meterless corner combos on Sol. airdash j.S > j.D > 2H > j.D > j.D > dj.SW > run 2H > j.S > SW > 2H > tk.SW > c.S > BR - 261 dmg airdash j.S > j.D> 2H > [j.D > j.D] x 2 > dash j.S > j.D > dj.S > dj.D > sVV - 267 dmg Using 6P > GF in that combo I can't seem to get knockdowns after 3 SW, but maybe 6P > GF will end up better to use when you have meter to FRC. About 6P > GF loops, I'm sure something will come of it, I can do airdash j.S > j.D > delay 6P > delay GF > 6P > GF > j.K > SW but haven't really found anything good following that yet. This led me to try another combo though, which is similar to the GV 4+SW untechable-OTG combos in SaishuuKessen's old vid. I never got good at the tk.9SW I've seen Sol's do to get corner knockdowns, so I like going for at least half of those combos (on non-lightweights). Example being 5K > 5H > GV > delay j.D > delay SW > bj.S > SW > 2H > BR for corner knockdown and decent damage, or +2 more SW for insane damage and untechable OTG hits. Now in +R, I'm trying this on Sol: airdash j.S > j.D > 2H > j.D > j.D > slight delay j.D > slight delay SW > bj.S > SW > 2H > BR - 252 or going for all 4 SW airdash j.S > j.D > 2H > j.D > j.D > slight delay j.D > slight delay SW > bj.S > SW > delay dash 2H > j.S > j.K > SW > nj.S > nj.K > SW > delay BR - 271 however I didn't get the OTG 2K c.S f.S to be untechable here, still knockdown though. and just to see the damage, if you do FB Fafnir(whiff) > TR after the 4 SW combo, it did 298. also, I bet you can choose to IAD back instead of backjump j.S here. This might be pretty character specific too, only tried on Sol so far.
  10. The best choice. Check out the Sol wiki here or 101 thread, they are great resources for learning the character.
  11. I can't get just jump SW after CL BB, but I can get IAD j.S > SW, which leads to jump SW. It does look like you can do some 6P GF loops, on non-leightweights I've been able to do c.S > 6P > delay GF > [6P > GF] x 2 I also tried a DI combo, i think it was c.S > 6P > DI > c.S > j.D > j.D > dj.TO > dash tk.TO > dash tk.TO > dash 2H > hVV got Dizzy to start flashing red, I'm sure it could be improved and mayyybe dizzy her?
  12. You have to input the knockdown after DI HVV just like non-DI. It doesn't seem like it always combos though kinda like when you go for it after too many SW. I'm taking a break for a bit but I already tried a few of those things I can comment on. Definitely curious on the rest though. - CH 2H is untechable til they hit the ground so it feels like you can do whatever, CL BB was one thing I tried that worked from certain range. - Only f.S gatlings to 6H, if you do c.S > 6H your 5H comes out. 6H actually doesn't even combo to normal Fafnir, only FB. - I get 6H(1) to combo to GV up close but not 6H(2). Would be interested to see damage off it but yeah can't mash well on this lol. - FB SW seems to have the same hitbox/fastfall properties as H SW from what I can tell.
  13. It doesn't seem to work from just a normal ground hit BB, they dont bounce high enough so they reach the floor before the 2nd BB can hit. CH BB combos into a 2nd BB from far range on May, but it isn't clean. Tried it on Baiken and it only hits OTG. On Sol, it OTG clean hits. The CH bounce isn't as high as it used to be sadly. corner 6P > DI > 5K definitely works, you can get 5S/5H/2H there too looks like. EDIT: same from air 6P, like throw > 5K > 6P > DI...
  14. Yeah so far I've only gotten regular Fafnir > Tyrant Rave to combo after CL BB but I don't know a way to land that after more than 2 SW yet. Any ideas with Dragon Install? I'm trying this goofy new move (what do we call it btw? TO(DI)?) You can loop it quite a few times and the height the bounce after it hits seems to depend on how high they were hit with it originally. I've honestly never been familiar with DI combos in the first place. Just to give an idea you can do this in corner: tk.TO > dash 2H > j.D > j.D > dj.TO > dash tk.TO > dash tk.TO > dash 2H > hVV - 190 on Sol Doing just BR loops seems to do about the same damage though. I guess it looks kinda fast as an overhead, would be interested to know how quickly it hits crouching opponents at the lowest height. btw I can't test fully mashed GV stuff too well on this either
  15. That single rep dustloop into SW seems like it may be the optimal route for damage+knockdown from what I'm trying. Gonna have to try more airthrow/corner throw stuff, those combos will probably all be new. Tyrant Rave B after airthrow should work similarly to how you were using it, sticks now but you can still get a SW after it. I've been trying to see when you can get CL BB in SW loops to see if there's any reason to. From midscreen 2D BR(RC) SW on lightweights, where you can do j.SW reps, you can get a CL BB in that situation. Maybe that will be good to help you end in Fafnir>Tyrant Rave? after CL BB you have time to normal Fafnir>Tyrant Rave. but from 2D RC that's a lot of meter already. on Baiken starting with your back near corner: 2D > BR(RC) > SW > [fj.SW] x 3 > dash fj.S > j.D > dj.D > VV - 246 2D > BR(RC) > SW > fj.SW > CL BB > Fafnir > Tyrant Rave - 287 also been trying GF FRC > CL BB stuff to compare damages but having a hell of a time doing anything involving GF FRC on Vita
  16. 25% Tension Collapsed: f.S > FB Fafnir- 85 dmg (video) - Max range f.S combo into knockdown. Works on: Everyonef.S > (2S) > 5H > Fafnir > Tyrant Rave- 148 dmg (video) - Non-max range f.S combo, 2S is usable when within range. Note: Tyrant Rave knocks down PO, RO. Works on: Everyone 5K > 6P > c.S > fj.S > FB SW > nj.S > SW > 2H > fj.S > SW > 2H > tk.8SW > 2H > BR- 199 dmg (video) - Medium weight combo for very close hits at midscreen using 25% Tension. Works on: AB, AN, AX, CH, JO, OS, SL, SO, TE, ZA (need dash momentum on ED, KY, VE)5K > 6P > c.S > fj.S > FB SW > nj.S > SW > 2H > fj.S > SW > nj.S > SW > BR- 222 dmg (Dizzy) - Medium-light weight combo for very close hits at midscreen using 25% Tension. Works on: DI, IN, JU, MI5K > 6P > c.S > fj.S > FB SW > bj.S > SW > dash 2H > nj.H(1) > SW > nj.S > SW > BR- 225 dmg (Baiken) - Light weight combo for very close hits at midscreen using 25% Tension. Works on: JA, KL, MA (need dash momentum on BA, BR)5K > 6P > c.S > fj.S > j.D > FB SW > nj.SW > 2H > fj.S > SW >2H > tk.8SW > 2H > BR - 181 dmg (Potemkin) (video) - Heavy weight (and some medium) combo for very close hits at midscreen using 25% Tension. Works on: PO, SO, ... 5K > c.S > tK.BR(FRC) > ... > - ... dmg - .... Works on: ... Fails on: ... CH 2D > GF(FRC) > fj.SW > dash 2H > tk.8SW > 2H > j.S > SW > nj.S > SW > BR- 244 dmg - Universal midscreen CH 2D combo for 25% Tension. Replacing the final nj.S SW BR with 2H tk8.SW 2H BR increases damage but fails on light weights. Works on: EveryoneCH 2D > GF(FRC) > fj.SW > [fj.SW]x3 > dash j.D > sVV- 297 dmg (Baiken) - Light weight only higher damage midscreen CH 2D combo for 25% Tension. Works on: BA, BR, JA, KL, MA 50% Tension Collapsed: 5K > c.S > 2D > BR(RC) > SW > (walk forward) 2H > fj.S > SW > 2H > tk.8SW > 2H > BR- 201 dmg (video) - 50% Tension combo for heavy, medium, and medium-light weights. Works on: Everyone except BA, BR, JA, KL, MA5K > c.S > 2D > BR(RC) > SW > fj.SW > fj/nj.SW > dash j.D > dj.S > dj.D > VV - 241dmg (Baiken) (video) - 50% Tension combo for lightweights. Works on: BA, BR, JA, KL, MA Highly Character Specific Collapsed: : 2K/5K > c.S > 2D > G > dash j.D > j.BR(1) > 5K > (c.S) > tk.BR > 5K > tk.BR > 5K > BR- 179 dmg (Jam, 5K) - Normal hit meterless confirm to 2D > GV on Jam, Bridget. Fullscreen to same corner knockdown. Omitting c.S makes it easier on Jam. Builds ~47% tension. Works on: BR, JA2K/5K > c.S > 2D > GV > dash j.D(JC) > SW > nj.S > dj.S/H > sVV - 207 dmg (Jam, 5K) - Normal hit meterless confirm to 2D > GV on Jam, Bridget. Fullscreen to corner knockdown. Works on: BR, JA2K/5K > c.S > 2D > GV > dash j.D(JC) > SW > nj.SW > (dash) fj.S > sVV - 225 dmg (Jam, 5K) - Max damage normal hit meterless confirm to 2D > GV on Jam, Bridget. Fullscreen to corner knockdown. Works on: BR, JA 5K > 6P > c.S > fj.S > j.D > FB SW > nj.SW > [dash j.D > delay SW]x2 > nj/bj.S > SW > BR- 193 dmg (Potemkin) - Potemkin only combo for close hits midscreen-to-corner using 25% Tension. Use bj.S if you pass under after the 3rd SW. Works on: PO Throw Starters Meterless 25% TensionPost combos for Sol in +R here! I will update the first post as combos come up.Updated 10/23/2013 - See bottom of this post for changelogNotations: Numpad Notation Explanation: Click! General Notations Used nj/fj/bj/sj/dj Neutral/Forward/Back/Super/Double Jump JC Jump Cancel IAD Instant Air Dash tk Tiger Knee CH Counter Hit CL Clean Hit FB Force Break RC Roman Cancel FRC Force Roman Cancel BR Bandit Revolver BB Bandit Bringer GF Gun Flame GV Grand/Ground Viper RS Riot Stamp/Stomp SW Sidewinder WT Wild Throw VV Volcanic Viper c.S Close Slash f.S Far Slash ( ) Indicates the attack within ( ) is optional. [ ] xN Indicates the attack within [ ] is repeated N times. / Indicates you may choose between different attacks. dmg Damage, on Sol unless otherwise specified. tk.8SW Neutral j.SW, best to input as 8236H tk.9SW Forward j.SW, best to input as 2369H 5K(1)/j.H(1) Allow only first hit to connect before continuing j.H(2) Allow both hits to connect before continuing Mid-screen: Normal Starters Meterless Collapsed: 2K/5K> (c.S) > 2D > BR/VV- 103 dmg (5K, c.S, BR) (video) - Example of the staple meterless knockdown combo. Distance BR reaches is character specific, the more normals you include the farther the opponent when BR needs to connect. Any combination of normals before the 2D can be used for this combo, as long as the opponent is within range. VV does more damage but requires a closer hit or dash momentum. In order of farthest to shortest range which the 2D>BR will connect: AN > most characters > AB,DI,KL,KY > RO. Works on: Everyone except RO (BR misses, but VV works with dash momentum on RO) 2K/5K > c.S > 6P > Fafnir- 96 dmg (5K) (video) - More character specific meterless knockdown combo. Slightly less damage, but a lot more corner carry. Works on: AN, AX, BA, BR, DI, FA, JU, KL, KY, MA, OS, RO, SL, SO, TE, ZA, (need dash momentum on AB, CH, ED, IN, JA, JO, MI, PO, VE) f.S > (2S) > 5H > Fafnir- 99 dmg (video) - Non-max range f.S combo, 2S is usable when within range. Works on: Everyone 5D > SW > (walk forward) > (c.S) > 2H > j.S > SW > (walk back) > 2H > j.S > SW > nj.S > SW > BR - 168 dmg (video) - Standard dust to SW loop combo. Works on: Everyone, (must use c.S on PO, RO) CH 5H > IAD j.S > j.D > SW > (walk forward) 2H > fj.S > SW > 2H > tk.8SW > c.S/2H > BR - 241 dmg - Far CH 5H combo, works on stand hit only. Works on: ... Fails on: ... CH 6P > GF > IAD ... > ... - ... dmg - .... Works on: ... Fails on: ...CH 6P > 2S(whiff) > dash 5K/c.S > 2H > ... - ... dmg - .... Works on:CH 6P > CL BB > ... - ... dmg - .... Works on: ... Fails on: ... 50% Tension - 25% Tension Collapsed: airthrow > f.S > FB Fafnir- 89 dmg - Universal airthrow combo. 25% Tension. Works on: (really low height AB, AX, DI*, ED, FA, JO*, OS, PO, RO, SO, VE), (low height KY, SL, TE, ZA), (any height AN, BA*, BR*, CH, IN*, JA*, JU, KL*(dash), MA*, MI*) *cannot CL Special Starters Meterless Collapsed: WT > fj.S > SW > 2H > fj.S > SW > nj.S > SW > BR- 150 dmg (video) - Universal 3 SW WT combo. Timing will differ depending on character weight/hitbox tendencies. Works on: Everyone WT > dash 2H/5H tk.8SW > 2H/5H fj.S SW > nj.S SW > BR- 185 dmg (Baiken, 5H, 5H) (video) - Light weight WT combo for extra damage. Works on: BA, BR, JA, KL, MA 25% Tension - Highly Character Specific Collapsed: airthrow > f.S > 5H > FB Fafnir- 123 dmg (Millia) - Airthrow combo with added 5H. 25% Tension. Works on: MI, RO airthrow > 5K > fj/nj.K > FB SW > 2H > fj.S > SW > 2H > tk.8SW > 2H > BR- 133 dmg (Faust) - Faust only airthrow combo, costs 25% Tension. Works on: FA Highly Character Specific Collapsed: : WT > [fj.D > SW] x 3 > fj.S/D > SW > BR- 161 dmg (Potemkin, j.D) - Potemkin only WT combo for high damage and knockdown. Works on: POWT > [fj.D > SW] x 3 > fj.S/D > SW > FB Fafnir(whiff) > Tyrant Rave- 199 dmg (Potemkin, j.D) - WT combo for damage with Tyrant Rave bonus, costs 50% Tension. Works on: PO Force Break Starters 25% Tension - 50% Tension Collapsed: VV(1)(RC) > dash 5K/c.S > 2H > j.S/j.H(1) > SW > (walk back) 2H > j.S > SW > 2H > tk.8SW > 2H > BR - 217 dmg - Medium/medium-light/heavy weight VV(RC) midscreen combo. Works on: ...VV(1)(RC) > ... - Light weight VV(RC) midscreen combo. Works on: BA, BR, JA, KL, MA - 50% Tension - Highly Character Specific - Overdrive Starters 50% Tension - 100% Tension - Highly Character Specific - Highly Character Specific Collapsed: WT > GV (no mash) > dash j.D > SW > (walk forward) 2H > fj.S > SW > nj.S > SW > BR- 157 dmg (ABA) - Heavy weight WT combo from corner to corner, last BR must be delayed slightly. Works on: AB, PO, ROWT > GV (no mash) > [dash j.D > SW]x2 > nj.H(2) > SW > fj.H(2) > SW > nj.H(2) > SW > BR- 175 dmg (Potemkin) - Potemkin WT combo from corner to corner, last BR must be delayed slightly. Works on: PO WT > [fj.D > SW] x 3 > nj.S > SW > 2H > BR- 160 dmg (Potemkin) - Potemkin only WT combo for high damage and knockdown. Works on: POWT > [fj.D > SW] x 3 > nj.H(2) > SW > fj.H(2) > SW > nj.H(2) SW > BR- 169 dmg (Potemkin) - Potemkin only WT combo for high damage and knockdown. Works on: POWT > [fj.D > SW] x 3 > nj.S > SW > FB Fafnir(whiff) > Tyrant Rave- 194 dmg (Potemkin) - WT combo for damage with Tyrant Rave bonus, costs 50% Tension. Works on: PO Force Break Starters 25% Tension - 50% Tension Collapsed: j.VV(RC) > dash j.D, j.D > dash j.D, j.D > fj.D > SW > c.S > 2H > tk.9SW > 5K/c.S > BR- 275 dmg (video) - Medium weight air VV(RC) midscreen-to-corner combo. Works on: AB, AN, AX, CH, FA, OS, SL, SO, TE, VE, ZAj.VV(RC) > dash j.D, j.D > dash j.D, j.D > fj.H(1) > SW > c.S > 2H > tk.9SW > 5K/c.S > BR - 299 dmg (Dizzy) - Medium-light weight air VV(RC) midscreen-to-corner combo. Works on: DI, IN,j.VV(RC) > dash j.D, j.D > dash j.D > dj.D > sVV- 249 dmg (Baiken) - Light weight air VV(RC) midscreen-to-corner combo. Works on: BA, BR, JA, KL, MA - 50% Tension - Highly Character Specific - Overdrive Starters 50% Tension - 100% Tension [*]- Highly Character Specific - Corner:Common Corner Combo Routes: Collapsed: [5 j.D 2 SW corner knockdown] fj.D, j.D > (dash) j.D, j.D > j.D > SW > dash (c.S) > 2H > tk.9SW > 5K(1)/c.S > BR [3 j.D 2 SW corner knockdown] fj.D, j.D > (dash) j.D > SW > dash (c.S) > 2H > tk.9SW > 5K(1)/c.S > BR [2 j.D 2 SW corner knockdown] fj.D, j.D(f.JC) > SW > dash (c.S) > 2H > tk.9SW > 5K(1)/c.S > BR [1 j.D 2 SW corner knockdown] fj.D > SW > dash (c.S) > 2H > tk.9SW > 5K(1)/c.S > BR [j.S/H 2 SW corner knockdown] fj.S/fj.H(1) > SW > dash (c.S) > 2H > tk.9SW > 5K(1)/c.S > BR [4 j.D VV corner knockdown] fj.D, j.D > (dash) (j.K/j.S) > j.D > (dj.S) > dj.D > VV [2 j.D BR loop corner knockdown] fj.D, j.D > j.BR > 5K(1) > tk.BR > 5K(1) tk.BR > 5K(1) > BR [j.D SW bj.S corner knockdown] fj.D > delay SW > bj.S > SW > (dash) 2H > BR [/td][td] [/table] Normal Starters Meterless Collapsed: [5K/c.S>6P]/[airdash j.S>j.D] > 5H/2H > fj.D, j.D > fj.D, j.D > dash j.S/j.K > j.D > dj.S > dj.D > sVV- 243 dmg (video) - Dustloop to VV. Corner knockdown. Damage shown is using 5K, 5H, and 2 hit sVV. Works on: AB, AN, AX, CH, DI, ED, FA, IN, JU, KY, MI, OS, PO, SO, SL, TE, VE, ZA (omit dj.S on JA) Fails on: BA, BR, JO, KL, MA, RO [*][5K/c.S>6P]/[airdash j.S>j.D] > 5H/2H > [5 j.D 2 SW corner knockdown]- 252 dmg (5K)(video) - Heavy/Medium weight dustloop to 2 SW with corner knockdown. Works on: AB, AN, AX, CH, FA, OS, PO, SL, SO, TE, VE, ZA, (must dash after first j.D rep on ED, KY) Fails on: BA, BR, DI, IN, JA, JO, JU, KL, MA, MI, RO [*][5K/c.S>6P]/[2K>c.S>6P]/[airdash j.S>j.D] > 5H/2H > [2 j.D 2 SW corner knockdown]- 246 dmg (Dizzy, 5K) - Medium-light weight dustloop to 2 SW with corner knockdown. Works on: DI, IN, JU, MI [*][5K/c.S>6P]/[airdash j.S>j.D] > 5H/2H > [1 j.D 2 SW corner knockdown]- 235 dmg (Baiken, 5K) - Light weight 2 SW with corner knockdown. Only works from deep in corner so SW can reach to CL. Works on: BA, BR, JA, KL, MA [*][5K/c.S>6P]/[2K>c.S>6P]/[airdash j.S>j.D] > 5H/2H > [2 j.D BR loop corner knockdown]- 224 dmg (Baiken, 5K) - Lightweight dustloop to BR loop with corner knockdown. Works from range where SW will not CL. Also good for tension gain, builds ~50% tension. Works on: BA, BR, JA, KL, MA [*][5K/c.S>6P]/[2K>c.S>6P]/[airdash j.S>j.D] > 5H/2H > [4 j.D VV corner knockdown]- 242 dmg (Baiken, 5K) - Lightweight dustloop to VV corner knockdown. Works from range where SW will not CL. Works on: BA, BR, JA, KL, MA [*][5K/c.S>6P]/[airdash j.S>j.D] > c.S > 2H > [2 j.D 2 SW corner knockdown]- 212 dmg (Robo-Ky, 5K) (video) - Johnny/Robo-ky dustloop to 2 SW with corner knockdown, with added c.S before first 2H to increase their height. Works on: JO, RO 25% Tension Collapsed: [*]5K(1)/c.S > 6P > GF (FRC) > CL BB > nj.S/fj.D > SW > 2H > j.S > SW > 2H > tk.8SW > 2H > BR- 262 dmg (5K) (video) - Heavy/medium weight CL BB 3 SW combo for added damage and farther hits. 25% Tension. Works on: AB, AN, AX, CH, ED, FA, OS, PO, SL, SO, TE, VE, ZA, (must use nj.S on KY, RO) [*]5K(1)/c.S > 6P > GF (FRC) > CL BB > fj.D > SW > 2H > j.S > SW > nj.S > SW > BR- 291 dmg (Dizzy) - Medium-light weight CL BB 3 SW combo. Works on: DI, IN, JU, MI [*]5K(1)/c.S > 6P > GF (FRC) > CL BB > nj/fj.S > SW > dash 2H > fj.S/fj.H(1) > SW > nj.S > SW > BR- 286 dmg (Baiken) (5K, j.S) - Light weight CL BB 3 SW combo. Works on: BA, BR, JA, KL, MA [*]5K(1)/c.S > 6P > GF (FRC) > CL BB > dash 2H > fj.D > SW > 2H > j.S/j.H(1) > SW > nj.S > SW > BR- 258 dmg (Johnny) (5K, j.S) - Johnny CL BB 3 SW combo for added damage and farther hits, costs 25% Tension. Works on: JO 2K > c.S > 6P > GF (FRC) > CL BB > fj.S/fj.D > SW > (dash) fj.S > SW > (dash) 2H > tk.8SW > 2H > BR - 193 dmg - Medium weight CL BB 3 SW combo. Works on:... [*]5K/c.S > 6P > GF (FRC) > CL BB > [3 j.D 2 SW corner knockdown]- 261 dmg (video) - Medium/medium-light/heavy weight combo with corner knockdown. Works on: AB, AN, AX, CH, DI, ED, FA, IN, JU, MI, OS, PO, SL, SO, TE, VE, ZA Fails on: BA, BR, JA, JO, KL, KY, MA, RO [*]5K/c.S > 6P > GF (FRC) > CL BB > GF > (dash) 2H > [1 j.D 2 SW corner knockdown]- 261 dmg (video) - Alternative medium/medium-light/heavy weight combo with corner knockdown that works on KY, JO, and RO. Works on: AB, AN, AX, ED, FA, IN, JO, JU, KY, OS, PO, RO, SL, SO, TE, VE, ZA, Fails on: BA, BR, CH, DI, JA, KL, MA, MI [*]5K/c.S > 6P > GF (FRC) > CL BB > [1 j.D 2 SW corner knockdown]- 251 dmg (Jam) - Light weight (also universal route) combo with corner knockdown. Works on: BA, BR, JA, KL, MA (use j.S instead of j.D on BA) CH 2D > GF (FRC) > CL BB > [3 j.D 2 SW corner knockdown]- 257 dmg - Medium/medium-light/heavy weight combo with corner knockdown. Works on: AB, AN, AX, CH, DI, ED, FA, IN, JU, MI, OS, PO, SL, SO, TE, VE, ZA Fails on: BA, BR, JA, JO, KL, KY, MA, RO CH 2D > GF (FRC) > CL BB > GF > (dash) 2H > [1 j.D 2 SW corner knockdown]- 257 dmg - Alternative medium/medium-light/heavy weight combo with corner knockdown that works on KY, JO, and RO. Works on: AB, AN, AX, ED, FA, IN, JO, JU, KY, OS, PO, RO, SL, SO, TE, VE, ZA, Fails on: BA, BR, CH, DI, JA, KL, MA, MI CH 2D > GF (FRC) > CL BB > [1 j.D 2 SW corner knockdown]- 254 dmg (Jam) - Light weight (also universal route) combo with corner knockdown. Works on: BA, BR, JA, KL, MA (use j.S instead of j.D on BA) [*]2K > 2D > FB Fafnir > dash 2K/5K > c.S > fj.D > SW > dash 2H > fj.S > SW > 2H > tk.8SW > 2H > BR - 182 dmg - "Universal" far hit 2K 3 SW combo. 25% Tension. Damage shown using dash 5K, 2H. Works on: All except FA, RO, (must use 2K on AB, MI, SL) Fails on: FA, RO [*]2K > 2D > FB Fafnir > dash c.S/2H > fj.D > SW > 2H > fj.S > SW > 2H > tk.8SW > c.S/2H > BR - 203 dmg - More damage, more characer specific far hit 2K 3 SW combo. 25% Tension. Damage shown using dash 2H, 2H. Works on: AB, AN, CH, FA, IN, JA, JU, MA, MI, OS, PO, SL, (must use c.S on AX, BR, DI, ZA), (must use 2H on KL). Fails on: BA, ED, JO, KY, RO, TE, VE [*]2K > 2D > FB Fafnir > GV slight mash > fj.D > SW > 2H > fj.S > SW > nj.S > SW > BR - 215 dmg - High damage, highly character specific far hit 2K 3 SW combo. 25% Tension. Works on: AN, AX, OS, SO Fails on: All except AN, AX, OS, SO 2K > 2D > FB Fafnir > dash 2K/5K/c.S > 2H > [2 j.D 2 SW corner knockdown]- 176 dmg (5K) - Medium weight combo with corner knockdown. Works on: AN, AX, CH, ED, FA, KY, OS, SO, TE, VE, ZA, (can't use 5K on AB, SL) 2K > 2D > FB Fafnir > dash 2K/5K/c.S > 2H > fj.D, j.D > dash j.H(1) > SW > c.S > 2H > tk9.SW > c.S > BR- 191 dmg (Dizzy) (5K) - Medium-light weight combo with corner knockdown, modified 2 j.D 2 SW corner knockdown combo (includes j.H(1) due to extra height). Works on: DI, IN, JU, (can't use 5K from slide on MI) 2K > 2D > FB Fafnir > GV (no mash) > [j.D SW bj.S corner knockdown]- 168 dmg (Robo-Ky) - Heavy weight (Robo-Ky and Potemkin) combo with corner knockdown. Works on: PO, RO 2K > 2D > FB Fafnir > dash 2K/5K > c.S > [1 j.D 2 SW corner knockdown]- 193 dmg (Baiken) - Light weight (also almost universal route) combo with corner knockdown. Works on: All except FA, RO, (must use 2K on AB, MI, SL) Fails on: FA, RO 2K > 2D > FB Fafnir > dash 5K/c.S > 2H > [4 j.D VV corner knockdown]- 172 dmg (Baiken) (5K) - Light weight (also universal route) combo with corner knockdown. Works on: BA, BR, JA, KL, MA [*]2K > 2D > FB Fafnir> GV slight/no mash> [j.D SW bj.S corner knockdown]- 197 dmg - More damage, more character specific combo. Works on: (slight mash on AN, AX, KY, OS, SO, TE, ZA), (no mash on PO, RO), (opponent must be slightly outside corner and slight mash on CH, SL, VE), (opponent must be slightly outside corner and no mash on ED, FA) Fails on: AB, BA, BR, DI, IN, JA, JO, JU, KL, MA, MI 50% Tension - Highly Character Specific Collapsed: 2K > 2D > FB Fafnir > GV (no mash) > fj.D > SW > bj.S > SW > dash j.H(2) > SW > nj.H(2) > SW > 2H > BR- 189 (Potemkin) - Potemkin only combo with corner knockdown, costs 25% Tension. Works on: PO Throw Starters Meterless Collapsed: throw > 5K(1) > 6P > 5H/2H > [j.S/H 2 SW corner knockdown]- 151 dmg (video) - Corner throw combo with corner knockdown, can't use j.D into SW. Works on: AB, CH, JA, KY, MI, OS, RO, SO, TE, ZA, (must use j.H(1) on AN, BA, BR, IN, MA) [*]throw > 5K(1) > c.S > [3 j.D 2 SW corner knockdown]- 160 dmg (video) - Medium weight corner throw combo with corner knockdown. Works on: AB, AN, CH, OS, PO, SO, TE, ZA [*]throw > 5K(1) > c.S > [2 j.D 2 SW corner knockdown]- 188 dmg (Millia) - Medium-light weight throw combo with corner knockdown. Works on: IN, MI Summary:Corner throw > 5K(1) will not work on AX, DI, ED, FA, JO, JU, KL, VE air throw > (dash) 5K(1)/c.S > 6P > 2H/5H > [4 j.D VV corner knockdown]- 131 dmg - Air throw combo for medium weights and most heavy weights with corner knockdown. Works on: ... air throw > (dash) 5K(1)/c.S > [3 j.D 2 SW corner knockdown]- 145 dmg (5K) - Airthrow combo for most medium weights with corner knockdown. Works on: AB, AN, AX, CH, SL, TE, (must start c.S on FA), (must start 5K on OS, SO, VE, ZA) [*]air throw > (dash) 5K(1)/c.S > [2 j.D 2 SW corner knockdown]- 162 dmg (Dizzy, 5K) - Airthrow combo for medium-light weights with corner knockdown. Works on: IN, JU, MI, (must start with 5K on DI) air throw > dash 5K(1)/c.S > [1 j.D 2 SW corner knockdown]- 155 dmg (Baiken,5K) - Air throw combo for most light weights with corner knockdown. Works on: BR, JA, MA, (must start with 5K on BA) Fails on: KL air throw > (dash) 5K(1)/c.S > [2 j.D BR loop corner knockdown]- 136 dmg (Baiken,5K) - Air throw combo for all light weights (and medium weights which the normal combos won't work) with corner knockdown. Works on: BA, BR, JA, KL, MA, (must start 5K and only use 1 tk.BR on ED, KY) air throw > (dash) 5K(1)/c.S > [4 j.D VV corner knockdown]- 149 dmg (Baiken,5K) - Universal air throw combo. Works on: Everyone except JO, PO, RO [*]air throw > 5K(1) > 6P > 5H > j.S > j.K > j.D > j.BR > 5K > tk.BR > 5K > BR- 121 dmg (Johnny) - Air throw combo for Johnny, Potemkin, Robo-ky. Works on: JO, PO, RO 25% Tension - 50% Tension [*]- Highly Character Specific Collapsed: [*]throw > 5K(1) > 6P > GV(slight mash) > fj.D > delay SW > bj.S > SW > dash j.H(2) > SW > nj.H(2) > SW > BR- 159 dmg (Potemkin) - Potemkin only corner throw combo. Works on: PO Special Starters Meterless - 25% Tension [*]- 50% Tension - Highly Character Specific [*]- Force Break Starters 25% Tension - 50% Tension [*]- Highly Character Specific - Overdrive Starters 50% Tension [*]- 100% Tension - Highly Character Specific Changelog: Collapsed: [9/10/13] added ED and KY to corner airthrow combos.[9/12/13] added JO, PO, RO to corner airthrow combos. Going to clean up 2K 2D FB Fafnir combos next.[9/18/13] started adding Midscreen and Midscreen-to-corner 2D BR(RC) combos[9/19/13] reorganizing combos[9/20/13] reorganizing combos, character specifics on 2K/5K (c.S) 6P Fafnir, added GV combos, BR(RC) combos[9/22/13] reorganizing combos, added air VV(RC), midscreen FB SW[9/23/13] reorganizing combos, finishing up midscreen FB SW[9/24/13] reorganizing combos, added VV(RC) for light weights, light weight corner meterless, Pot only WT combos[9/25/13] light weight corner CL BB combo, reorganized 3 SW CL BB combos. unbolding combos that need completion[9/26/13] added character specifics on VV(RC) medium weight midscreen-to-corner combo[10/1/13] in the process of updating 2K 2D FB Fafnir combos[10/2/13] updated corner knockdown 2K 2D FB Fafnir combos[10/20/13] added CH 2D combos, added notation explanation for tk.8SW/tk.9SW[10/21/13] added Common Corner Combo Routes table, in the process of putting them in combos[10/22/13] added corner throw/airthrow combos, midscreen-to-corner lightweight CH 2D, continuing to refer to common combo routes[10/23/13] fixed corner CL BB and 2K 2D FB Fafnir corner knockdown combos, added corner CH 2D- [*]-
  17. CH FB Fafnir also causes the groundslide, which can be followed up with CL GV midscreen or midscreen-to-corner (or 5K/5S 2H jS SW stuff if you're close enough to corner). It seems like if you hit it from max/long range at midscreen the GV doesn't reach in time though, hard to tell for sure cause I can't mash as fast on Vita but it doesn't look like it reaches fast enough from that far. Going to miss the wallbounce CH regular Fafnir also causes the groundslide but since you recover way slower it seems you can only combo off it if you're close to corner. The groundslide might have shorter duration too... another thing I tried, airthrow > fS > FB Fafnir works like we thought it would, only tried on Jam so far and it doesn't CL but it gets the knockdown + some damage at least. EDIT: it did CL on Sol though, but had to grab lower. I'm trying it on everyone, looking at that post you made a while back. EDIT2: on Sol, sorta low airthrow > fS > CL FB Fafnir > CL GV...etc works from starting position...hawt Hell I might as well make a combo thread for +R so we can keep these organized and people can post their findings there.
  18. Yeah I haven't found a good way using normal Fafnir yet sadly, it's so much slower. You seem to have to cut back on the # of SW before for it to work but then it may not be worth it anymore.
  19. Yeah it's nice you can run up and get GF FRC or safejump oki from pretty much anywhere. I've been trying to find where in combos you can get the Tyrant Rave end, it's kinda weird since you move forward a lot with the Fafnir, so the positioning after the SW has to be right. I got it using jS SW loops in corner though, it does do a lot of extra damage and I could see it being good for the kill damage. It doesn't knock down Pot or Robo though after you've done a few SW, it seems to only do that off ground hit. wow this is a cool example vs Pot (yay) midscreen WT > [fjD > SW]x3 > fjS > SW > FB Fafnir(whiff) > Tyrant Rave = 194 dmg, a good chunk more than doing sjPPPPPPPP etc
  20. So this is probably good to know in these match-ups, Fafnir > Tyrant Rave causes knockdown on Potemkin and Robo-Ky. Everyone else can tech before they hit the ground.
  21. After 2B/5C, the opponent has no reasons to press buttons, unless they see a Raging Lion to hit you out of. Yeah usually you just need to jump-cancel away after them. Or if you have 50SP you can safely continue pressure with zio/slide OMC. That's why it's good to get use out of 5A and 2A before committing to 2B/5C. You can do tick throws off them which can make them flinch, either trying to hit you, attempting a throwbreak, or jumping/backdashing out. Stagger your cancels with 2A to catch people doing anything but continuing to block low, just remember you can only do 3 in a row. He has a ton of time to stagger all of his gatlings so you can use that to catch people stopping blocking, but that is susceptible to DPs/supers. Basically you have every option available to you after 5A (JC, low, specials, tick throw, throw bait) so it's very useful in pressure. 5A and 5AA are -2 though, so you won't get away with doing it over and over like Chie can. On that topic I've seen Shikki do blockstrings like 2B 5C 5B a lot, I like that since you have some other choices after 5B. Also if you stagger the 5B you can create a tiny gap so if they try to do anything but block it hits them.
  22. I made 2 vids related to cross-ups during 5D. The first one shows an interesting option-select kinda thing you can do to punish rolls vs certain setups I don't totally get. Next is a more in-depth look at some OMC cross-ups. http://www.youtube.com/watch?v=q6OdzcrL8tU http://www.youtube.com/watch?v=ltj_wWsAF6g
  23. For the first combo, I suspect you're cancelling to Ziodyne too early, you don't want to do it immediately. You slightly delay it so Ziodyne hits after they fall a tiny bit after the 2nd hit of j.B+D. For challenge 25, you're probably not jump cancelling 5B early enough. You want to input it like this: 5D > 2B > 5B (JUMP CANCEL) > input 5DD > jB etc, 5DD will hit as you're in the air allowing you to connect jB.
  24. just saw this and I'm not doing anything so I'll play Name: VR-Raiden (VRRaiden4) Location: VA Character: Yu
  25. first of all, lmao at the last round, I would have been unbelievably salty. Here is a big thing I noticed, which I failed to do playing him at FR myself. -You really need to not let Yukiko get away with resetting pressure using 4D/5D/6D. If you're close enough you can CH 5B her out of it on reaction (CH 5B > 2C DC > safe jA). If you can't reach her, at least kill the persona with 5A or 2B before it reaches you. He gets away with this at (at least) these times: 4:12:07, 4:12:36, 4:13:05, 4:13:43, 4:15:53, 4:20:40 -Your pressure was ending too quickly since you canceled to B/C moves early. vs Yukiko keep the blockstrings shorter with more 5A/2A throw/instant j2A. Her normals are slow, and her throw is 7 frames, so you can get away with 5A pressure and lots of throw attempts/fakes on her. Look for guard cancels and B+D/OMC>block/super if you see one. A very useful DP/throw attempt bait while pressuring her is to simply run in her face and jump backwards. If she DP it will be blocked/whiff, if she throws you can CH j.B her recovery, and she has no air unblockables so there is very little risk (Hama does this a TON in the vs Yukiko vid BanchouJP uploaded) -Need to work on hitconfirming and combos. I can go through later and give some specific examples but a few general things I noticed: Confirm air hits into j2A or sweep whenever possible, ending in j214A/B is never worth it unless it's for the kill. Oki wins this game. Especially Yukiko who you do not want to escape once you touch her. Confirm max range 5B into either 2C (combos on CH) or 214C (combos on either normal or CH), saw you attempt 5B 5C at least once outside of 5C range.
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