-
Posts
692 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by 10stars
-
Maximizing your damage in furinkazan, learning how to play him in furinkazan, and being SAFE with him in furinkazan is an instant 10 as far as hard goes in bang install mode. Regular bang? probably a 1 in comparison to guilty gear or any other fighter. overall a 5, no one in this games hard to use.
-
Slight tweaking. Adding or removing a hit or so. Once you learn one characters set of combos, chances are you can get a mental image of the rest.
-
Some combos work on multiple characters. However to maximize your damage, there are character specifics that have to be learned. For instance, Arakune Litchi Hakumen Ragna Nu etc can all be hit by 5a > 5b > 2b > 6c > 9 dash > j.d > 3 dash > j.d > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. BUT, Arakune is one of the characters that can not be hit by 5a > 5b > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. The extra j.b pushes arakune too far away. There are combos that work on multiple characters, the one above with the extra j.b works on litchi hakumen ragna and nu like i said, but even though it's the same combo, it's STILL character specific. For some reason or another, that combo works perfectly fine without crossing up the j.b on everyone besides hakumen, but against haku you have to crossup your j.b. Combo against litchi: http://www.youtube.com/watch?v=W1bF5F9c8UU#t=1m23ms Combo against Hakumen: http://www.youtube.com/watch?v=tvomwbEA3n8#t=3m11ms And if we started making universal lists for combos that work on majority of the cast, there's going to be the problem of "This doesn't work on carl, this doesn't work on Arakune, you have to adjust your timing for it to work on these 3 characters, oh this version on this character does more damage" Then we'll end up back here with character sections. But for the most part, the combos do generally work on alot of the cast, there's just slight changes to get the highest damage. The reason I want to avoid a universal list is because a universal combo off of each poke would not do alot of damage if it was used on alot of the cast. Dunno, maybe I'm just used to having to learn character specifics from playing Johnny. Pretty much while looking through the combos though, look at the damage. The drive combos damage is pretty much the same on everyone besides Carl and Arakune because they're the same combo.
-
Second post updated completely. 99% of the highest damage combos for each character are now listed. 99% of the listed combos also have a video link to the specific second where it happens. Enjoy.
-
Drive nails, early j.b, and dash 5a off the start. dash 5a is incredibly risky though, and j.b and nails are still the safest options. All you have to do to get a knockdown on her is mix her up once, everything leads into 2c > 6d. If you get her in a position where shes scared to jump go for crossup j.4cs and followup if it hits, if it doesn't when you land you have the option of going for another overhead (5c) or into a low (5a) No matter what you do though, you should be able to land a knockdown from something as long as you're playing safe and watching her movement.
-
Once in a full blue moon opportunity. Pushing someone to a corner is rough in bang install mode. But actually having the bumper there is even rougher. The only truly viable setup to guarantee it is if you can land a guard crush when you're in the corner > place b bumper > bang install > start nezu loop.
-
That's the unfortunate problem with playing online, people really don't break throws. And trust me, it's much more flashy to use any of the combos listed in the second post
-
I'm currently only interested in combos that will work at a higher level of play. Majority (95%) of throws during combos are going to be broken at tournaments, it simply isn't a viable option like it was in November when the game was in arcades. And what's 421c/b? Bang doesn't have a backwards dragonpunch. Unless you're referring to the fire punch and the command throw when you post that. For reference, no matter what side you're facing, the command throw will always be 623c, and the fire punch will always be referred to as 623b. If you land 2d in bang install mode, the dash b combos aren't worth it really, check the second post in this thread, off of 2d every character has around 4,000+ damage combos on them.
-
I had that happen a few times while i was sitting in training mode. 5d would link randomly, but i couldnt seem to get the timing for it otg.
-
[CT-CSE] Survivors of Ikaruga - Bang PSN/XBL ID's
10stars replied to TornAparT's topic in Bang Shishigami
I apologize to Browncoat, the ps3 that I play on is not mine, so I don't have access to it majority of the time. -
I normally use bang install in situations where it gives me free hits. Instant block > bang install > 6d combos. So normally when its used for pressure, its on oki. any blocking that starts with 5a > 5b > 2b i normally 9 dash into j.c or j.b and continue from there. Its freestyle since everythings dash cancelable. I also like 2c > dash cancel > 6a > 6a Snip.
-
Revised some of the combos that I already have listed, you can replace 2b with 6a in some of them to get an extra 100 or so damage out. Snip.
-
I couldnt seem to land the triple j.d after the 6d combo the other day, i got it now though. I'll have it listed but no visual reference, i have a video of the other triple j.d combo so people can see its real at least.
-
Second post updated with Tager and Ragna stuff. I have a video of everything that's being uploaded right now, I'm simply too tired to edit it the way I did with the stuff Reiomou linked right now, when i wake up I'll edit it for easy point + click to each combo in the video. If anyone is trying to do the combos and wants to look before i update it with each link though: http://www.youtube.com/watch?v=P3lTRp3MWs0
-
I've been using 3 dashes and getting the most reps out (14) it makes up for the pushback from when i was recording it. Either way works though, matter of preference I guess.
-
Good point, added.
-
FRKZ thread is up, I would like majority of not all of the furinkazan information to be put there from here on. Still waiting for a response back from ATG if it's cool with that thread having the FRKZ combos, and this thread linking to them instead of them being in both.
-
You guys are going to be having to do alot of the strats part. I still stick by rtsd, land a blocked 5a and have them guessing the rest of the match if I'm in bang install mode.
-
oh, you mean true blockstrings. Yeah, you can activate it mid blockstring off of pretty much everything. The problem is that unlike guilty gear, blazblues pushback and tech system is different: In guilty gear after so many hits, you're pushed back very far from your opponent. In guilty gear after so many hits, your opponent can also tech earlier, so even though j.s > j.h would normally link, after 20ish hits, the opponent can recover. This stays true for hits in blazblue, after so many hits you're pushed back, and after so many hits things that normally link will no longer link (prime example 623b > 2b > 623b wont link more than twice in any given situation) Blazblue also has a second rule about teching and pushback though, if a blockstring or a combo LASTS too long, your opponent can recover early, and you take pushback overtime. This is why things like 2c > 6 dash > 6a > 6c work when you're already in FRKZ, but if you do 2c > frkz > 6 dash > 6a > 6c, the 6c will not connect, because the timer has ended for untechable time. After babbling about all that though, it stays the same with pushback from blocking. If you decide you want to RC 2b and run in and keep a chain going you can, however if you 2b > FRKZ, then 5a, you suffer MAJOR pushback because of the internal timer on teching/pushback. Even though time technically stops for gameplay, the internal timer continues to tick. Try it in training mode, 5a > 5b > 2b > frkz > 5a > 5b. You'll see bang get pushed away like facing two magnets against eachother. However this can be avoided by just dash canceling the 5a after FRKZ. But it still puts a hamper on it and it doesn't continue your original pressure much.
-
The 6d and FRKZ out of pressure strings was included, i just had to edit and update after the video was done, it's currently part 8 and has a visual reference. I also included a pressure part of the video, however with how freestyle bang is in BI mode, really I could make endless amounts of videos. I do want a full list of FRKZ character specifics here, corner, midscreen etc. I will be working on this when i have the time and updating them in my placeholder post.
-
Character specific worthwhile high damage combos Just go straight to the character section you're trying to learn combos for. __________________________________________________ Iron Tager Midscreen If you're mid screen against Tager, and you land a hit while he is standing in Bang install mode. In my opinion, the only combo you need to know off of that is the Tager loop, because it can be reset as well as start off of any of Bangs normal hits. BI Tager standing loop: 5a > 5b > 2b > 9 dash > j.a > j.b > land > Video However, if Tagers crouching, there's a different loop all together. One I haven't shown because I've been too lazy previously to make a video, but here it is. Tager crouching loop 2b > 9 dash > j.b > 2 dash > land Rinse + Repeat (lower damage, easier) 2b > 9 dash > j.4c > 1 dash > land Rinse + Repeat(slightly higher damage, harder) Video Both of the above can be started off of any poke as shown in the video. Against both standing and crouching Tager: 6d: 6D > 6 dash > 2D > 9 dash > j.D > 3 dash > j.D > land > 2B > 6C > 9 dash > j.B > 6 dash > j.D > 2 dash > j.D > land > 2C > oki. 4459 damage damage Thanks WUT. You can also add an extra j.d into this 6d combo: 6d > 6 dash > 2d > 9 dash > j.d > 3 dash > j.d > 6 dash > j.d > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 2 dash > j.d > land > 2c > oki. 4639 damage. No video available atm. 5d: 5d > 9 dash > j.d > 3 dash > j.d > 3 dash > j.d > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 4835 damage 5d > 9 dash > j.d > 3 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5057 damage. No video currently available. j.d: j.d > 2 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5634 damage 2d: 2d > 8 dash > j.d > 2 dash > land > 2d > 8 dash > j.d > 2 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5112 damage 2d > 8 dash > j.d > 2 dash > land > 2d > 8 dash > j.d > 2 dash > land > 6a > 623b > 2363214c [50% heat] 6104 damage Throw Throw > throw hit connects > 6 dash > j.b > 6 dash > j.d > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 3710 damage Corner All combos listed above work on Tager in the corner. __________________________________________________ Ragna The Blood Edge Midscreen Since Ragna doesn't have standing loops like tager, he actually has combos etc. Against standing Ragna 5a: 5a > 5b > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 4633 damage if started with 5a. Starting this combo with 2a drastically reduces its damage, however the combo still works. If you start it with j.C you have to omit the 5a in the combo completely, or the otg wont work. Against crouching Ragna 5a 5b 2b all start this. You can also start it with j.C, but you have to dash to the other side of Ragna after j.C connects 5a > 5b > 2b > 9 dash > j.4c > 3 dash > land > 2b > 9 dash > j.4c > 3 dash > land 2b > 9 dash > j.4c > 3 dash > land 2b > 9 dash > j.4c > 1 dash > land > 2b > 2c > 6d > 623b > 6 dash after recovery for oki. 4699 damage if started from 5a. Against both standing and crouching Ragna: 5d 5d > 9 dash > j.d > 3 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5057 damage 6d 6d > 6 dash > 2d > 9 dash > j.d > 2 dash > j.d > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 4459 damage 2d 2d > 8 dash > j.d > 2 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5141 damage j.d j.d > 2 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2b > 2c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5634 damage Throw Throw > Throw hit connects > 6 dash > j.b > 6 dash > j.d > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 3710 damage Corner In the corner if Ragna is standing all normal standing FRKZ combos listed above work on him. If Ragna is crouching in the corner, all drive combos listed above work on him. If Ragna is crouching in the corner and the combo starts with any normal moves: 5a > 5b > 2b > 2c > 6a > 6c > 8 dash > j.b > j.d > 2 dash > j.d > land > 2c > oki 3551damage __________________________________________________ Noel Vermillion Midscreen Against standing Noel 5a 5a > 5b > 2c > 6 dash > 5d > 9 dash > j.d > 2 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 3825 damage 5a / Normal hit against crouching noel: Same as above combo. Against both standing and crouching Noel 6d 6d > 6 dash > 2d > 8 dash > j.d > 2 dash > j.d > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 4459 damage 5d 5d > 9 dash > j.d > 3 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5057 damage 2d 2d > 8 dash > j.d > 2 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5141 damage j.d j.d > 3 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5634 damage Throw Throw > throw hit connects > 6 dash > j.b > 6 dash > j.d > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 3710 damage Corner Noels standing, crouching, and drive combos all work in the corner. __________________________________________________ Arakune Midscreen Against standing Arakune: 5a/5b/2b/j.c 5a > 5b > 2b > 6c > 9 dash > j.d > 3 dash > j.d > land > 2b > 6c > 9 dash > j.b > 9 dash > j.b > land > react to recovery > oki. 4356 damage Against crouching Arakune: These hits all go into the loop: Arakune crouch loop is 2b > 9 dash > j.4c > 3 dash > land > 2b > Rinse + Repeat 5a > 5b > 2b > loop j.C > 2b > loop 5b > 2b > loop j.B > 5b > 2b > loop Video Against both standing and crouching Arakune midscreen: 5d 5d > 9 dash > j.d > 2 dash > j.d > land > 2b > 6c > 9 dash > j.b > 9 dash > j.b > 623b > land > react to recovery oki. 4166 damage 6d 6d > 6 dash > 2d > 8 dash > j.d > 2 dash > j.d > land > 2b > 6c > 9 dash > j.b > 9 dash > j.b > 623b > land > react to recovery oki. 4183 damage 2d 2d > 8 dash > j.d > 2 dash > j.d > land > 2b > 6c > 9 dash > j.b > 9 dash > j.b > 623b > land > react to recovery oki. 4250 damage j.d j.d > 2 dash > land > 2b > 6c > 9 dash > j.b > 9 dash > j.b > 623b > land > oki. 3847 damage Throw Throw > Throw hit connects > 6 dash > j.b > 9 dash > j.b > land > 9 dash > j.b > 9 dash > j.b > 9 dash > j.b > 623b > land > oki. 2876 damage Kinda pathetic, but I'm sure this will be getting replaced eventually. Corner Corner against standing arakune: 5a 5a > 5b > 2b > 6c > 9 dash cancel > j.d > 3 dash > j.d > land > 2b > 6c > 8 dash > j.b > j.d > 2 dash > j.d > land > 2c > oki. 4649 damage Corner against crouching arakune: 5a 5a > 5b > 2c > 6 dash > 5d > 9 dash > j.d > 2 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki 3825 damage Corner combos against both standing and crouching Arakune: Note that you HAVE to 6 dash still between j.b and j.d for all the corner combos, or for one reason or another, arakune can tech before the last j.d hits. 2d 2d > 8 dash > j.d > 2 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5141 damage 6d 6d > 6 dash > 2d > 9 dash > j.d > 2 dash > j.d > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 4459 damage 5d 5d > 8 dash > j.d > 3 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5057 damage j.d j.d > 2 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2b > 2c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5634 damage Throw Throw > Throw hit connects > 6 dash > j.b > 6 dash > j.d > 3 dash > land > 6a > 6c > 8 dash > j.b > 6 dash > j.d > 2 dash > j.d > land > 2c > oki. 3710 damage __________________________________________________ Nu Midscreen Against standing Nu 5a: 5a > 5b > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 4633 damage if started with 5a. Starting this combo with 2a drastically reduces its damage, however the combo still works. If you start it with j.C you have to omit the 5a in the combo completely, or the otg wont work. Against crouching Nu 5b 2b j.C all start this. 5b > 2b > 9 dash > j.4c > 3 dash > land > 2b > 9 dash > j.4c > 3 dash > land 2b > 9 dash > j.4c > 3 dash > land 2b > 9 dash > j.4c > 1 dash > land > 2b > 2c > 6d > 623b > 6 dash after recovery for oki. 4699 damage damage if started from 5a. Against both standing and crouching Nu: 5d 5d > 9 dash > j.d > 3 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5057 damage 6d 6d > 6 dash > 2d > 9 dash > j.d > 2 dash > j.d > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 4459 damage 2d 2d > 8 dash > j.d > 2 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5141 damage j.d j.d > 2 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2b > 2c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5634 damage Throw Throw > Throw hit connects > 6 dash > j.b > 6 dash > j.d > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 3710 damage Corner In the corner if Nu is standing all normal standing FRKZ combos listed above work on him. If Nu is crouching in the corner, all drive combos listed above work on him. If Nu is crouching in the corner and the combo starts with any normal moves: 5b > 2b > 2c > 6 dash cancel > 5d > 9 dash > j.d > 2 dash > land > 6a > 6c > 8 dash > j.b > 6 dash > j.d > 2 dash > j.d > land > 2c > oki. 3674 damage __________________________________________________ Taokaka Midscreen Against standing Taokaka: 5a/5b/j.c start this, after the 5b you go directly into the 2c. 5a > 5b > 2c > 6 dash cancel > 5d > 9 dash > j.d > 3 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 3825 damage Against crouching Taokaka: She low profiles under 5a. So 5b/2a/j.c etc as starters: 5b > 2b > 2c > 6 dash cancel > 5d > 9 dash > j.d > 3 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 3674 damage Against both standing and crouching Taokaka: 5d 5d > 9 dash > j.d > 3 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5057 damage 6d 6d > 6 dash > 2d > 9 dash > j.d > 2 dash > j.d > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 4459 damage 2d 2d > 8 dash > j.d > 2 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5141 damage j.d j.d > 2 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2b > 2c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5634 damage Throw Throw > Throw hit connects > 6 dash > j.b > 6 dash > j.d > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 3710 damage Corner Taokakas normal standing and normal crouching combos both work in the corner. __________________________________________________ Litchi Faye Ling Midscreen Against standing Litchi 5a: 5a > 5b > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 4633 damage if started with 5a. Against crouching Litchi She low profiles under 5a. So 5b/2a/j.c etc as starters: 5b > 2b > 2c > 6 dash cancel > 5d > 9 dash > j.d > 3 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 3674 damage Against both standing and crouching Litchi: 5d 5d > 9 dash > j.d > 3 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5057 damage 6d 6d > 6 dash > 2d > 9 dash > j.d > 2 dash > j.d > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 4459 damage 2d 2d > 8 dash > j.d > 2 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5141 damage j.d j.d > 2 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2b > 2c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5634 damage Throw Throw > Throw hit connects > 6 dash > j.b > 6 dash > j.d > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 3710 damage Corner Litchis normal standing and normal crouching combos both work in the corner. __________________________________________________ Rachel Alucard Midscreen Against standing Rachel: 5a 5a > 5b > 2c > 6 dash cancel > 5d > 9 dash > j.d > 3 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 3825 damage Against crouching Rachel: She low profiles under 5a. So 5b/2a/j.c etc as starters: 5b > 2b > 2c > 6 dash cancel > 5d > 9 dash > j.d > 3 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 3674 damage Against both standing and crouching Rachel: 5d 5d > 9 dash > j.d > 3 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5057 damage 6d 6d > 6 dash > 2d > 9 dash > j.d > 2 dash > j.d > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 4459 damage 2d 2d > 8 dash > j.d > 2 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5141 damage j.d j.d > 2 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2b > 2c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5634 damage Throw Throw > Throw hit connects > 6 dash > j.b > 6 dash > j.d > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 3710 damage Corner All of the above combos work on her in the corner. Wind that, biatch. __________________________________________________ Carl Clover Midscreen If a combo works on Carl, it works whether he's standing or crouching, so the combos following these manly words work on him in every situation: 5a 5a > 5b > 2b > 2c > 6 dash > 6a > 6c > 9 dash > j.b > 9 dash > j.b > 623b > land > react to recovery > oki. 3260 damage 5d 5d > 9 dash > j.d > 2 dash > j.d > land > 2b > 6c > 9 dash > j.b > 9 dash > j.b > 623b > land > react to recovery > oki. 4166 damage 6d 6d > 6 dash > 2d > 8 dash > j.d > 2 dash > j.d > land > 2b > 6c > 9 dash > j.b > 9 dash > j.b > 623b > land > react to recovery > oki. 4183 damage 2d 2d > 8 dash > j.d > 2 dash > j.d > land > 2b > 6c > 9 dash > j.b > 9 dash > j.b > 623b > land > react to recovery > oki. 4250 damage. j.d j.d > 2 dash > land > 2b > 6c > 9 dash > j.b > 9 dash > j.b > 623b > land > react to recovery > oki. 3847 damage Throw Throw > Throw hit connects > 6 dash > j.b > 9 dash > j.b > land > 9 dash > j.b > 9 dash > j.b > 9 dash j.b > 623b > react to recovery > oki. 2876 damage Corner Against standing and crouching Carl in the corner: 5a 5a > 5b > 2b > 2c > 6 dash > 6a > 6c > 8 dash > j.b > 6 dash > j.d > 2 dash > j.d > land > 2c > oki. 3551 damage 5d 5d > 8 dash > j.d > 2 dash > j.d > land > 2b > 6c > 8 dash > j.b > 6 dash > j.d > 2 dash > j.d > land > 2c > oki. 4536 damage 6d 6d > 6 dash > 2d > 9 dash > j.d > 2 dash > j.d > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 4459 damage 2d 2d > 8 dash > j.d > 2 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5141 damage Throw Throw > Throw hit connects > 6 dash > j.b > 6 dash > j.d > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 3710 damage __________________________________________________ Bang Shishigami Midscreen Against standing and crouching Bang: 5a 5a > 5b > 2b > 2c > 6 dash > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 3551 damage 5d 5d > 9 dash > j.d > 3 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > land > 2b > 6c > 9 dash > j.d > 3 dash > j.d > land > 2c > oki. 5057 damage 6d 6d > 6 dash > 2d > 9 dash > j.d > 2 dash > j.d > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 4459 damage 2d 2d > 8 dash > j.d > 2 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5141 damage j.d j.d > 2 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2b > 2c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5634 damage Throw Throw > Throw hit connects > 6 dash > j.b > 6 dash > j.d > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 3710 damage Corner All above combos work in the corner. __________________________________________________ Jin Kisaragi Midscreen Jin does not low profile under Bangs 5a. So all combos listed below work on both standing and crouching Jin. 5a 5a > 5b > 2b > 2c > 6 dash > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 3551 damage 5d 5d > 9 dash > j.d > 3 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5057 damage 6d 6d > 6 dash > 2d > 8 dash > j.d > 2 dash > j.d > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 4459 damage 2d 2d > 8 dash > j.d > 2 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5141 damage j.d j.d > 2 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5634 damage Throw Throw > Throw hit connects > 6 dash > j.b > 6 dash > j.d > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 3710 damage Corner All above combos work in the corner. __________________________________________________ Hakumen Midscreen Against standing Hakumen 5a 5a > 5b > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 4633 damage if started with 5a. Against crouching Hakumen: 5a 5a > 5b > 2c > 6 dash cancel > 5d > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 3825 damage Against standing and crouching Hakumen: 5d 5d > 9 dash > j.d > 3 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5057 damage 6d 6d > 6 dash > 2d > 8 dash > j.d > 2 dash > j.d > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 4459 damage 2d 2d > 8 dash > j.d > 2 dash > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5141 damage j.d j.d > 2 dash > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2b > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 5634 damage. Video currently unavailable. Throw Throw > Throw hit connects > 6 dash > j.b > 6 dash > j.d > land > 6a > 6c > 9 dash > j.b > 6 dash > j.d > 3 dash > j.d > land > 2c > oki. 3710 damage Corner All above combos work in the corner.
-
Whats up with 6d ch combos? 6dch > iad > j.4c > land > 623b > distortion is like 4183 6dch > iad > j.4c > land > 623b > 2b > 6c > j.c is like 2900 Only tested on ragna before my roomate kicked me off the ps3.