Kujikawa Report post Posted April 4, 2013 Does anyone know if there is a way to get better damage (Extend the combo) of say a 5CC in the corner with this combo? Starter > 5D > 214A~C~B > 5B > 6A > 2D > jD > 665CC > jCC > j623C~D. I don't tend to do the usual 5D > 2D > 662C > 236A~D > 665CC... stuff due to major inconsistencies, better losing about 300 damage then dropping the combo. Share this post Link to post Share on other sites
StarGazer Report post Posted April 4, 2013 Starter > 5D > 214A~C~B > 5B > 6A > 2D > jD > 665CC > jCC > j623C~D. I don't tend to do the usual 5D > 2D > 662C > 236A~D > 665CC... stuff due to major inconsistencies, better losing about 300 damage then dropping the combo. 1-Starter > 5D > 214ACB > 5B 6A 2D > j.D > 662C 214AD > 2366A orb oki Not much of an improvement but gives you a solid KD 2-Starter > 5D > 214ACB > 5B 6A 2D > j.D > 214ACB > 5CC > j.B 623CD Won't work on bad proration combos and tends too miss some characters if the proration is missed up a bit Share this post Link to post Share on other sites
Kujikawa Report post Posted April 4, 2013 Thanks a bunch, they working well =) Share this post Link to post Share on other sites
Narroo Report post Posted June 1, 2013 So, when in the corner, how does one do 2C -> Comet Cannon/Break Shot -> Dash 6A? I find it incredibly unpredictable; sometimes Makoto will be pushed back if she's a bit close, other times the dummy will tech during the attack. (For thee curious, this is part of Challenge 15.) Share this post Link to post Share on other sites
Bibiquadium Report post Posted June 1, 2013 You gotta react to your position, but try to pull the orb at the lowest height possible. Share this post Link to post Share on other sites
Errol Report post Posted June 11, 2013 I don't remember seeing any break shot starters in here. Here is what I have. Break shot (3) FC> LA > Gazer> 5cc>2d>2c>LA>Gazer>5cc> air ender (4597) Break shot (3) FC> LA > Gazer> 5cc>2d>2c>LA>Gazer>5cc>PF (5343) both midscreen. you can of course get more in the corner. possibly impractical burst bait combo. 5cc> infinite rush> 667>block> jc.jcc>6a> (corner>2d3> 2c> star ender, midscreen 2d1>5b>6a>air ender) Share this post Link to post Share on other sites
NoSales Report post Posted July 13, 2013 What can Makoto combo off after a gold burst? I've landed a few and then fail to pick up a decent combo off it. Also, I find I have trouble picking up aerial hits (i.e. I use, say, 5C, and I end up crossing up). Is there a certain timing/place I should be hitting? Share this post Link to post Share on other sites
Dark Ranger88 Report post Posted July 13, 2013 I usually do dash > 5CC > 2D lvl1 > 5B > 5C > j.B > j.D for midscreen. If you are close to the corner then you can corner combo them. You can also just Corona Upper after j.B to leave them right in front of you. You might be able to get a 2C for a better combo, but for ease I just do 5C. If you are in the corner you can cross under them, then 5C into a corner combo. Edit: Oh and for midscreen bursts you should let them start falling before you dash 5C or you might cross under them and whiff, making you look stupid... Share this post Link to post Share on other sites
NoSales Report post Posted July 13, 2013 Ok, I'll start using that instead of my weak air combo lol. Also, thanks for the timing part. I'm having more success with it now. Share this post Link to post Share on other sites
JokerAceX Report post Posted August 21, 2013 If there is anyone who has beaten all of Makoto's challenge mode during number 15 what is the timing to connect the 5b, after holding back from doing the second part of particle flare, I haven't been able to hit it and it's very frustrating. Share this post Link to post Share on other sites
Bibiquadium Report post Posted August 21, 2013 I wouldn't take these combos seriously. Usually I just grab my timings from the preview. Share this post Link to post Share on other sites
JokerAceX Report post Posted August 21, 2013 I've been trying to follow the example shown in the preview but every time i back up and hit 5c Bang either recovers in time to block or i end up on the right side of Bang and get 6c instead. Share this post Link to post Share on other sites
swordsman09 Report post Posted August 22, 2013 Unless you're one of those perfectionists, I wouldn't really bother. I just learn the useful ones and stop there. Share this post Link to post Share on other sites
Primiera Report post Posted August 23, 2013 Here's how I did it: after Shooting Star, try to time your Super cancel so she's as far back as possible. Make sure you get level 3 Super both follow-ups, as I don't think it works on level 2. If you do those two things properly, the timing isn't strict on the walk-back > 5C pick-up. Share this post Link to post Share on other sites
Kenrou.Horo Report post Posted August 25, 2013 Umm what corner throw combo do we use against jin? This doesnt work, well at least the corona ender. *BC > 6A > 2D > 2C > 236A~D > 5CC > j.B > j.D > 66 5CC > j.CB > j.CC > 623C~D He techs before either j.C or j.B after 2B>5C, since 5CC doesnt pick him up :/ Share this post Link to post Share on other sites
Bibiquadium Report post Posted August 25, 2013 Just replace 5CC by 2B 5C DP because 5CC or 5B pickup doesn't work on him. Something like Grab 6A 5D 214A~C~B 5CC j.B j.D 66 w/e. My head is not into BB right now but this is your best bet. Share this post Link to post Share on other sites
swordsman09 Report post Posted August 25, 2013 You can 6C>Corona Upper as well. You can replace that with a super if you want too. Share this post Link to post Share on other sites