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ShoMeYaMoves

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  1. I'm fairly sure Daifunka always pauses on hit, and after beginning the auto combo Daifunka has no invincibility. Seems pretty straightforward. You hit Hadool, and the moment Bang began the Daifunka autocombo you got hit out of it, such that it looked like you didn't start the autocombo at all. At least, that's what I gather from your description.
  2. THIS THREAD IS FOR POSTING COMBOS YOU'VE TESTED. PLEASE DISCUSS COMBOS OR POSSIBLE COMBOS HERE http://www.dustloop.com/forums/showthread.php?t=7712 Because CS is still new (ish), we still need to test most of these combos to see which cast members they don't work on and which air combo enders are the best for a given combo. Decent reference for true oki versions of most of these combos:www.youtube.com/watch?v=8BX9PDzOkn4 A vid for high damage, usually less advantageous oki variants of the combos:www.youtube.com/watch?v=sMeHfHHYo7E Example air combo enders for Bang's basic BNB: (5A>5B>2B>6C>j.D>6A>623B>5D>air combo ender) X>sj.B>sj.C (low damage, true oki; they can't air tech) <- Best oki, 2,812 Dmg X>j.B>j.4C>dj.C (mid damage, they can air tech low) <- Standard, 2,974 Dmg X>j.B>j.4C>dj.B>dj.C (higher air tech, may add j.623B to the end on Arakune to bring to 3,239 Dmg) <- Do it on Arakune sometimes, 3,072 Dmg on everyone else X>(s)j.B>j.4C>dj.B>dj.4C>dj.623B (big damage, no oki) <- Best Damage but look at starred section below ** X>j.4C>j.623B <- Personal Favorite 6C>j.B>j.C (basic ender off a 6C. You may omit the j.B or add a j.623B at the end depending on the character being comboed.) **-Doesn't apparently work on TS,HZ,LI,NO, will probably have to test that further. -No sj.B needed on JI, HA, TG, AR -sj.B needed on RG, RA, CA, BA, TA, LA -For no sj.B, the 2nd j.B works as an 9 input on TG -For no sj.B, the 2nd j.B works as an 8 input on JI, HA, AR -For sj.B, the 2nd j.B works as an 9 input on RG, RA, BA, LA, TA -For sj.B, the 2nd j.B works as an 8 input on RA, CA, LA, TA (Thanks a bunch, Zeth!) HEY YOU! YES YOU, MR. TIERWHORE PERSON WHO IS ONLY NOW PICKING UP BANG SO HE CAN HAVE A REALLY HIGH WIN RATIO. OH, YOU DON'T WANT TO THINK ABOUT ALL THESE COMPLEX COMBOS AND THE POSSIBILITIES? GREAT! THIS SECTION IS FOR YOU! COMBOS YOU ABSOLUTELY MUST KNOW: 5A>5B>2B>2C>2B>623B>(5D>j.B>j.C or Daifunka) SINCE YOU WILL BE MASHING 5A ALL DAY, PERHAPS EVEN ALL NIGHT IN YOUR MASH RIDDEN NIGHTMARES, THIS COMBO IS WHAT YOU SHOULD DO IF THE PERSON BANG IS PUNCHING DID NOT BLOCK YOUR PUNCH AND IS ALSO NOT IN THE AIR. IT EVEN WORKS ON CROUCH! IT'S AN AUTOPILOT MIRACLE! YOU CAN EVEN COMBO INTO DAIFUNKA AFTER THE FIRST FIRE PUNCH IF YOU WANT TO GO GET A SNACK AND ALL WITHOUT THE INCONVENIENCE OF NOTICING WHETHER THEY'RE STANDING OR NOT! at about single jump height j.A/j.B>j.623B>land>5B>623B>(5D>j.B>j.C or Daifunka) SINCE YOU'LL ALSO BE MASHING j.A AND j.B ALL DAY, THIS IS WHAT YOU DO WITH IT. HITCONFIRM THAT SHIT INTO DAIFUNKA OR THE PISS EASY 5D FINISHER. YOUR CHOICE, DUDE. in the corner 5A>5B>2B>2C>2B>6C>j.C IT DOESN'T GET SIMPLER THAN THIS. KEEP HIM IN THE CORNER SINCE IF YOU'RE PUSHING BUTTONS AS RAPIDLY AS YOU SHOULD BE, YOU SHOULD KNOW THAT PUSHING BUTTONS IN THE CORNER IS MORE EFFECTIVE. And now for the actual guide... Standing BNBs: 5A>5B>2B>6C>j.D>6A(2B)>623B>5D>air combo ender 2 Seal bnb. Steady as she goes. 5B>2B>6C>j.D>6A(2B)>623B>d.2B(d.6C)>j.623B>5B>2B>air combo ender 1 Seal bnb. This is the business. Big damage and some freedom with the ender. d.2B and d.6C are seemingly interchangeable, d.2B does a bit more damage and works more consistently while d.6C is easier. If you start the combo with 5A, you'll want to end it with 2B>6C>j.C(>J.623B) or 5B>2B>j.4C>j.623B instead of 5B>2B>etc. or it will blackbeat early. corner 5A>5B>2B>6C>j.D>d.6A>623B>reverse 6C>j.B>j.C Basic standing corner combo. It doesn't keep them in the corner so if you want to keep them there you can opt to finish 2B>6C>air combo ender instead of the d.6A. corner 5B>2B>6C>j.D>5C>6A>623B>5B>2B>air combo ender 1 Seal bnb, nice variation. If you hate doing the d.2B(d.6C)>j.623B link, this is a good alternative. corner 5A>5B>2B>6C>j.D>6A>623B>dash back>5B>2B>air combo ender THE BEST. THE BEST. THE BEST. THE BEST...of corner combos. Looks flashy as hell and keeps them in the corner while letting you keep true oki if you so desire. The dash back is dashing under the opponents falling body so that you face the corner when you 5B. See www.youtube.com/watch?v=8BX9PDzOkn4#t=00m29s 5B>2B>6C>j.D>d.2B>623B>d.2D>j.D>2369C>5D>sj.C All 4 seals off 5B. Dora loves this one; if you love FRKZ, you will too. Doesn't work on Tager. 2A>5B>2B>6C>j.D>2B>623B>6C>j.C True oki and 1 seal off 2A Crouching BNBs: (5A/2A)>5B>2B>2C>2B>623B>5D>air combo ender 1 seal bnb. The easiest way other than the old CT 6D bnb to get a seal on crouchers. 5B>2B>623B>d.5B>2B>j.4C>j.623B>5B>2B>air combo ender Best crouch damage off 5B. Thanks Dacid. If you start with 5A or any aerial but j.4C, it will blackbeat early though so in that case opt for the 5A variation of the below combo. 5B>2B>2C>2B>623B>d.2B(d.6C)>j.623B>5B>2B>air combo ender Big damage on crouch, no seals. If you start the combo with 5A, you'll want to end it with 2B>6C>j.C instead of 5B>2B>etc. or it will blackbeat early. 5A>5B>2B>2C>2B>623B>5B>2B>j.B>j.4C>dj.4C>j.C No seals, good damage without the d.2B(d.6C)>j.623B link. 5B>2B>2C>d.2B>623B>d.2D>j.D>2369C>5D>sj.C 3 seals on crouch. Easiest the best option for seals on crouch. Doesn't work on Tager. 2A>5B>2B>2C>2B>623B>6C>j.C True oki, you don't want to lose oki when you hit with 2A. Anti Air Combos Basically, in order for these combos to work you can have no more than 3 hits before the first j.623B. You can use these combos air to air as well, of course provided you're at a low enough altitude to be able to land and 5B 623B in time.(Remember to take height into account and adjust what you do accordingly, such as using j.B instead of j.4C if they're too high/low and knowing whether to follow 5A with 5B or j.A) Damage values are with j.4C. 5A>j.A>j.4C(j.B)>j.623B>5B>623B>d.6C>j.D>2B>6C>j.C 2990 damage. Your best conventional anti air combo, when actually using 5A to catch jumpins or crossups and such. 5A>5B>j.4C(j.B)>j.623B>5B>623B>d.6C>j.D>2B>6C>j.C 3216 damage. This is less commonly used for anti air, but is your best combo for punishing jumping out of your pressure. e.g. you D nail reset and rush up, they've jumped, and you tag them with 5A. They'll probably be low enough for you to followup with 5B, an easier hit confirm than the first combo. 5B>j.A>j.4C(j.B)>j.623B>5B>623B>d.6C>j.D>2B>6C>j.C 3344 damage. This is your hitconfirm if you're poking with 5B in footsies or something and you tag them while airborne. 2B>j.4C(j.B>j.623B>5B>623B>d.6C>j.D>2B>6C>j.C 3815 damage. 2B is not exactly a common anti air because of it's slow speed, but worth a shot sometimes because of its sheer damage output. 6B>2B>6C>j.4C(j.B)>j.623B>5B>623B>d.6C>j.B>j.C 2867 damage. If you catch someone jumping out your pressure with 6B, do this. 5C>623B>d.5B>2B>j.4C(j.B)>j.623B>5B>2B>j.4C>j.C 3258 damage. Ah yes, 5C. The Manliest anti air. 5C is great as a tech trap on low air techs, so if you snag someone, do this combo. 6A>j.A>j.4C(j.B)>j.623B>5B>623B>d.6C>j.D>2B>6C>j.C 3615 damage. Please don't try using 6A as an actual anti air. This is just a situational combo if you catch someone jumping out of your pressure, as with 6B. Anti air combo into j.623B in the corner>RC>late 2B>623B>d.6C>j.D>2B>6C>j.C About 3k damage, depending on the initial combo. Really just for finishing someone off or if you really want the extra damage/flashiness. Any of these combos with the 5B>623B relaunch may also be comboed into daifunka for varying amount of damage. A few examples: 5A>j.A>j.4C(j.B)>j.623B>5B>623B>daifunka 3981 damage. 5B>j.A>j.4C(j.B)>j.623B>5B>623B>daifunka 4340 damage. 2B>j.4C(j.B)>j.623B>5B>623B>daifunka 5004 damage. Drive combos: (5D/2D)>j.B>j.623B>5A>5B>j.A>j.B>j.623B Classic CT 5D combo. Still works, but I suggest the below combo unless you love the tech traps off this one. 5D>j.B>j.623B>5B>623B>5D>j.B>j.4C>dj j.C 3073 damage Double 5D combo. 2 seals and better damage than the old 5D combo. CH 2D>j.D>2B>623B>5D>air combo ender 3 seals, for when you really want some FRKZ in your life. CH 2D>j.D>d.2B>623B>d.2D>j.D>(2C) or (2369C>5D>sj.C) 4 seals for when you land that wonderful CH 2D.Try the other ender for when you want 5 seals...for some reason. CH j.D>2B>623B> then (5D>air combo ender) or (d.5B>2B>j.B(j.4C)>j.623B>5B>2B>air combo ender) or (d.6C>j.623B>2B>6C>j.C) Pick the first for 2 seals, the second for 1 seal and best damage, or the third for good oki. CH j.D>d.2B>623B>d.2D>j.D>2369C>5D>sj.C 4 seal combo for CH j.D. FUU RIN... j.D>2A>5B>623B>walk forward 5B>2B>j.4C>j.623B>5B>2B>air combo ender Max damage j.D combo. j.D>d.2A>5B>623B>d.6C>j.623B>5B>2B>air combo ender Balance of damage and good oki off non CH j.D. j.D>d.2A>5B>623B>d.2D>j.D>236C>5D>sj.C Non CH variant for 4 seals with j.D. Insta-FRKZ. Throw combos: throw>236B cancel>(d.5C)>6A>623B>5D>air combo ender Basic throw combo. Omit the 5C for easier timing. throw>236C>6C>j.D>2B>623B>d.2D>j.D>2369C>5D>air combo ender 4 seals from a measly throw. Seems like FRKZ is coming back into vogue a bit... throw>C nail cancel>6A>623B>d.5B>2B>j.4C>j.623B>5B>2B>j.4C>j.623B My favorite throw combo. No Seals, but 2.9k and low air tech trap possibilities midscreen. mid screen air throw>d.3C Humorous chasing and slidekicking of sliding opponent. mid screen air throw>d.2B>623B>combo of choice depending on positioning Only on Ragna, Hazama, Tager, and Carl. Might be possible on other cast members, but it's escaping me for now. corner air throw>5C>6A>623B>6C>623B>d.5B>2B>air combo ender Damage of Valhalla. corner air throw>d.2B>623B>6C>623B>d.5B>2B>air combo ender This is for when you're not quite in the corner and you have enough time to d.2B them but not 5C them. Does about 400 or so less damage than the above combo. Random Combos: 5C>2C>d.2B>623B>5D>air combo ender Make sure you know this one. 2C gives you the easy hitconfirm and you'll be using (and hopefully hitting with) 5C alot. FC 3C>2B>6C>j.4C>j.623B>5B>623B>d.6C>j.D>2B>6C>(j.C or j.4C>j.623B) Damn good damage, about 3.8k, off 3C. Make sure it's a FC before you 2B though. (Thanks for the new version, rei-Scarred) FC 3C>632146D>2B>9-dash>j.4C (keep doing j.4C loops until you get 11 hits)>9-dash>j.4C> j.D>2-dash>2B>623B>5D>9-dash>j.4C>6-dash>j.D>1-dash>j.236C>2363214C>236236D 7650 damage. 7100 damage without Ashura ender.The ultimate 3C punish combo. Thanks Reioumu. FC 623B>d.5B>5C>6A>j623B>d.5B>2B>air combo ender Solid FC 623B combo with great damage. 6A>2C>623B>d.5B>2B>j.4C>j.623B>5B>2B>air combo ender Max damage 6A combo for when they fall for that double low mixup. 6B>2A>5B>623B>d.6C>dj.D>2B>6C>j.C 2324 damage 6B meterless combo? Ludicrous. dj.D is neccessary for some chas if you don't hit the d.6C when they're quite close to the ground. 6B>2A>5B>623B>d.6C>623B>5B>2B>air combo ender This does more damage than the above 6B combo but has less straightforward oki. Use whichever one you like more. 6B>2A>5B>623B>6B>2B>j.623B>5B>2B>air combo ender Double 6B combo HNNNGGGG. But seriously, this combo is awful and rarely works. But when it does, you get a constellation Bang thumbs up. 6B>2A>5B>623B>dash j.4C>j.623B>5B>2B>air combo ender Cool combo, does great damage. 6B>2A>5B>623B>d.2D>j.D>j.236C>5D>sj.C 3 seals off 6B, pretty cute combo for getting FRKZ asap. Still unsure how much of the cast the d.2D>j.D link works on though. CH j.B>dj.B>dj.623B>5B>623B>d.6C>jD>2369C>5D>air combo ender 2 seals, a possible choice for an air to air combo if you hitconfirm the j.B. FRKZ Combos: 5B>2B>2C>dash cancel 5D>9 dash>j.4C>9 dash>j.4C>9 dash>j.4C>j.D>2B>623B>5D>9 dash>j.4C>9 dash>j.4C>9 dash>j.4C>j.623B Meterless FRKZ bnb. About 4.5 to 5k depending on starter. (Thanks Justice) 5B>2B>2C>dash cancel 5D>9 dash>j.4C>9 dash>j.4C>j.D>2 dash>2B>623B(>daifunka) FRKZ daifunka bnb. If you like FRKZ, you'll be trying to land mixups into this combo alot when you have heat to spare. 5B>2B>2C>dash cancel 5D>9 dash>j.4C>9 dash>j.4C>9 dash>j.4C>j.D>2B>623B(>daifunka) More awesome version of FRKZ daifunka bnb. Remember, three bangs are better than two. http://www.youtube.com/watch?v=FEaa4CCxJw4 (Thanks Rei) j.C>2 dash>5B>2B>2C>6 dash>2D>9 dash>j.4C>9 dash>j.4C>j.D>2 dash>2D>9 dash>j.4C>j.D>2 dash>5C>6 dash>623B>daifunka 5.6k on Tager, not sure yet who else it works on. Combo builds meter for daifunka. on throw hit>6 dash>j.4C>6 dash>j.4C>2 dash>9 dash>j.4C>2 dash>8 dash>j.4C>9 dash>j.4C>j.D>2 dash>2B>623B>daifunka 4.7k makes this combo a great throw combo, you'll most likely build enough meter doing the combo to daifunka. Airthrow>2-dash>9-dash>j.4C>land>9-dash>j.4C>land>8-dash>j.4C>land>9-dash>j.4C>land> 8-dash>j.4C>land>9-dash>j.4C>9-dash>j.4C>land>9-dash>j.4C>land>j.D>2-dash>2B>623B>Daifunka 6k damage, usually enough to kill them since you've already hit them enough to activate FRKZ. (j.C)>5B>2B>2C>6-dash>2B>9-dash>j.4C>land>8-dash>j.4C>land>9-dash>j.4C>land>8-dash>j.4C*>9-dash>j.4C>j.D>2-dash>2B>623B>5D>9-dash>j.4C>6-dash>j.D>2-dash>(5C>2C or 1-dash>j.236C>2363214C) *: Omit the last 8-dash j.4C if you started with j.C or 2A in the beginning of the combo. More advanced FRKZ bnb, hello training mode. Combos into Daifunka: Note: when firepunching into the corner with one of these combos such that your opponent will wallbounce behind you, you can input daifunka backwards and reverse daifunka them. CH 2D>sj.D>2B>623B>2363214C An old friend from CT. Keep in mind it only works on CH 2D now. Doesn't work on Tager. 5C>2C>d.2B>623B>2363214C 3779 damage Not as damaging as the below combo. Good if you want just a little bit more meter to be able to daifunka. Otherwise, use below combo. 5C>2C>623B>2363214C 3826 damage Best hitconfimable daifunka damage from 5C. If you know one 5C combo with meter, make it this one. CH j.D>2B>623B>2363214C Nerfed from CT, but still respectable. The heat's better spent elsewhere now, in my opinion. 5A>5B>2B>6C>j.D>6A(2B)>623B>2363214C (on standing opponent) Another old CT combo. Good for finishing someone off, but if not then just finish the combo without daifunka for equatable damage without heat anyway. 5A>5B>2B>2363214C (On crouching opponent) Extremely useful in CT, just as useful now. A great surprise killer, you can catch someone while they're crouching and quickly daifunka for the kill before they have time to contemplate bursting. 5A>5B>2B>2C>d.2B>623B>2363214C (on standing or crouching opponent) This is awesome. Good damage on crouch and a great new alternative to the old X>2C>daifunka. 623C>RC 2nd hit>Airdash backwards>2363214C Another relic of CT, useful for late in the round as it's unburstable. The key is buffering the daifunka on the way down after the airdash and hitting C just as you hit the ground. corner Airthrow>2363214C 5100 damage Do this whenever possible. Flashy, unburstable, damage of Valhalla...do it. 6B>2A>5B>623B>2363214C 3370 damage Pretty good damage for 6B. Being able to combo into daifunka from 6B is a good tool, given 6B "ace in the hole" status in mixup. RC Combos: 623C>RC 2nd hit>5C>6A>623B>d.5B>2B>j.B(j.4C)>j.623B>5B>2B>air combo ender Big damage (at least 4.3k) from ground command grab. This is a good one to learn, despite the difficulty of the 5C timing. My personal trick is: once landed after the RC, cross your airborne opponent up so the arrow pointing to Bang switches, then 5C. j.623C>RC 2nd hit>5C>6A>623B>d.5B>2B>j.B(j.4C)>j.623B>5B>2B>air combo ender Land a tech trap? Make it hurt ALOT more (we're talking 5k-ish) with this RC. Remember to wait to use 5C until they're at the ground, if you hit them early it lets them tech. 3C>RC>5B>2B>j.4C>j.623B>5B>623B>d.6C>(j.B)j.4C>j.C Does about 3.6k. For those rare times when you land a 3C on someone and it isn't a FC and you want good damage. Match Impractical Combos to Impress Your Friends With: corner 5B>2B>623B>5B>623B>623B>623B Dacid Special. Warning: a really impractical combo. Only for trolling. Don't use it if/when you're playing to win. FC 623B>walk forward>5B>2B>j.4C>j.623B>5B>2B>j.623B>5B>2B>j.4C>j.623B ShoMeYaMoves Special. Warning: a really impractical combo. Only for trolling. Don't use it if/when you're playing to win. FRKZ against Rachel: (2D 9-dash j.D 2-dash) x7 4811 dmg Reioumu Special. Warning: a really impractical combo. Only for trolling. Don't use it if/when you're playing to win. Still have a lot to do, thanks for the help guys. Remember, discussion goes in the other thread, tested combos go here. Here is a list of true oki combos with max damage:
  3. Incentive to jump in with j.4C... j.4C>5B>2B>6C>j.D>6A>623B>d.2B>j.623B>5B>2B>j.B>j.4C>j.B>j.4C>623B 4448 damage Also, incentive to 3C FC 3C>2B>623B>2B>j.623B>5B>2B>j.B>j.4C>j.B>j.4C>623B 3851 damage
  4. Let's just say...I'm inviting a friend over and we'll have a deeper understanding of CS by the time he leaves.
  5. This is the most preposterous thread on DL.
  6. Sho arrives in America. Sho plugs in PS3. YELLOW LIGHT OF DEATH.

  7. Why not 5C>6A>623B? Just out of curiosity.
  8. In the Bang forum, disputes end with someone gaining the RESOLVE TO WIN.
  9. I do 66>9623C I like going in the air (9) first since it forces me to hit the 623 input really fast, good practice for using the command throw elsewhere.
  10. 6B RC>j.D works on Rachel as well. I feel like blowing 100 heat on a 3C combo is a waste unless they've bursted and you want to finish them off since you usually land CH 3C if you land it at all and that gives you a free combo anyway.
  11. That isn't even the highest damage out of FRKZ for 50 heat, let alone in FRKZ.
  12. I like that 5B>2B>6C>j.D>6A>623B>d.2B>j.623B>5B>2B>air combo
  13. 5C>6A works so much more than it should. Safe on block anyway if it lands.
  14. Yeah, didn't mean to sound harsh. Going out of my mind now though, at a friend's house without BB.
  15. Christmas week = repost old combos week?
  16. Was 2.9 something, went to 3k with the B nail.
  17. I forget if the damage is any better off the top of my head, but there's also 5D>j.B>623B>5B>2B>j.B>j.C as a good oki option.
  18. Pretty old, you can do it off 2D as well. It's easier on CH, but you can triple crash off either as well. Also, doesn't have to be a superjump iirc.
  19. Also works off 2B, while we're talking purple throws.
  20. As the name implies, anything with a dash link such as the d.5B you mentioned. Point being, why spend 3 nails when you can get the same or more damage for no nails plus better oki or opportunity for tech traps.
  21. Why do that when you can dash combo instead?
  22. Hey, that only happened one time!
  23. CH 2D midscreen. CH 2D, CH 5D, or CH 6C in the corner.
  24. Figured I might as well finally hit training and put down a list for this so it's in plain sight. All anti air 5C and 5A. Keep in mind that if you land 5C on them right above the ground, they'll have time to tech out of these since they hit the ground too quickly. The higher they are when you hit them, the better. Tager: 5C>DFK, CH 5C>DFK, CH 5A>5C>D nails>DFK, 5C>D nails>DFK Arakune: 5C>DFK, CH 5C>DFK, CH 5A>5C>D nails>DFK, 5C>D nails>DFK Jin:5C>DFK, CH 5C>DFK, CH 5A>5C>D nails>DFK, 5C>D nails>DFK Taokaka:5C>DFK, CH 5C>DFK, CH 5A>5C>D nails>DFK, 5C>D nails>DFK Carl:5C>DFK, CH 5C>DFK, CH 5A>5C>D nails>DFK, 5C>D nails>DFK Rachel:5C>DFK, CH 5C>DFK, CH 5A>5C>D nails>DFK, 5C>D nails>DFK Hakumen: 5C>DFK (only in corner), CH 5C>DFK, CH 5A>5C>D nails>DFK, 5C>D nails>DFK Litchi: 5C>DFK (only in corner), CH 5C>DFK, CH 5A>5C>D nails>DFK, 5C>D nails>DFK Ragna: CH 5C>DFK (only in corner),CH 5A>5C>D nails>DFK, 5C>D nails>DFK Nu: CH 5A>5C>D nails>DFK, 5C>D nails>DFK Noel: CH 5A>5C>D nails>DFK, 5C>D nails>DFK Two more things as well... On all chas CH 5C>6A>daifunka, 6A on crouch links to daifunka on normal or CH so it's a damn good hit confirm as long as the 5C is a CH. And one of my least favorite things is a blocked 5C>daifunka so this seems like it'll be my new mainstay since I for one didn't know 6A linked to daifunka on crouch on non CH. I've run into this before, but I dismissed it as fluky and not useful. Spent some time tonight ironing it out... j.C CH>5A>5B>air combo of your choice. j.C CH delays their fall long enough for you to land and 5A relaunch them provided you're quick and they weren't hit right above the ground. For example, AD in j.C CH>land>5A>5B>j.A>j.A>j.B>dj.A>dj.C back into oki. Gimmicky, but it looks awesome and you get more damage than that lonely j.C. TBQH though, I very rarely use j.C as an approach like that anyway so I doubt I'll use it much. *phew*
  25. 623B>d.6C>j.D>6A>623B>d.6C>623B>2C
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