Jump to content
Sign in to follow this  
低姿勢

Ky: Aiming for the max best man combo.

Recommended Posts

I'm just trying to find an optimal ending since not every time you're going to be in a position where Sweep info Fireball FRC is going to connect, however Fireball FRC into 6HS will work.

Jump in HS works, but you can stagger our of that rather quickly, and can't get much out of it when you land.

Why not do some testing yourself, instead of expecting to have combos handed to you on a silver platter?

Share this post


Link to post
Share on other sites

Umm that I recall sweep, to fireball f+hs does actaully work on every character in the game. Just some are more specific then others.. Didnt I show it on every character in my videos? I think maybe only aba(and axl? rubs chin) it was not realistic at all because it was only in the corner and a more specific distance? But its been a long time. Most the cast works from reasonable distances and is pretty doable at least I thought...

https://www.youtube.com/watch?v=lOYlMoNznfY I dont know if this video ever got post here.. or this one either since im posting.. https://www.youtube.com/watch?v=-3IPfHfZETI&list=UUFF1QS6Qa_n-pwJEQMPeNTA&index=3&feature=plcp

Oh was this one after posted? ..

https://www.youtube.com/watch?v=UikNfqUkdPc&feature=relmfu

I actually have quite a few ideas for combos in the next game.. I think he probably has some better options now. But I gotta go ill post some ideas im thinking of later...

Edited by Notwhoyouthink

Share this post


Link to post
Share on other sites

I know it's probably one of those moves that should never be used, ever, but what guaranteed setups are there for 222 H?

Share this post


Link to post
Share on other sites

short combos that end in slide and want to tack on extra dmg

its not you shud never use it but it just doesnt add enuf dmg most of the time to make it worth using

Share this post


Link to post
Share on other sites

I dont see why you would never use the lighting strike. It does good damage for simple combos, the only reason it isnt used more is because you dont get the wake up options from it. The only time doing a regular OTG after of something where you might do more is if you did a huge combo where you litterally are only doing pixels so mashing on jab or something would do more.

Im thinking in the next game you can probably get some stuff like in the corner like regular combo get to the end and do sweep, or a f+k to dp, stick them on the wall. Then whatever. And instead of just doing f+hs like the japanese are doing right now to f+k, or a duck hs after words. The more damaging option should be a fireball link, or f+hs, to jump hs, then land and combo. havnt seen anyone do it in a video, but im pretty positive it should work since well.... Im pretty good with combos I guess lol. So say for a example a full combo might be, k, s, hs, then either sweep or f+k, slash dp, whatever button it is to stick them to the wall then.. slash fireball(hits late) then f+hs, jump hs, land s, duck hs, dp sorta thing. This seems pretty plausible to me. And no meter what so ever.

Also im wondering if you can get some combos now with 3+hs, in the air. In the other games it was in you could do stuff like super fireball, FRC, to f+hs, hits twice then run in combo. Maybe you can get this off some set ups with frc fireball in the air.

I dont think it will do much damage, but vs lighter characters im gonna guess you can get a loop of dp, stick to wall, f+hs, jump hs, over and over again. Sorta like how I showed in the videos before how you can do sweep, fireball FRC, f+hs, jump hs, land combo. But now just keep adding dps in that. Might at least look cool.

Oh also forgot if people recall in very large combos dp wont knock down period, after wall bounce, im thinking with just the stick to the wall one you probably can get a knock down in some situations where you couldnt before.. but i guess that is getting into combo videoish stuff.

Share this post


Link to post
Share on other sites
I dont see why you would never use the lighting strike. It does good damage for simple combos, the only reason it isnt used more is because you dont get the wake up options from it. The only time doing a regular OTG after of something where you might do more is if you did a huge combo where you litterally are only doing pixels so mashing on jab or something would do more.

Yeah, that's pretty much what I was thinking, that it'd fuck oki. Where can I find the frame data for this game?

Also, what guaranteed combos are there after CH Greed Saber? I hit mashing scrubs with this a lot.

Edited by SynikaL

Share this post


Link to post
Share on other sites
Why not do some testing yourself, instead of expecting to have combos handed to you on a silver platter?

Wow, SORRY for asking. I thought this was a place to discuss things like this. My mistake.

Share this post


Link to post
Share on other sites
clayton what you think about the new charge drive

I Think it seems pretty good. I mean its better right? Now you get combo off it. Depending on the damage buffer ill assume it will probably be used pretty similar to situations where you might use his super fireball. Im gonna guess the difference is, charge drive will be alittle more damaging, while the super fireball builds a little more meter with the combo after words. Just will have to see how the damage buffer works with it.

Share this post


Link to post
Share on other sites
Wow, SORRY for asking. I thought this was a place to discuss things like this. My mistake.

Just saying. You were complaining about everybody's suggestions.

Share this post


Link to post
Share on other sites

Someone mind explaining Steve H's corner Dust combo? He does Dust ^ j.HS (Lands), 6H etc. I'm you must have seen it on the Guilty Madness stream. I don't know how to land after his j.HS.

Share this post


Link to post
Share on other sites

Dust -> FD briefly -> HS -> land or the easier one is Dust -> double jump -> HS -> land.

The correct combo is Dust -> slash -> double jump -> HS -> land, but us ghetto Americans can't do it.

Share this post


Link to post
Share on other sites

Well since who knows when ever the patch is going to come out, did anyone get the game for vita? Has anyone tried these combos to see what the damage difference is between games? I belive that that sweep has a damage buffer on it in +r, but f+hs is suppose to have less.. so do the combos = out beacuse of that or?... I assume beacuse of the corner loop now obviously you would do the dp loop in the corner maybe that does more damage. I think I alluded to ive still neve rseen japanese do it but I assume you can link fireballs with this as well to get some more damage....

Also in situations where you would stun dipper RC, to dash in duck jab combo and that like.. what is the damage comparision to just stun dipper, lighting strike FRC. Can you run in from that distance to get a duck jab to air combo? So basically the same thing for a qaurter less the meter, and supposedly the damage buffer isnt as heavy off it since the first update? Also saying that can you get lighting strike FRC, to f+hs? I assume the timing is tight for that the same as these combos are but I wonder if possible.

Sigh so many things I want to try le sigh~

Share this post


Link to post
Share on other sites

c.s>5hs>sweep>hs se frc>6hs>iad j.hs>c.s>(ji)2hs>sj.s>dj.s>j.hs>hs vt did like 295 on chipp i think, you can do corner loop from it if you iad j.hs>hs vt and delay the rj or do like 6hs>dash 6p>2hs>hs vt>delay rj

I don't know about slide>strike frc but ex lightsaber>strike frc>c.s barely connects so 6hs is most likely impossible unless you do those weird midair strikes

Share this post


Link to post
Share on other sites
c.s>5hs>sweep>hs se frc>6hs>iad j.hs>c.s>(ji)2hs>sj.s>dj.s>j.hs>hs vt did like 295 on chipp i think, you can do corner loop from it if you iad j.hs>hs vt and delay the rj or do like 6hs>dash 6p>2hs>hs vt>delay rj

I don't know about slide>strike frc but ex lightsaber>strike frc>c.s barely connects so 6hs is most likely impossible unless you do those weird midair strikes

Cool thanks I just tried on regular AC and got 283 so I guess it does do more damage then. So now the question would be how much does the corner combo do.. After the f+hs, stand slash, duck hs, dp, stick them to the wall then how ever much more you can get after that with what the hit buffer allows you to.

Speaking more of combos vs lights in the corner you can just do f+hs, jump hs, land stand s for automatic jump install.. But where there is the jump hs before since jump dust is faster can you now jump dust and get that to hit?

Bummer if it seems you dont have enough time to get a f+hs after lighting strike oh wel..

Share this post


Link to post
Share on other sites

Yeah j.d recovery is fast enough for j.hs to hit while falling now

Corner loop feels pretty distance and height specific, like throw frc>dash c.s>2hs>hs vt>delay rj>dash 6hs>(dash/delay)2hs>hs vt>delay rj>6hs>6k the delays for rj depend on how far you've been pushed back and its easy to drop at the dash 2hs if hit 6hs even slightly lower than you should have, doing 6hs>dash 6p>c.s>2hs>hs vt>lj is much more reliable, not sure how many loops is possible but after the first rj the 2nd rj has much less untech time

Share this post


Link to post
Share on other sites

well is the jump dust fast enough to do though, say a f+hs air hit then jump dust to combo? Or something along those lines? Also have you tried instead of just a f+hs after shoryuken loop in the corner, what about when you land slash fireball, then f+hs, does the slash fireball hit late so you have time to link an attack after it that way?

EDIT: Oh yea if air dust is faster to, or recovery whatever it is, I wonder if F+hs, to jump dust works on higher staggers now just on the ground wise?

Edited by Notwhoyouthink

Share this post


Link to post
Share on other sites

yeah i couldnt get slash fireball>6hs to work after wallstick, it was like one of the first thing i tried out, it said i was 10 frames off and i dont think its possible to dash c.s or 2hs from that far away

i got air hit 6hs>j.d>j.s to work on pot in the corner after a rj wallstick but i didnt get anything else, you can do j.d>j.s>j.hs and get it all to hit if youre fast enough, ground hit 6hs>j.d>j.s>j.hs works up to slip recovery lvl 2, i couldnt get 5p or c.s to hit after, but hs fireball can hit if you buffer the input during j.hs, seems like theres some weird animation lock thing

oh and i only got like 296 on chipp from c.s>5hs>sweep>hs se frc>6hs>dash 6p>c.s>2hs>hs vt>rj>6hs>2s>2hs>j.s>hs vt>lj the guard bar was empty by the time lj hit

Edited by xlolxlolx

Share this post


Link to post
Share on other sites
yeah i couldnt get slash fireball>6hs to work after wallstick, it was like one of the first thing i tried out, it said i was 10 frames off and i dont think its possible to dash c.s or 2hs from that far away

i got air hit 6hs>j.d>j.s to work on pot in the corner after a rj wallstick but i didnt get anything else, you can do j.d>j.s>j.hs and get it all to hit if youre fast enough, ground hit 6hs>j.d>j.s>j.hs works up to slip recovery lvl 2, i couldnt get 5p or c.s to hit after, but hs fireball can hit if you buffer the input during j.hs, seems like theres some weird animation lock thing

oh and i only got like 296 on chipp from c.s>5hs>sweep>hs se frc>6hs>dash 6p>c.s>2hs>hs vt>rj>6hs>2s>2hs>j.s>hs vt>lj the guard bar was empty by the time lj hit

Oh wow you can actually see how many frames your off? So 10 frames eh? So then a stand hs shoudl work assuming you somehow got the distance etc correct. Perhaps for the last loop something like slash fireball, link stand hs, f+k, slide or something to end.

As for the 6+hs, working to jump dust thats great you cuold potential get some good damage from that. Glad to hear that works. Now just gotta optimize it. As for the not being able to get a stand punch or slash after the 6hs>j.d>j.s>j.hs probably cuz of game keeping the jump dust recovery till you land thats what the animation lock is. You have to reset jump dusts normally or else they will always make some of your next moves have recovery. Have to do that bug or whatever it is to get rid of it in that situation. I dont recall if you can even do it iwth kys hs, but I know for sure it works with slash. So that combo would probably have to be jump k, as low as possible slash, then act like your chain comboing to your normally literally and it should work.

Share this post


Link to post
Share on other sites

Been awhile but I forgot if I posted it here or not. It IS possible to hit a lighting strike FRC to f+hs with out doing the one set up I did in my video with a counter hit light saber. I can confirm it works vs at least ino, axl, and may. It could very well work vs the others to, but its very specific/tight. Also the f+hs hits so low you basically are forced to immediately do an attack, so no f+hs sorta loopish stuff seems possible realistically.

Share this post


Link to post
Share on other sites
Sign in to follow this  

×