Onakira Report post Posted March 1, 2016 7 hours ago, PepperySplash said: You should be able to go for an extended/more damaging (I think? I don't have access to the game on a regular basis anymore so I can't check) route on Faust by doing 2KPSH, 5K, j.S2K, j.D, dj.KSHD2K, PD Yes. From my knowledge, this has been the max damage route after 2KPSH vs. Faust without spending meter. But there's times where j.2K after jc.KSHD likes to whiff. And IMO, it makes the route Fogelstrom posted more stable, and still guarantees hard knockdown. Share this post Link to post Share on other sites
daymendou Report post Posted March 1, 2016 On Sin I would go for jK2K jK djSHD2K jPD since j2K jS doesn't always work out in my experience. IIRC on Faust you can do jK2K jKD djKSHD but I don't remember the details for getting knockdown. On Elphelt, there's a slightly stronger combo using jK2K jK djHD2K jPD, but it requires very precise delay after djH. On Zato and Venom, you have to add a delay between 5K and j.K so it's not match practical. Share this post Link to post Share on other sites
Snatcher Report post Posted March 24, 2016 I've been out of the game for a while, but I was random stuff on Sol today and I got a combo off 2K,2PSH and I explored Tanabata's Gunflame IAD jD punish. 2K, 2PSH, 5K, JK, J2K, dJSHD, J2K, jPD 146 In Tanabata's punish video, the Gunflame he punishes is canceled from a normal reasonably close to Slayer, this allows for a substantial punish as you're in range for an extended air combo. I did a slightly different combo than Tanabata that does a little more damage (can't remember exactly how much). Vs Gunflame (close) IAD jD, J2K, jK cS, jSKD, J2K, jPD Against further out Gunflames, I couldn't get anything too substantial, but this at least knocks down. (130 damage, if I remember correctly). Vs Gunflame (far) IAD jD, J2K, jK, 5P, jP, jK, djK, jD Share this post Link to post Share on other sites
fogelstrom Report post Posted March 24, 2016 I wish IAD j.D2K was actually more useful against GF as pressure but in all seriousness ever friggin' time... YRC and you are stuck in IAD for free combo. They can even confirm you starting and YRC 5K for punish. It's ridiculous. Would be cool if you could get IAD j.D2K, j.K, 5P, j.SHD, dj.SHD. Since Sol has funky hitbox and you get instant dj.S most of the time but probably could be tech between dj.S and j.H but I have not experimented with it enough since yeah... I just get eaten up by YRC all the time. Share this post Link to post Share on other sites
daymendou Report post Posted March 25, 2016 cS > jSKD2K > jPK > djKD does 157 and doesn't seem to drop anywhere. cS > jSK long delay D > djPSHD2K > jPD does 167. Seems pretty stable as long as you only add delay before the first jD. cS > jSK delay D > djPD does 149 5P > jPK > djKD does 129. You can get a little more damage if you do 5P 2S but that's too much trouble for me. 5P > jPK > djHD does 134 5P > jPK delay jD > djPKD does 142. djP can whiff if too far 5P > jPK delay jD2K > jPK > djKD does 144. j2K jP can whiff if too far If you are close and do a delayed air dash, you can do jD2K > jPD > cS/5P jD2K > jPD > cS fS > jSHD2K > jPK > djKD does 172 Share this post Link to post Share on other sites
daymendou Report post Posted April 1, 2016 Did a quick list of some Revelator Slayer combos https://www.evernote.com/shard/s581/sh/1ec246b7-28e6-4560-b543-cb32a373b4b9/47a216774f5f1b67 Share this post Link to post Share on other sites
_Sey Report post Posted April 1, 2016 this may be obvious but I may as well point it out: bite > dot-d works on the same characters that would get hit by bite > dot bite > dot-d does ~40% on chipp lol Share this post Link to post Share on other sites
daymendou Report post Posted April 9, 2016 Most of Jack-o's combos. Getting knockdown on her can be randomly difficult https://www.evernote.com/shard/s581/sh/96b9d37a-db17-459c-84be-f6b7737e22cd/bb8aed01c4e537b3 (Crouching) CH Mappa > walk > cS fS 5K 2D SO SI LE ZA PO SL AX BE FA JO JA JC Walk longer or use 2K: CH MI No walk needed: EL KY VE Impossible?: MA RA IN Nice damage upgrade from CH Mappa 5K 2D, which is universal on crouching. Corner cS fS K Mappa RRC > 6D > 5H K Pile > jKD Trying to figure out when you should do 5H K Pile instead of 5H 5H K Pile. CH 6P > K Crosswise Heel > fS > jSHD2K > jPD > djPKD K Cross > 6H Pile wasn't working on JO PO LE and often BE. This does a little more damage than 6H Pile or 6H UP IL. However, it tends to be very unstable once the opponent touches the corner. Usually you will have to end in jPD > djPD or just jPD Midscreen, it's easier to end with jPK > djKD, but this won't always work in corner. Share this post Link to post Share on other sites
koufdell Report post Posted April 21, 2016 so did anyone tested this combo in corner i saw hase do : set dummy to jump , set yourself in the en of p2 tension bar and jump in the same time as the dummy jPPKD 2K D footlose(1) >cs air combo i saw it on jack-o so i went to the lab (i don't have revelator yet) and turns out it works on a lot with some adjustements and it's the most damaging air to air combo i think tested on : elph mil ino ram ve fa sin ky chipp ve zato1 at 8:23 Share this post Link to post Share on other sites
koufdell Report post Posted April 23, 2016 so about IL > cs fs >EW i was able to do this one time on sin (some 1 frame shit i guess) start position : 2D > k IL > cs fs >EW > kmappa > cs but i guess air combo will be very short not practical but possible also meaty EW >6H is a thing i'm digging these days so i will update my post with more but basicallyas an example on zato in corner you do 2k (hit)then 2H > 5k > EW > 6h > kpile = damage Share this post Link to post Share on other sites
koufdell Report post Posted April 23, 2016 ok dhd combos easy on some tricky on others set dummy to jump then dash jump > jPK >jc SH SDD(2) works on sol elp sin fa leo as a charm very easy for 190 + damage (sol) in the corner DHD goes straight so RRC cs fs > air combo is possible ok visuals ...https://www.youtube.com/watch?v=vtSVe_SsNv4 Share this post Link to post Share on other sites
koufdell Report post Posted April 28, 2016 p2 match start position millia ch 6p > long dash > 5H >j2k k >jc SHD 2k PD 207d ch 6p > long dash >cs fs > jSHD jc PSHD 2k PD (needs delay)sol 194d ky 195d chipp 242d axl 200d bed 175d pot 175d fa 187d cs fs > jSD jc PSHD2k PD sin 204d jSHD jc KSHD 2k PD ino jSKD jc PSHD 2k PD 192d Share this post Link to post Share on other sites
koufdell Report post Posted May 4, 2016 in corner 6p ch > TK sdd(tail) > 6h > kpile > 5h >2H > cs > jSHD (sol chipp may ino axl bed) jSKD (sin) jKD(ram) 300+ DAMAGE!!! Share this post Link to post Share on other sites
fogelstrom Report post Posted May 8, 2016 On 5/4/2016 at 11:02 PM, koufdell said: in corner 6p ch > TK sdd(tail) > 6h > kpile > 5h >2H > cs > jSHD (sol chipp may ino axl bed) jSKD (sin) jKD(ram) 300+ DAMAGE!!! I just saw Hase practicing this and wanted to try it out myself. Thanks for sharing. Albeit from my testing you have to leave some space so if you're point blank it's almost impossible (at least for me) and I've only done it against Chipp since that's who Hase did it against. I don't think this would be to hard to incoperate in your game since you can just buffer TK DHD and if it's regular hit just don't go up and you can c.S instead though loosing out on 6P CH, 6P, 5H... 6P CH, TK DHD(tail), 6H, kPB, 5H, 2H, RRC, kPB, kPB, pPB - 363mg on Chipp from 348 the standard way. If you are going for stun instead I guess Also saw Hase doing a variation of throw RRC combo against VE and as I assumed it also worked on ZA since they share a sucky hitbox. Throw RRC, 1 step forward, 5H,j.SHD2K, j.PD, c.S, f.S, j.K, dj.HD - 153dmg Same goes for Zato but you can do j.KD instead and get 2 extra dmg. j.PD 161dmg, j.KD 163dmg Share this post Link to post Share on other sites
daymendou Report post Posted May 8, 2016 There are a lot of the CH 6P TK super combos on this channel: https://www.youtube.com/channel/UCMTfrIYeY-LUIcp3KKX0dSg Share this post Link to post Share on other sites
koufdell Report post Posted May 8, 2016 Just now, fogelstrom said: I just saw Hase practicing this and wanted to try it out myself. Thanks for sharing. Albeit from my testing you have to leave some space so if you're point blank it's almost impossible (at least for me) and I've only done it against Chipp since that's who Hase did it against. I don't think this would be to hard to incoperate in your game since you can just buffer TK DHD and if it's regular hit just don't go up and you can c.S instead though loosing out on 6P CH, 6P, 5H... 6P CH, TK DHD(tail), 6H, kPB, 5H, 2H, RRC, kPB, kPB, pPB - 363mg on Chipp from 348 the standard way. If you are going for stun instead I guess Also saw Hase doing a variation of throw RRC combo against VE and as I assumed it also worked on ZA since they share a sucky hitbox. Throw RRC, 1 step forward, 5H,j.SHD2K, j.PD, c.S, f.S, j.K, dj.HD - 153dmg Same goes for Zato but you can do j.KD instead and get 2 extra dmg. j.PD 161dmg, j.KD 163dmg i will upload a vid showing how to do it ... but i still need to set it up somehow...u can count on me to find a pratical way to use it in matches...thx for the feedback Share this post Link to post Share on other sites
fogelstrom Report post Posted May 8, 2016 33 minutes ago, koufdell said: i will upload a vid showing how to do it ... but i still need to set it up somehow...u can count on me to find a pratical way to use it in matches...thx for the feedback As I said you can easily hitconfirm between a normal hit 6P and CH and adjust accordingly. The only other time would be if you have cranked the RISC gauge and you specifically do things like 2K, 6P or c.S, f.S, 6P as blockstrings trying to catch abare and you know for a fact 6P will be a CH. Share this post Link to post Share on other sites
koufdell Report post Posted May 8, 2016 Just now, fogelstrom said: As I said you can easily hitconfirm between a normal hit 6P and CH and adjust accordingly. The only other time would be if you have cranked the RISC gauge and you specifically do things like 2K, 6P or c.S, f.S, 6P as blockstrings trying to catch abare and you know for a fact 6P will be a CH. i am talking about the spacing in order to get enough time to link 6h .. you will c it in the vid Share this post Link to post Share on other sites
fogelstrom Report post Posted May 8, 2016 You mean you want to re-setup it after a 6P CH combo? I'd just go for UP wiff oki to whatever block into 6P frame trap if they'd ever survive Share this post Link to post Share on other sites
koufdell Report post Posted May 8, 2016 37 minutes ago, fogelstrom said: You mean you want to re-setup it after a 6P CH combo? I'd just go for UP wiff oki to whatever block into 6P frame trap if they'd ever survive the problem is 6p ch has to hit from a certain distance depending on the character in order to get SDD tail > 6h to link so i am trying to find a setup for that distance (after a certain number of attacks on hit or block for example) Share this post Link to post Share on other sites
fogelstrom Report post Posted May 9, 2016 But the distance isn't super narrow? Just not point blank and not too far off. You should be able to tell somewhat easy if you just TM a bit and go for it in casuals. Not like you got anything to loose there. If it doesn't seem to work out practically you can just shelf the tech as swagger Share this post Link to post Share on other sites
Ashimriat Report post Posted May 21, 2016 Hope it wasn't mentioned already. Got some sweet discoveries for you guys. Everything in the video below. First thing works on everyone (air part different for different chars). Second thing works only on those chars on which 2K -> 2P - 2S connects. UPD. Also, talking about IAD j.D - j.2K combos. Spoiler ~~~~ iad j.D, j.2K, j.K -> ~~~~SO: land c.S - jc j.S[1]- j.K - jc j.S[1] - j.H - j.D - j.2K -> j.P - j.D: 161, 24%. If combo moves Sol to the wall then you should have little delay of j.D before a second j.2KSI: land c.S - jc j.K- jc j.S[1] - j.H - j.D - j.2K - > j.P - j.D: 162, 24%BE, PO: land c.S - jc j.S[1] - j.H - (delay) j.D - jc j.K - j.S[1] - j.H - j.D - j.2K -> j.P - j.D: 158, 26%AX, CH: land c.S - jc j.S[1] - j.H - j.D - jc j.K - j.S[1] - j.H - j.D - j.2K -> j.P - j.D: 185|226, 26%LE: land c.S - jc j.S[1] - j.H - j.D - jc j.P - j.S[1] - j.H - (light delay) j.D - j.2K -> j.P - j.D: 173, 25%. Same note as Sol.VE, ZA: land c.S - jc j.S[1] - j.K - jc j.S[1] - j.H - (light delay) j.D - j.2K -> j.P - j.D: 162|171, 24%KY: land c.S - jc j.S[1] - j.H - j.D - jc j.K - j.S[1] - j.H - j.D - j.2K -> j.P - j.D: 179, 26%EL, IN: land 5P - j.P - j.K - j.D - j.2K -> j.P - j.K - jc j.K - j.D: 144|150, 23%MA, MI: land c.S - sjc j.S[1] - j.H - j.D - j.2K -> j.P - j.D: 165|186, 22%. Sol-like root is possible, but it's much harder to get knockdown in that case.FA: land 5P - j.P - j.K - j.D - j.2K -> j.K - jc j.S[1] - j.H - j.D: 148, 23%SL: land c.S - jc j.S[1] - j.K - jc j.S[1] - j.H - (delay) j.D - j.2K -> j.P - j.D: 148, 24% Share this post Link to post Share on other sites
Martikol Report post Posted June 1, 2016 Hase with some chip kill tech, It caught my interest because he used it in a match. IMO though it's not really worth it though since it costs meter to set it up. Though I think its possible to set this up without meter. Then again by the time you're able to land a K pile to 6P with no meter there's still ample amount of hitstun and scaling to do better more damaging options. Share this post Link to post Share on other sites
daymendou Report post Posted June 3, 2016 K Pile > 6H P Pile FA PO Kum (KU?) Works on any grounded K Pile wallstick, like raw K Pile, 5D starter, 2H RRC K Pile K Pile, etc. Edit: Pushback will stop this from working in longer combos Share this post Link to post Share on other sites