ozzy830 Report post Posted April 14, 2013 o_o Ok now I feel like I should just come up with a longer combo than 10 inputs to make it interesting... Maybe an SMP loop starting from 214C(FC)? Well back to the lab I go... Share this post Link to post Share on other sites
mMarikom Report post Posted April 14, 2013 http://www.youtube.com/watch?v=BB0wL1NJtjo There's this SMP from 214C... Share this post Link to post Share on other sites
ozzy830 Report post Posted April 15, 2013 So, Ive been coming up with ALOT of combos and I'm thinking of making a combo video. I want to know; what exactly do I need besides a capture card to make a combo vid? Any computer programs etc? Also I've come up with an SMP loop for 9.5K for the combo vid, gonna post soon. Share this post Link to post Share on other sites
Celerity Report post Posted April 15, 2013 So, Ive been coming up with ALOT of combos and I'm thinking of making a combo video. I want to know; what exactly do I need besides a capture card to make a combo vid? Any computer programs etc? Also I've come up with an SMP loop for 9.5K for the combo vid, gonna post soon. Fraps is probably the best program as far as recording quality, but it costs money. The best free program I'm not sure, maybe Open Broadcaster Software? The difference is Fraps outputs raw in maximum possible quality, whereas most other programs encode the content first. Makes for smaller files, but lower quality and more difficult to edit. Then you'll also want a video editor, VirtualDub is basically the best option and it's free as well. Share this post Link to post Share on other sites
ozzy830 Report post Posted April 15, 2013 Thanks Celerity. Im gonna order a capture card soon so this'll probably be my last combo vid unless you guys dont mine toasty vids for a while. Anyways heres 3 of my newly made SMP loop combos. http://www.youtube.com/watch?v=mYI4aHis4sc Im just gonna copy and paste the description since I'm lazy ATM: "Ok, this'll probably be my last toasty vid. Then Im gonna wait till my capture card arrives to work on more combos. Inputs are: 214C(FC) 236236A 2A 5A 5B 2B (delay jump) JBB JA JC J236A(1hit) OMB 236236A [5C 236B 236B]x3 214C 236236D (7228 Dmg) Next one: 214C(FC) 236236A 236236A 2A 5A 5B 2B (delay jump) JBB JA JC J236D OMB [5C 236B 236B]x3 214C 236236D (7799 Dmg) Last is: 236236A 214C(FC) 236236A 2D 5B 2B (delay jump) JBB JA JC J236D OMB 236236A 236B 236B 5C 236B 236B 236D (9632 Dmg) You can go for [5C 236B 236B] for up to 3 times in this combo (after the OMB) but it does less damage since Lv3 power charge finishes before your 236D comes out. If you go for the loop [5C 236B 236B]x3, 236D wont connect. Connect with 236C instead." Share this post Link to post Share on other sites
Akiro Report post Posted April 21, 2013 So I'm starting to do this against Yu's who abuse DP in the corner, I'm not sure if there are better options or if I can optimize it more DPBlock > 214C 66 5B 2B 5C 2D s.jA jBB jC OMB 236236A 236B 236B 5C 236B 236B 5C 236B 236BB 5C 236236A 236236C. 150 meter ver, 8112 DMG. With 50 meter, cut out the power charges, with 100 cut out one. Share this post Link to post Share on other sites
Colpevole Report post Posted April 22, 2013 So I'm starting to do this against Yu's who abuse DP in the corner, I'm not sure if there are better options or if I can optimize it more DPBlock > 214C 66 5B 2B 5C 2D s.jA jBB jC OMB 236236A 236B 236B 5C 236B 236B 5C 236B 236BB 5C 236236A 236236C. 150 meter ver, 8112 DMG. With 50 meter, cut out the power charges, with 100 cut out one. the best possible combos off 214C fatal vs Narukami DP are: Meterless: 214C > 66 > 5B > 5C > 2D > [5C > backdash] x4 > 66 > 5B > 5C > 236B > 236B > 5C... then either > 66 > 5B > 5C > 214C > 236236D (for damage; combo builds the meter it uses after the blocked DP) [6.7k] OR > AoA > 5DD (for oki; builds about 45% meter) [5k] 50%+ meter start, just add a powercharge (or 2 if you have the meter) either after the 2D or before the God's Hand (before the God's Hand will build more meter than after the 2D) Burst and 50%+ meter: 214C > 66 > 5B > 5C > 2D > j.BB > j.C > OMB > D God's Hand > 2A > [5C > 236B > 236B] x3 > 5C > 236B > 236A (> D God's Hand if you have the meter). Does about 9044 damage if you use both God's Hands Share this post Link to post Share on other sites
Dances w Ninjas Report post Posted April 24, 2013 What are some bnb's for combos starting with B Skull Cracker? I've been using: Oki: B Skull Cracker > 5C > 236B > 236B > 5C > AoA 50 Meter: B Skull Cracker > 5C > 236B > 236B > 5C > 66 > 5A > 5C > 214C > 236236D Probably not optimized. Share this post Link to post Share on other sites
Primiera Report post Posted April 24, 2013 Those are optimal or near optimal. B Skull Cracker is a bad starter, most of her combo paths fail after it. Share this post Link to post Share on other sites
Dances w Ninjas Report post Posted April 24, 2013 Is A Skull Cracker any better? I just want as much damage as I can get off of sweet quadruple overheads. Share this post Link to post Share on other sites
Primiera Report post Posted April 24, 2013 Nah, A Skull Cracker is worse. B Skull Cracker does decent damage if you end in a super; if you want good damage you'll probably just want to AoA. Share this post Link to post Share on other sites
ZomB Report post Posted April 24, 2013 In the corner you can do: B Skullcracker -> 5C 236B~236B -> 5C 236B~236A 236236D -- iirc this is more than the combo you're using. Share this post Link to post Share on other sites
ChrisK Report post Posted April 25, 2013 B Skullcracker>5B>5C>236B>236B>5C>236B>236B>214C>236236D is better than the one above. B Skullcracker>5B>5C>236B>5B>5C>5AB if you want oki. Share this post Link to post Share on other sites
mMarikom Report post Posted April 30, 2013 I came up with another SMP today...It stems from an idea for getting in hits from Shio's SMP. Shio's was midscreen, my version goes into corner and gets in 4 236B 236B reps 214C fatal (236236A) -> Microdash 5C IAD jBB 2B jA jC OMB (dash under) Sweep 236236A 5B 236B 236B 5C [236B 236B]x3 214C (or D i guess...) 236236D Does like 8.4k and more practical than my other one but less original... Also is it weird that I can do all of these combos and even make ones up but I can't get backdash 5C combos >_> What is the timing of those? Since BBCP isn't coming out till forever I decided to level up my ass Chie. Someone teach me how to do her main fatal combo plz... Share this post Link to post Share on other sites
mMarikom Report post Posted April 30, 2013 s/o to Mohawk's video about Black Spot C punishing btw. For the SMP part I'm pretty sure you can avoid SJCing if you do an extra jump in between jA and jC for people who struggle with SJCing... Share this post Link to post Share on other sites
Mo the Hawk Report post Posted May 1, 2013 I'm terrible at judging my position after a OMB, so it was really difficult to properly time a Sweep for when they fall back down. Hence why I came up with replacing Sweep with j.236D. I drop backdash 5C combos a lot too. The engine doesn't seem very lenient about buffering your 5C input earlier than you're supposed to be able to actually perform 5C. So I've generally adopted "later is better." Share this post Link to post Share on other sites
mMarikom Report post Posted May 2, 2013 Your way is technically more efficient because it saves 50 meter in the long run which leaves more possibilities... Share this post Link to post Share on other sites
Jam_Chan Report post Posted May 20, 2013 Trying to do this combo, keep getting a yellow beat on the first 236B https://www.youtube.com/watch?feature=player_detailpage&v=eKLJzWCoF3Y#t=268s Share this post Link to post Share on other sites
Primiera Report post Posted May 20, 2013 Trying to do this combo, keep getting a yellow beat on the first 236B https://www.youtube.com/watch?feature=player_detailpage&v=eKLJzWCoF3Y#t=268s Are you doing an instant air 236B? Regardless, that's sub-optimal. 2B > JC > JBB > JD > 236B > 236B > 214C > 236236D does about 4300 damage and is easier. Share this post Link to post Share on other sites
Jam_Chan Report post Posted May 20, 2013 Are you doing an instant air 236B? Regardless, that's sub-optimal. 2B > JC > JBB > JD > 236B > 236B > 214C > 236236D does about 4300 damage and is easier. Is the JD 8D? Share this post Link to post Share on other sites
Celerity Report post Posted May 20, 2013 Yes, 8D. j.BB > j.8D > 236B > 236B > 214C > 236236D for damage j.BB > j.8D > 5AB for oki You can get to that route from a lot of things, including pretty much any AA. Share this post Link to post Share on other sites
YukiBlue Report post Posted May 28, 2013 How are these looking for 5B CH Combos? I'm gonna move onto 214C FC in the corner soon enough. But now I have every base covered, I'm going to step up my mixup / neutral. Midscreen, 50SP: 5B CH > 2D > 66 > 5B > 5C > j.BB > j.8D > 236B > 236B > 214C > 236236D = 5.1K (Not sure of values but hey ho) Midscreen, 50SP, Burst 5B CH > 2D > 66 > 5B > 5C > 236B > 236B > 236D > OMB > 5C > 236B > 236B > 214C > 236236C = 6.2k (Well, 6.Something) Share this post Link to post Share on other sites
Zeromus_X Report post Posted May 28, 2013 5B CH > 2D > 66 5B > 5C > jC > JC jBB > j8D > land 236B > 236B > 214C > 236236D does like 5.4k anywhere on the screen and is braindead easy. If you have less than 30 meter, just end with dash 5A+B after the j8D for oki. Share this post Link to post Share on other sites
Colpevole Report post Posted May 28, 2013 Midscreen, 50SP, Burst 5B CH > 2D > 66 > 5B > 5C > 236B > 236B > 236D > OMB > 5C > 236B > 236B > 214C > 236236C = 6.2k (Well, 6.Something) If you plan on using your burst in a 5B punish combo, then it's probably better to do a 214C OMB fatal starter instead. 214C (FC) > OMB > 5C > 44 > 5C > 66 > 2B > 5C > 44 > 5C > 66 > 5B > 5C > 44 > 5C > 66 > 5B > 5C > 236B > 236B > 5C > 66 > 5B > 5C > j.C > double jump > j.BB > j.236C, which is 6k and builds 10 meter rather than being -17 meter gain overall, as well as letting you end with AoA after the 5C > 66 > 5B > 5C instead, and it's comparable damage if you opt for the damage ender. If you have the meter to burn, you can end with ...5C > 66 > 5B > 5C > 214C > 236236D instead of the jump ender to get about 6.8-7k depending on how you do the combo (if you switch the first 2B and 5B around, you get slightly extra damage at the cost of a more awkward combo because you'll potentially get a side switch.) Share this post Link to post Share on other sites
BlackYakuzu94 Report post Posted August 14, 2013 Alright, so whenever I'm performing a certain combo, the dummy tends to tech out of it. The combo in question is: 2A > 5B > 5C > 236A > 236A > 5B > 5C > 236B > 236B > 5B > 5C > 214C > 236236D Right around when I'm performing the second rampage and into the skull cracker is when they tech; I checked my input settings and I adjusted myself, I tried delaying it to see if they had to be at a certain height, but they still tech out of it. I watched a video of the same combo being used and the second rampage is supposed to five hits but for some reason mine come out only as four and it allows the opponent to tech before the skull cracker connects. So, can anyone tell me what is up because either there's a certain timing to it, or my game just hates me. Share this post Link to post Share on other sites