DaiAndOh Report post Posted February 14, 2012 (edited) Hope I'm better at updating first post this time....help guys with the combos please! Also ask any questions you may ask questions specifically about combos here! BNBs: Mid-Screen: 5A>5B>6A/2B>2C = [1,220] / 9 Heat (Standing) 5A>5B>2B>6C>j.D>2B>6C>j.4C>j.C = [2,327] / 24 Heat / 1 Seal (Standing) 5A>5B>2B>6C>j.B>j.4C>j.C>d.5A>5B>j.A>j.B>j.4C>dj.4 C>j.C = [2,595] / 32 Heat (Standing) 5A>5B>2B>6C>j.D>C Nail>d.5C>6D = [2,046] / 21 Heat / 2 Seals / 1 Nail (Standing) 5A>5B>6C>j.D>2B>5D>sj.B>j.4C>dj.4C>dj.C = [2,271] / 26 Heat / 2 Seals (Standing) 5A>5B>6C>j.D>5D>sj.B>j.4C>dj.4C>dj.C = [2,282] / 26 Heat / 2 Seals (Crouching) 5A>5B>2B>5D>sj.B>j.4C>dj.4C>j.C = [1,904] / 19 Heat / 1 Seal (Crouching) 5C>5D>sj.B>j.4C>dj.4C>dj.C = [2,028] / 16 Heat / 1 Seal Ground Throw>5B>2B>j.A>j.B>j.4C>dj.4C>dj.C = [2,084] / 20 Heat Ground Throw>Air Dash>j.4C>2B>5B>j.A>j.B>j.4C>dj.4C>dj.C = [2,202] / 23 Heat Ground Throw>Air Dash>j.4C>C Nail>j.D>C Nail>d.5C>6D = [1,780] / 19 Heat / 2 Seals / 1 Nail Air Throw>d.3C>d.2A>5B>j.B>j.4C>dj.B>dj.C = [2,813] / 23 Heat Air Throw>B Nail>5A>Explosion>j.D>2B>5B>j.A>j.B>j.4C>dj.C>dj.C = [2,068] / 21 Heat / 1 Seal / 1 Nail 2D>j.A>j.B>j.4C>dj.C>dj.C = [1,933] / 15 Heat / 1 Seal 2D>sj.D>2B>5D>sj.B>j.4C>dj.4C>dj.C = [2,282] / 22 Heat / 3 Seals j.D>2A>5B>j.A>j.B>j.4C>dj.4C>dj.C = [1,788] / 18 Heat / 1 Seal (Anti-Air) 5B>j.A>j.B>j.4C>dj.4C>dj.C = [1,831] (Air to Air) j.A>j.B>j.4C>dj.B>dj.C = [1,478] (50%) (Standing) 5A>5B>2B>6C>j.D>2B>Daifunka = [3,178] / 15 Heat / 1 Seal (50%) (Standing) 5A>5B>2B>6C>j.D>C Nail>d.5C>6D>Daifunka = [3,166] / 21 Heat / 2 Seals / 1 Nail (50%) (Crouching) 5A>5B>2B>Daifunka = [3,166] (50%) 5C>6A>Daifunka = [3,146] / 5 Heat (50%) 5B>2B>6C>j.D>d.2B>sj.B>j.4C>j.C>d.5A>5B>Ashura = [3,748] (50%) 2A>Ashura = [1,735] Corner: 5A>5B>2B>2C>623B>5B>6C>j.4C>j.623B>dash under>5B>2B>j.B>j.4C>dj.C = [3,367] / 41 Heat 5A>5B>2B>2C>623B>5B>6C>7j.4C>j.623B>5B>sj.A>j.B>j. 4C>dj.4C>dj.C = [3,355] / 43 Heat 5C>6A>2C>623B>d.5B>6C>7j.4C>j.623B>5B>sj.A>j.B>j.4 C>dj.4C>dj.C = [3,739] (Crouching?) 5A>5B>2B>2C>623B>5B>2B>j.B>j.4C>j.623B>2B>sj.B>j.4 C>dj.C = [3,161] / 42 Heat (Standing?) 5A>5B>2B>2C>623B>5B>6C>7j.4C>j.623B>6C>j.B>j.4C>j. C = [3,359] / 40 Heat (50%) (Crouching?) 5A>5B>2B>2C>623B>5B>6C>7j.4C>j.623B>6C>j.B>j.4C>j. C>5A>Ashura = [4,339] / 41 Heat (50%) (Standing?) 5A>5B>2B>2C>623B>5B>6C>j.4C>j.623B>reverse Daifunka = [4,038] / 26 Heat *note* these combos probably don't matter if they are standing or crouching but I included it just in case and based on what the opponent was doing on the screen. Ground Throw>Air Dash>j.4C>j.623B>5B>623B>5B>sj.A>j.B>j.4C>dj.4C>dj .C = [2,800] / 33 Heat Ground Throw>Air Dash>j.B>j.4C>j.623B>reverse d.5C>2C>623B>2B>6C>j.4C>j.C = [2,988] / 37 Heat Air Throw>5C>6D>623B>5B>6C>7j.4C>j.623B>5B>j.A>j.B>j.4 C>dj.4C>dj.C = [4,150] / 46 Heat / 1 Seal (50%) Ground Throw>RC immediately>5C>2C>623B>5B>6C>7j.4C>j.623B>6C>j.D>2 B>5B>j.A>j.B>j.4C>dj.4C>dj.C = [4,760] / 29 Heat / 1 Seal (100%) Ground Throw>RC immediately>5C>2C>623B>5B>6C>7j.4C>j.623B>6C>j.B>j .4C>j.C>5A>5B>Ashura = [5,513] / 21 Heat (50%) (Opponent In Corner) Air Throw>RC immediately>dash under>5C>2C>623B>5B>6C>7j.4C>j.623B>6C>j.B>j.4C>j. C>5A>5B>j.A>j.B>j.4C>dj.4C>dj.C = [5,454] / 43 Heat (50%) (Opponent In Corner) Air Throw>RC immediately>dash under>6C>j.623B>d.5C>2C>623B>2B>j.B>j.4C>j.C>5A>5B >j.A>j.B>j.4C>dj.4C>dj.C = [5,073] / 28 Heat (50%) Ground Command Throw>RC 2nd “hit”>5C>2C/6D>623B>5B>6C>7j.4C>j.623B>5B>j.A>j.B>j.4C>dj.4C>d j.C = [4,096] / 31 Heat (Standing) 5A>5B>2B>6C>j.623B>reverse d.5C>2C>623B>5B>2B>j.B>j.4C>dj.C = [3,377] / 40 Heat 5C>6A>j.623B>6C>j.D>2B>623B>5B>sj.A>j.B>j.4C>dj.4C >dj.C = [3,323] / 1 Seal 5C>5D>j.4C>j.623B>6C>j.D>2B>6C>j.4C>j.C> = [2,933] / 1 Seal j.D>2A>5B>sj.B>7j.4C>j.623B>5B>j.A>j.B>j.4C>dj.4C> dj.C = [2,346] / 30 Heat / 1 Seal (CH) j.D>5C>6D/2C>623B>5B>6C>7j.4C>j.623B>5B>sj.A>j.B>dj.4C>dj.C = [3,525] / 43 Heat / 2 Seals 2D>sj.B>j.4C>j.623B>5B>623B>5B>2B>j.B>j.4C>dj.4C>d j.C = [3,246] / 35 Heat / 1 Seal (CH) 2D>5C>6D/2C>623B>5B>6C>7j.4C>j.623B>5B>sj.A>j.B>dj.4C>dj.C = [4,023] / 41 Heat / 2 Seals 6D>623B>5B>6C>7j.4C>j.623B>5B>sj.A>j.B>j.4C>dj.4C> dj.C = [3,519] / 37 Seal / 1 Seal Midscreen 4 Seals: Combo 4seals midscreen (5A 2A) 5B 2B 6C jD jc236C j8236C 6D jD jc236C 5D Doesn't work against: Carl, Valk, Noel, Makoto, Taokaka, Arakune, Rachel (5A 2A) 5B 2B 6C jD j8236C j8236C 6D jD jc236C 5D Taokaka variant (5a 2a) 5B 2B 6C jD 2369C dash6D 2369C dash6D 2369C 5D Hazama/Relius variant 5C 5D hjc9 jB j4C j236C RC jD j2369C jD j2369C 5D Works against all characters, timing tight against: Noel, platinum 2D CH jD j2369C jD j2369C 5D All characters AT j236B 5A *boom* jD j2369C j8236C 6D jD j2369C 5D 4seals off of airthrow, not sure if it works on Rachel. Throw AD 4C j236C 6D jD j2369C jD j2369C 5D 4seals off of throw, same as the AT combo. (5A 2A) 5B 2B 6C jcjD RC j236C j8236C dash 6D jD j2369C 5D Carl variant Throw RC 5B 2B 6C jD j2369C j8236C 6D jD j2369C 5D Doesn't work against: Carl, Valk, Noel, Makoto, Taokaka, Arakune, Rachel Sexy Dora Twitter Combo: 空双fc>6C>JB>J4C>JC>A>双>2B>B>9jcJB>J4C>8jcJB>J4C>JC> B釘>A>爆風>6D>C釘>JD>C釘>6D>D 空双 is j.623B 双 is 623B 釘 is nail 爆風 is blast from explosion (in this case B-nail) AT RC 6D jD j2369C jD j2369C 5D Doesn't work against: Makoto, Valkenhayn Rachel might be comboable, but the timing on that last shuriken is weird. 623C RC walk back 6C jD j8236C j8236C 6D jD j2369C 5D Doesn't work on Carl, Valk, Noel, Makoto, Taokaka, Arakune, Rachel. Edited February 16, 2012 by DaiAndOh Share this post Link to post Share on other sites
Reioumu Report post Posted February 15, 2012 I don't really play this game, but from Dora's twitter 空双fc>6C>JB>J4C>JC>A>双>2B>B>9jcJB>J4C>8jcJB>J4C>JC>B釘>A>爆風>6D>C釘>JD>C釘>6D>D 空双 is j.623B 双 is 623B 釘 is nail 爆風 is blast from explosion (in this case B-nail) I'm guessing it's corner FC combo into 4 seals, though 6D to 5D? I dunno :V Share this post Link to post Share on other sites
BenB Report post Posted February 15, 2012 This might be a corner combo yes, but in this case I think this is much more of a midscreen to corner combo. And I think 6D>D is incorrect, he just forgot a Cnail. Either way, I can't get that jD>Cnail>6D at the end (even if I input j2369C really quick), any help? I did some tests for 4 seals combos midscreen, and I end up with them: Combo 4seals midscreen (5A 2A) 5B 2B 6C jD jc236C j8236C 6D jD jc236C 5D Doesn't work against: Carl, Valk, Noel, Makoto, Taokaka, Arakune, Rachel (5A 2A) 5B 2B 6C jD j8236C j8236C 6D jD jc236C 5D Taokaka variant (5a 2a) 5B 2B 6C jD 2369C dash6D 2369C dash6D 2369C 5D Hazama/Relius variant 5C 5D hjc9 jB j4C j236C RC jD j2369C jD j2369C 5D Works against all characters, timing tight against: Noel, platinum 2D CH jD j2369C jD j2369C 5D All characters AT j236B 5A *boom* jD j2369C j8236C 6D jD j2369C 5D 4seals off of airthrow, not sure if it works on Rachel. Throw AD 4C j236C 6D jD j2369C jD j2369C 5D 4seals off of throw, same as the AT combo. (5A 2A) 5B 2B 6C jcjD RC j236C j8236C dash 6D jD j2369C 5D Carl variant Throw RC 5B 2B 6C jD j2369C j8236C 6D jD j2369C 5D Doesn't work against: Carl, Valk, Noel, Makoto, Taokaka, Arakune, Rachel AT RC 6D jD j2369C jD j2369C 5D Doesn't work against: Makoto, Valkenhayn Rachel might be comboable, but the timing on that last shuriken is weird. 623C RC walk back 6C jD j8236C j8236C 6D jD j2369C 5D Doesn't work on Carl, Valk, Noel, Makoto, Taokaka, Arakune, Rachel Please correct me if there are any mistakes or anything to add. Share this post Link to post Share on other sites
Ril I am Report post Posted February 15, 2012 Midscreen No-seal combo (5A 2A) 5B 2B 6C airdash j4C jC land 5A 2B JA JB J4C J4C JC Share this post Link to post Share on other sites
zeth07 Report post Posted February 15, 2012 I typed out the combo listing from the Bang Combo Tutorial: http://youtu.be/uTKbtOmabBU I'd say this is a good enough basis for BnBs to go into the first post, it covers almost everything but not quite. Apparently there's going to be another video that covers FC and what I'm guessing is the more advanced corner carry combos. But this is a good start. Mid-Screen: 5A>5B>6A/2B>2C = [1,220] / 9 Heat (Standing) 5A>5B>2B>6C>j.D>2B>6C>j.4C>j.C = [2,327] / 24 Heat / 1 Seal (Standing) 5A>5B>2B>6C>j.B>j.4C>j.C>d.5A>5B>j.A>j.B>j.4C>dj.4C>j.C = [2,595] / 32 Heat (Standing) 5A>5B>2B>6C>j.D>C Nail>d.5C>6D = [2,046] / 21 Heat / 2 Seals / 1 Nail (Standing) 5A>5B>6C>j.D>2B>5D>sj.B>j.4C>dj.4C>dj.C = [2,271] / 26 Heat / 2 Seals (Standing) 5A>5B>6C>j.D>5D>sj.B>j.4C>dj.4C>dj.C = [2,282] / 26 Heat / 2 Seals (Crouching) 5A>5B>2B>5D>sj.B>j.4C>dj.4C>j.C = [1,904] / 19 Heat / 1 Seal (Crouching) 5C>5D>sj.B>j.4C>dj.4C>dj.C = [2,028] / 16 Heat / 1 Seal Ground Throw>5B>2B>j.A>j.B>j.4C>dj.4C>dj.C = [2,084] / 20 Heat Ground Throw>Air Dash>j.4C>2B>5B>j.A>j.B>j.4C>dj.4C>dj.C = [2,202] / 23 Heat Ground Throw>Air Dash>j.4C>C Nail>j.D>C Nail>d.5C>6D = [1,780] / 19 Heat / 2 Seals / 1 Nail Air Throw>d.3C>d.2A>5B>j.B>j.4C>dj.B>dj.C = [2,813] / 23 Heat Air Throw>B Nail>5A>Explosion>j.D>2B>5B>j.A>j.B>j.4C>dj.C>dj.C = [2,068] / 21 Heat / 1 Seal / 1 Nail 2D>j.A>j.B>j.4C>dj.C>dj.C = [1,933] / 15 Heat / 1 Seal 2D>sj.D>2B>5D>sj.B>j.4C>dj.4C>dj.C = [2,282] / 22 Heat / 3 Seals j.D>2A>5B>j.A>j.B>j.4C>dj.4C>dj.C = [1,788] / 18 Heat / 1 Seal (Anti-Air) 5B>j.A>j.B>j.4C>dj.4C>dj.C = [1,831] (Air to Air) j.A>j.B>j.4C>dj.B>dj.C = [1,478] (50%) (Standing) 5A>5B>2B>6C>j.D>2B>Daifunka = [3,178] / 15 Heat / 1 Seal (50%) (Standing) 5A>5B>2B>6C>j.D>C Nail>d.5C>6D>Daifunka = [3,166] / 21 Heat / 2 Seals / 1 Nail (50%) (Crouching) 5A>5B>2B>Daifunka = [3,166] (50%) 5C>6A>Daifunka = [3,146] / 5 Heat (50%) 5B>2B>6C>j.D>d.2B>sj.B>j.4C>j.C>d.5A>5B>Ashura = [3,748] (50%) 2A>Ashura = [1,735] Corner: 5A>5B>2B>2C>623B>5B>6C>j.4C>j.623B>dash under>5B>2B>j.B>j.4C>dj.C = [3,367] / 41 Heat 5A>5B>2B>2C>623B>5B>6C>7j.4C>j.623B>5B>sj.A>j.B>j.4C>dj.4C>dj.C = [3,355] / 43 Heat 5C>6A>2C>623B>d.5B>6C>7j.4C>j.623B>5B>sj.A>j.B>j.4C>dj.4C>dj.C = [3,739] (Crouching?) 5A>5B>2B>2C>623B>5B>2B>j.B>j.4C>j.623B>2B>sj.B>j.4C>dj.C = [3,161] / 42 Heat (Standing?) 5A>5B>2B>2C>623B>5B>6C>7j.4C>j.623B>6C>j.B>j.4C>j.C = [3,359] / 40 Heat (50%) (Crouching?) 5A>5B>2B>2C>623B>5B>6C>7j.4C>j.623B>6C>j.B>j.4C>j.C>5A>Ashura = [4,339] / 41 Heat (50%) (Standing?) 5A>5B>2B>2C>623B>5B>6C>j.4C>j.623B>reverse Daifunka = [4,038] / 26 Heat *note* these combos probably don't matter if they are standing or crouching but I included it just in case and based on what the opponent was doing on the screen. Ground Throw>Air Dash>j.4C>j.623B>5B>623B>5B>sj.A>j.B>j.4C>dj.4C>dj.C = [2,800] / 33 Heat Ground Throw>Air Dash>j.B>j.4C>j.623B>reverse d.5C>2C>623B>2B>6C>j.4C>j.C = [2,988] / 37 Heat Air Throw>5C>6D>623B>5B>6C>7j.4C>j.623B>5B>j.A>j.B>j.4C>dj.4C>dj.C = [4,150] / 46 Heat / 1 Seal (50%) Ground Throw>RC immediately>5C>2C>623B>5B>6C>7j.4C>j.623B>6C>j.D>2B>5B>j.A>j.B>j.4C>dj.4C>dj.C = [4,760] / 29 Heat / 1 Seal (100%) Ground Throw>RC immediately>5C>2C>623B>5B>6C>7j.4C>j.623B>6C>j.B>j.4C>j.C>5A>5B>Ashura = [5,513] / 21 Heat (50%) (Opponent In Corner) Air Throw>RC immediately>dash under>5C>2C>623B>5B>6C>7j.4C>j.623B>6C>j.B>j.4C>j.C>5A>5B>j.A>j.B>j.4C>dj.4C>dj.C = [5,454] / 43 Heat (50%) (Opponent In Corner) Air Throw>RC immediately>dash under>6C>j.623B>d.5C>2C>623B>2B>j.B>j.4C>j.C>5A>5B>j.A>j.B>j.4C>dj.4C>dj.C = [5,073] / 28 Heat (50%) Ground Command Throw>RC 2nd “hit”>5C>2C/6D>623B>5B>6C>7j.4C>j.623B>5B>j.A>j.B>j.4C>dj.4C>dj.C = [4,096] / 31 Heat (Standing) 5A>5B>2B>6C>j.623B>reverse d.5C>2C>623B>5B>2B>j.B>j.4C>dj.C = [3,377] / 40 Heat 5C>6A>j.623B>6C>j.D>2B>623B>5B>sj.A>j.B>j.4C>dj.4C>dj.C = [3,323] / 1 Seal 5C>5D>j.4C>j.623B>6C>j.D>2B>6C>j.4C>j.C> = [2,933] / 1 Seal j.D>2A>5B>sj.B>7j.4C>j.623B>5B>j.A>j.B>j.4C>dj.4C>dj.C = [2,346] / 30 Heat / 1 Seal (CH) j.D>5C>6D/2C>623B>5B>6C>7j.4C>j.623B>5B>sj.A>j.B>dj.4C>dj.C = [3,525] / 43 Heat / 2 Seals 2D>sj.B>j.4C>j.623B>5B>623B>5B>2B>j.B>j.4C>dj.4C>dj.C = [3,246] / 35 Heat / 1 Seal (CH) 2D>5C>6D/2C>623B>5B>6C>7j.4C>j.623B>5B>sj.A>j.B>dj.4C>dj.C = [4,023] / 41 Heat / 2 Seals 6D>623B>5B>6C>7j.4C>j.623B>5B>sj.A>j.B>j.4C>dj.4C>dj.C = [3,519] / 37 Seal / 1 Seal ***There's also a huge combo list on the Bang Wiki that I've been working since the beginning of Extend and adding all the combos I see in videos or that people have posted. So each time something gets posted, I will eventually try to include it.*** Share this post Link to post Share on other sites
Fluck Report post Posted February 16, 2012 (edited) Corner combo: 2D 7j.B j.4C j.623B 5C 6D 623B 5B 2B j.A j.B j.4C j.4C j.C 3587 damage / 42 Heat / 2 Seal, can replace 5C 6D with 5C 2C for 3593 damage and one less seal (lol). Also a note on the relaunch combos (e.g. 5A 5B 2B 6C j.B j.4C j.C 66 5A 5B j.A jB j.4C j.4C j.C): you don't need to microdash after j.C for Ragna/Lambda/Jin/Noel/Mu/Tsubaki/Relius. Disregard that, right now I can't get the dashless variant to work on Tao, Carl, Hakumen, and Arakune (plus Litchi who I can't relaunch), but you don't need to microdash for anyone else, even Plat. Dashing does make the combo more stable though, so there's no reason not to do it. I just don't want people to think they're dashing because their relaunches are working, it may not necessarily be true. Edited February 17, 2012 by Fluck Share this post Link to post Share on other sites
zeth07 Report post Posted February 17, 2012 (edited) 5C 5D hjc9 jB j4C j236C RC jD j2369C jD j2369C 5D Works against all characters, timing tight against: Noel, platinum You got that to work against Rachel and Tager? I ended up doing a different one to get it to work against Tager: *(50%) 5C>5D>sj.B>j.4C>Web Nail>RC>j.D>Web Nail>6D>Web Nail>d.5C>6D = [2,151] + 4 Seals But not Rachel. Maybe I just didn't mess around with it long enough. EDIT: You can also add = (CH) j.D>d.2D>sj.D>Web Nail>5D = 4 Seals I did it on Jin at least, but didn't go through and test it against everyone else. Edited February 17, 2012 by zeth07 Share this post Link to post Share on other sites
BenB Report post Posted February 17, 2012 You got that to work against Rachel and Tager? I ended up doing a different one to get it to work against Tager: *(50%) 5C>5D>sj.B>j.4C>Web Nail>RC>j.D>Web Nail>6D>Web Nail>d.5C>6D = [2,151] + 4 Seals But not Rachel. Maybe I just didn't mess around with it long enough. It worked for me against Tager and Rachel, but Rachel is obviously more difficult to combo because of the weird hitbox, sometimes she escapes, sometimes not. And I don't have any difficulties against Tager, that's strange, but I'll try your combo and see if it's much easier than the normal one, thanks. Share this post Link to post Share on other sites
drzero7 Report post Posted February 18, 2012 (edited) I can't get the daifunka combos. Am I doing something wrong? (Standing) 5A>5B>2B>6C>j.D>2B>Daifunka (can't figure this one out.) (Crouching) 5A>5B>2B>Daifunka (EDIT: Okay, this one, I'm just not executing fast enough. Although 5A5B6A,Daifunka is alot easier) Both cases daifunka misses after 2B. Am I doing something wrong? Edited February 18, 2012 by drzero7 Share this post Link to post Share on other sites
Fluck Report post Posted February 18, 2012 After j.D, delay your 2B. Share this post Link to post Share on other sites
Sodelic Report post Posted February 21, 2012 What are some corner combo enders that allow Bang to do a second j.C as he's landing? These combos usually have him fly up high as he's doing the first j.C that gets him the knockdown, then he can hit with another j.C on his way down if the opponent chooses not to tech. I think Dora uses these a lot but I'm not sure... Share this post Link to post Share on other sites
BenB Report post Posted February 21, 2012 There are many ways to do that, one of those is to do 5B HJ8 jA jB j4C dj jC and then jC when you're falling. There are other ways but it's pretty much about 5B high jumping and air combo with only a jC as you're doing your double jump. Share this post Link to post Share on other sites
zeth07 Report post Posted February 21, 2012 (edited) I know I may be stating the obvious here, but anyone who plans to actually go to tournaments or weekly meet-ups and play competitively really better go through their combos against ALL characters. This is because there are some incredibly minor differences in a good number of combos that could mean you landing it or dropping it and losing a round/match. You can either find the simple BnBs that work on everyone with no adjustments, or learn the advanced BnBs and get the most out of each situation. I guess this is what would be the difference between a good player and a great player. I'm going through my combo list and noticing a lot of minor little details in a good number of combos, and I can tell that some of this stuff people would not realize until it actually happens in a match. And even then they might think it was just an execution error when really it could've just been because of the difference in character hitboxes that they didn't know. EDIT: Take this combo for example: 2D>sj.D>2B>5D>sj.B>j.4C>dj.4C>dj.C = [2,282] / 22 Heat / 3 Seals Go in training mode and just do this combo to different characters. You'll realize there are quite a few differences in multiple parts of this combo between characters. Now that combo I'm pretty sure was from that Bang Combo Tutorial vid, and me not knowing Japanese means I could not know what any of the notes given actually said. So you really have no choice but to go in training mode and figure them out yourself unless you know someone who can translate the video notes. Or you can just do this combo, because it works on everyone and is stupidly easy: *2D>j.A>j.B>j.4C>dj.4C>dj.C = [1,933] / 15 Heat / 1 Seal But you see the difference between the two, and this is only two combo examples. Edited February 21, 2012 by zeth07 Share this post Link to post Share on other sites
Sodelic Report post Posted February 21, 2012 There are many ways to do that, one of those is to do 5B HJ8 jA jB j4C dj jC and then jC when you're falling. There are other ways but it's pretty much about 5B high jumping and air combo with only a jC as you're doing your double jump. Ah, I see. I figured that high jumping was necessary, but I didn't know about omitting all air normals after the second jump cancel. Is this kind of oki better than the standard j.C oki? Like, what are some pros/cons? Share this post Link to post Share on other sites
iTz.WiiTarD Report post Posted February 21, 2012 Hey people I struggle to do the relaunch combo on certain characters, I managed to do it on jin and several all, but players like litchi and plat I'm having no luck as of yet, any advice is appricated Share this post Link to post Share on other sites
StayFree( ' 3') Report post Posted February 21, 2012 Ah, I see. I figured that high jumping was necessary, but I didn't know about omitting all air normals after the second jump cancel. Is this kind of oki better than the standard j.C oki? Like, what are some pros/cons? I personally love using it, especially since it covers a lot of their oki options. As you might have seen Dora doing you can also buffer the command grab during the falling j.C to punish quick techs. The only con I can think of is the slight damage loss. Very worth it though imo. Share this post Link to post Share on other sites
Fluck Report post Posted February 21, 2012 Hey people I struggle to do the relaunch combo on certain characters, I managed to do it on jin and several all, but players like litchi and plat I'm having no luck as of yet, any advice is appricated It is just naturally difficult to do it on Litchi, the JP tutorial even says the relaunch is invalid on Litchi. As for the other chars like Plat, you need to jump forward and do j.B j.4C immediately after 6C, then delay your j.C as much as you can. It'll come with practice. Share this post Link to post Share on other sites
Sodelic Report post Posted February 24, 2012 I personally love using it, especially since it covers a lot of their oki options. As you might have seen Dora doing you can also buffer the command grab during the falling j.C to punish quick techs. The only con I can think of is the slight damage loss. Very worth it though imo. Wait... how does the command grab work to punish quick techs? I've seen his setup where he does a whiffed command grab after j.C into C nail to attempt to catch rolls or to continue pressure, but... I'm afraid I don't know how that one works. I just love how stylish it is. Share this post Link to post Share on other sites
StayFree( ' 3') Report post Posted February 24, 2012 (edited) Wait... how does the command grab work to punish quick techs? I've seen his setup where he does a whiffed command grab after j.C into C nail to attempt to catch rolls or to continue pressure, but... I'm afraid I don't know how that one works. I just love how stylish it is. This is the one I was mentioning: http://www.youtube.com/watch?feature=player_detailpage&v=411Dn23SEGo#t=30s Now if he'd quick tech, the falling j.C would have whiffed and the command grab would have instantly connected. If you were playing a well experienced player they'd know that it can be escaped by a quick tech followed by a jump. Of course the jump can be baited in many ways (5C, 5A, etc.) after the j.C. btw, the one you mentioned is also one of my favorites. Edited February 24, 2012 by StayFree( ' 3') Share this post Link to post Share on other sites
iTz.WiiTarD Report post Posted February 27, 2012 Ok I found a little for the slick and stylish also completely doable as follows op standing: 5b-2b-6c-jump back jb-623b-land 5b-623b-6c-jb-j4c-jc-5a-5b- ashura does 4.8k can swap out second 6c for 5b to make it easier if u wish :crouching:5b-2b-623b-5b jump back jb- 623b-5b-jb-j4c-jc-5a-5b-ashura. Sorry if these have been mentioned I jus love relauncher combo Share this post Link to post Share on other sites
zeth07 Report post Posted February 29, 2012 Ok I found a little for the slick and stylish also completely doable as follows op standing: 5b-2b-6c-jump back jb-623b-land 5b-623b-6c-jb-j4c-jc-5a-5b- ashura does 4.8k can swap out second 6c for 5b to make it easier if u wish :crouching:5b-2b-623b-5b jump back jb- 623b-5b-jb-j4c-jc-5a-5b-ashura. Sorry if these have been mentioned I jus love relauncher combo This works on standing or crouching: 5B>2B>623B>5B>6C>7j.4C>j.623B>6C>j.B>j.4C>j.C>5A>5B>Ashura = [5,010] Share this post Link to post Share on other sites
StayFree( ' 3') Report post Posted February 29, 2012 Undead is too lazy to post this himself, so he's got me doing it... j.D>2A>5B>j.4C>IAD>j.4C>j.C>5A>5B>j.A>j.B>j.4C>dj.4C>j.C = [2,222] / 1 Seal Bang laughs at 2A combo proration. Share this post Link to post Share on other sites
Reioumu Report post Posted March 1, 2012 I'm surprised the crouching airdash combo isn't on the list yet. against crouchers 5B 2B 5D j9.4C IAD j.A j.C Works with 5A or 2A starter as well. If you have a good starter, you can do 5B 2B 5D j9.4C IAD j.4C delay j.C 5A j.A j.B j.4C dj.4C j.C to extend it, but that's like with a 5B starter or jumpin starter. Would like to also add since you end with j.C you can obviously special cancel it late into a nail of some sort on the way down. (like OTG people with a C nail) Share this post Link to post Share on other sites
zeth07 Report post Posted March 1, 2012 I'm surprised the crouching airdash combo isn't on the list yet. against crouchers 5B 2B 5D j9.4C IAD j.A j.C Works with 5A or 2A starter as well. If you have a good starter, you can do 5B 2B 5D j9.4C IAD j.4C delay j.C 5A j.A j.B j.4C dj.4C j.C to extend it, but that's like with a 5B starter or jumpin starter. Would like to also add since you end with j.C you can obviously special cancel it late into a nail of some sort on the way down. (like OTG people with a C nail) For the first combo you're giving up a lot of damage and doing something "hard" that isn't really worth it for this combo. Off 5B that combo does [1,960] damage. So I wouldn't recommend doing that first one over an easier one. This combo, S++>2B>5D>j.B>j.4C>dj.B>dj.C, with 5B starter does [2,218] just to give an example. S++ in this case means it will work off literally ANY starting combination, except j.A>5A>2A>2A>5B which is a horrible hit confirm anyway, but even if you do that you can still do that combo if you just drop the 2nd j.B. The second combo is good, I just want to add that it does work off 5A as a starter and does [2,339]. You can also do this other combo into relaunch without the IAD part: *(Any Air Starter)>5B>2B>5D>sj.B>j.4C>delay j.C>5A>5B>j.A>j.B>j.4C>dj.4C>dj.C = [2.5k-3.2k] + 1 Seal I haven't gone through all the characters, but I'm gonna say it probably only works against characters that you DON'T need to do d.5A against in the normal relaunch combos. But that's not confirmed. Share this post Link to post Share on other sites
snipermav Report post Posted March 6, 2012 Sorry if this is a dumb question guys, but what are you doing for standing midscreen BnBs against Carl and Valk since 6C>j.D whiffs? Share this post Link to post Share on other sites