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WakeUpDP

[CP1.1] Relius Clover Combo Thread

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it's always been a pain with this username, cut to Wake or WakeUp *shrug*, and yes I'll update the op and fill it over this week.

I'll probably make a miscellaneous section for the extravagant full screen combos.

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Gotcha Dr Pepper. Also, since its universal, I feel adding in a small note that any combos with 3C>6D>j.B can be done as 3C>6D>IAD j.B for corner carry/higher execution if Relius wasn't hard enough for you.

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Gotcha Dr Pepper. Also, since its universal, I feel adding in a small note that any combos with 3C>6D>j.B can be done as 3C>6D>IAD j.B for corner carry/higher execution if Relius wasn't hard enough for you.

 

Can you test this at point blank 3C and max range 3C because I think distance matters and that at closer ranges it may be impossible. (but I have a hard enough time pulling it off as is so I dunno.)

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Using Jin as my dummy (though I've tested before on all characters) both min and max range 3C could do the IAD

 

Then it's prolly just me being bad lol. I can't connect this for the life of me.

 

In other news I got Back to corner 4B+C>41236B>6B>TKj.236C>5B>2C>6C>236C>3C [3134DMG/+22HT/IG free] to work on jin, who we've got the most trouble with getting 236C>3C shinanigans to work on. Yet to test it on everyone.

 

The key to this one is letting JinJin nearly touch the ground after TKj.236C because you can't use 2C to position him for 6C to make posisioning for 236C easier. (that was a mouthful.)

 

Anyway should I'mma post my 6C/4D/41236B starter combos here in a sec once I test them on everybody. Which will take forever, (wish I could have help for some of them -_-")

 

EDIT: Here's a list of all of them, [(g)=ground hit (a)=air hit] I put an "*" next to the ones that will need to be tested a "X" next to the ones that don't, and a "R" if testing it would be redundant after testing a similar combo, but it could still not work if the similar combo doesn't work. I'm going to slowly check these off, while noting any notable differences in timing. I'd welcome any help.

 

(g)6C>236C>214A>41236B>5B>5C>j.B>j.236C>665B>5C>4D>3C [4035DMG/+28HT/-2000IG] X

 

(g)6C>236C>214A>41236B>5B>5C(1)>j.B>j.236C>3C [3494DMG/+25HT/-1000IG] X

 

(g)41236B>5B>3C>236C~214A>665C>jump back>j.C>j.236C>5B>2C>6C>4D>3C [4151DMG/+29HT/-2000IG] X

 

(g)41236B>5B>3C>236C~214A>665C>jump back>j.C>j.236C>5B>2C>6C>22A [4023DMG/+28HT/-1000IG] X

 

(g)41236B>5B>3C>236C~214A>665C>jump back>j.C>j.236C>5B>2C>6C>5A+B>5C>4D>3C [4532DMG/+4HT/-2000IG] X

 

(g)41236B>5B>3C>236C~214A>665C>jump back>j.C>j.236C>5B>2C>6C>5A+B>3C [4295DMG/+3HT/-1000IG] X

 

(a)4D>3C>236C~214A>665C>jump back>j.C>236C>5B>2C>6C>41236B>3C [3579DMG/+25HT/-2000IG] X

 

(a)4D>5C>neutral jump>j.C>j.236C>5B>2C>6C>41236B>5C>2C>236C>3C [3403 DMG/+24HT/-1000IG] *

 

(a)4D>2C>236C>5B>2C>6C>41236B>6B>TKj.236C>3C [3164DMG/+22HT/-1000IG] *

 

(a) 41236B>5C(1)>j.C>j.236C>5B>2C>6C>236C>3C  [3442DMG/+24HT/IG free] R

 

(a) 41236B>5C(2)>j.C>j.236C>5B>2C>6C>236C>3C [3527DMG/+25HT/IG free] *

 

(a) 41236B>5C(2)>forward jump>j.C>j.236C>5B>2C>236C>5B>2C>6C>5A+B>3C [4123DMG/+2HT/IG free] *

 

(a) 41236B>5B>5C>j.B>delay>j.236C>5B>2C>6C>236C>3C [3507DMG/+25HT/IG free] *

 

(a) 41236B>5B>6B>TKj.236C>665C>2C>236C>5B>2C>6C>5A+B>3C [3806DMG/+/-0HT/IG free] *

 

(a) 41236B>5B>236C~214A>665C>jump back>j.C>j.236C>5B>2C>6C>5A+B>3C [4246DMG/+3HT/-1000IG] R

 

(a) 41236B>5B>236C~214A>665C>jump back>j.C>j.236C>5B>2C>6C>5A+B>5C>2C>4D>3C [4615DMG/+3HT/-2000IG] R

 

(a) 41236B>5B>236C~214A>665C>jump back>j.C>j.236C>5B>2C>6C>4D>3C [4084DMG/+29HT/-2000IG] X

 

(back to corner) 4B+C>41236B>6B>TKj.236C>5B>2C>6C>236C>3C [3134DMG/+22HT/IG free] *

 

(g) 5B>6B>TKj.236C>5B>2C>236C>5B>2C>6C>41236B>3C [3373DMG/+24HT/IG free] *

 

(g) IAD>j.B>j.C>665B>6B>TKj.236C>5B>2C>236C>5B>2C>6C>41236B>3C [2797DMG/+20HT/IG free] R

 

For the 236C>5B/3C links you want to use 2C or 6C to make the opponent go barely above 236C's hitbox for the first few active frames, when they come down and hit the last few active frames of 236C your recovery is lessened and you get to combo into 5B or 3C. It should also be noted that all the combos I listed that use crush trigger make their own heat, EXCEPT for the one that has a listed heat gain of "+/-0", that one requires 1 heat to start but then makes it back.

 

So really it's like eight combos that need to be tested and four combos that hinge on the testing of other combos here. The good news is once we have these legitimized (If they can't be improved upon) we will only have Counter/Fatal combos, Overdrive combos, Heat/Carry intensive combos, and Neta combos left to do.  :toot:

 

(I mean, there will always be improvements to be found in combos, but we'll have formed a pretty all inclusive thread of Relish Crowbar Combos.)

 

Edit,Edit: WakeUpDP, d'you mind if I call you Wakky for the Wak in Wake?

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Not done yet!

 

I numbered the tested combos for convenience.

 

#1. (a)4D>5C>neutral jump>j.C>j.236C>5B>2C>6C>41236B>5C>2C>236C>3C [3403 DMG/+24HT/-1000IG] *

 

#2. (a)4D>2C>236C>5B>2C>6C>41236B>6B>TKj.236C>3C [3164DMG/+22HT/-1000IG] *

 

#3. (a) 41236B>5C(2)>j.C>j.236C>5B>2C>6C>236C>3C [3527DMG/+25HT/IG free] *

 

#4. (a) 41236B>5C(2)>forward jump>j.C>j.236C>5B>2C>236C>5B>2C>6C>5A+B>3C [4123DMG/+2HT/IG free] *

 

#5. (a) 41236B>5B>5C(2)>j.B>delay>j.236C>5B>2C>6C>236C>3C [3507DMG/+25HT/IG free] *

 

#6. (a) 41236B>5B>6B>TKj.236C>665C(2)>2C>236C>5B>2C>6C>5A+B>3C [3806DMG/+/-0HT/IG free] *

 

#7. (back to corner) 4B+C>41236B>6B>TKj.236C>5B>2C>6C>236C>3C [3134DMG/+22HT/IG free] *

 

#8. (g) 5B>6B>TKj.236C>5B>2C>236C>5B>2C>6C>41236B>3C [3373DMG/+24HT/IG free] *

 

Issues landing 3C ender on spinning hitboxes: Mu, Relius, Hazama/Terumi, Haku, Kagura,

 

^The combos will still be good for Oki and such, but you'll miss out on the Damage/HT gain of a 3C ender after a 236C or j.236C. Doesn't mean it's impossible, just that I couldn't seem to do it every time without fail.

 

Guh. So you can actually do a jump and then TKj.236C because the input is really lax. I mention this because sometimes 7 TKj.236C or 9 TKj.236C is used to space these combos better. If you're having trouble having 5B connect after 236C, try 9 TKj.236C, if you're having trouble getting 236C to not go offscreen, try 7 TKj.236C. I find that 9 TKj.236C>3C makes the 3C connect better.

 

Checklist so far (Tested the combos on all these dudebros): Mu, Relius, Makoto, Tao, Hazama/Terumi, Haku, Kagura, Bullet, Ragna, Litchi. Will continue tomorrow.

 

I vote that if #1 is included it be officially written as : "4D>5C>j.C>j.236C>5B>2C>6C>41236B>5C>2C>236C [3308DMG/+23HT/-1000IG] because 2C does not interact with everyones Hitbox allowing for 236C to miss some actives the same way it does with; Mu's, Tao's, and Jin's

 

No combos need to be changed to match #1 because it's the only one that I was silly enough to include 41236B>5C>2C>236C>3C in. Another note about #1 is that you have to delay the 236C barely to hit Ragna

 

#4  whiffs on Makoto on the second 2C (Curse her air hitbox, I'll be damned if boxers aren't using that stance IRL to shrink their air hitboxes.) I think this can be fixed by a microdash 5B on ether of the 5Bs before it, but I can't do it to save my life. (All the science collaboration points in the world to the gent who can.)

 

For Hazama/Terumi #3-5 are tight as heck starting out. #3 and you can to change the j.C before the j.236C to a j.B or else the 5B following the j.236C will be tight if not impossible. For #4 and #5 you can change the 5C(2) into a 5C(1) to help

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I literally just started Relius in the past 48 hours, so it may just be that I'm awful, but for the life of me I cannot get the Gad Ley in the first normal dolless combo listed in the OP to connect correctly on Hazama. Unsure if it's just the character hitbox, but figured I'd leave it here.

 

For my own purposes, I see you guys are in the middle of overhauling things. Mind giving me the shortcut so I don't waste much more time than necessary to reach a functional enough understanding of the character? I'd appreciate information on what I need to practice most mid-screen, corner, and throw for both dolless and with Ignis active. I can optimize after I have something functional to fall back on.

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I literally just started Relius in the past 48 hours, so it may just be that I'm awful, but for the life of me I cannot get the Gad Ley in the first normal dolless combo listed in the OP to connect correctly on Hazama. Unsure if it's just the character hitbox, but figured I'd leave it here.

It has a character specific timing* unfortunately, separated the combos to reflect this with a link to the list of characters it works best. Might want to skip these combos.

 

Midscreen:

5B>(5C)>3C>236C>214B

5B > 3C > 6D > j.B > 2C > 6C > 41236B > 5B > 5C > sj.B > j.C > j.236C > j.214B   [3428/24/2300]

Near-corner:

5B > 3C > 236C > 214A > 5B > 2C > 6C > 41236B > 5B > 4D > 3C

Corner:

5B > 3C > 236C > 214A > 66 5C(1) > j.B > j.C > j.236C > 2C > 6C > 41236B > 3C [3855/27/1000]

5B > 3C > 236C > 214A > 66 5C(1) > j.C > j.236C > j.214B > j.B > 2C > 6C > 41236B > 5B > 4D > 3C   [4502/32/3000]

Are pretty much the combos you'll be relying on. Grab combos are on the main post.

If there is anything else, let me know.

 

@Myoro

Nice list, I'll look into it now. (any nicknames works)

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It is character specific unfortunately, separated the combos to reflect this with a link to the list of characters it works best. Might want to skip these combos.

 

Midscreen:

5B>(5C)>3C>236C>214B

5B > 3C > 6D > j.B > 2C > 6C > 41236B > 5B > 5C > sj.B > j.C > j.236C > j.214B   [3428/24/2300]

Near-corner:

5B > 3C > 236C > 214A > 5B > 2C > 6C > 41236B > 5B > 4D > 3C

Corner:

5B > 3C > 236C > 214A > 66 5C(1) > j.B > j.C > j.236C > 2C > 6C > 41236B > 3C [3855/27/1000]

5B > 3C > 236C > 214A > 66 5C(1) > j.C > j.236C > j.214B > j.B > 2C > 6C > 41236B > 5B > 4D > 3C   [4502/32/3000]

Are pretty much the combos you'll be relying on. Grab combos are on the main post.

If there is anything else, let me know.

 

@Myoro

Nice list, I'll look into it now. (any nicknames works)

 

Which combo are you both talking about WakeCupsOfCoffee? I don't ever remember doing a combo that was downright iMpossible on Hazama. (And the only chara specific combo I've ever posted her is 5B>6B>5C(1)>2C>6C>41236B>5B>5C>sj>j.B>j.C>j.236C~j.214B>airdash. And that one is only faulty on Carl and Amane (Ya just gotta switch the 5C(1) to 5A to fix it too.)

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Which combo are you both talking about WakeCupsOfCoffee? I don't ever remember doing a combo that was downright iMpossible on Hazama. (And the only chara specific combo I've ever posted her is 5B>6B>5C(1)>2C>6C>41236B>5B>5C>sj>j.B>j.C>j.236C~j.214B>airdash. And that one is only faulty on Carl and Amane (Ya just gotta switch the 5C(1) to 5A to fix it too.)

It's not impossible but it requires more delay than the rest of the cast which is why I didn't recommend it since the timing is pretty rough. I suppose the correct term is character specific timing.

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Appreciate the information. The fact that this board is active is a refreshing change of pace.

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Finished testing. That took FOREVER!!! They all work in all situations, sans the ones mentioned in the little notes below.

 

#1. (a)4D>5C>neutral jump>j.C>j.236C>5B>2C>6C>41236B>5C>2C>236C>3C [3403 DMG/+24HT/-1000IG] *

 

#2. (a)4D>2C>236C>5B>2C>6C>41236B>6B>TKj.236C>3C [3164DMG/+22HT/-1000IG] *

 

#3. (a) 41236B>5C(2)>j.C>j.236C>5B>2C>6C>236C>3C [3527DMG/+25HT/IG free] *

 

#4. (a) 41236B>5C(2)>forward jump>j.C>j.236C>5B>2C>236C>5B>2C>6C>5A+B>3C [4123DMG/+2HT/IG free] *

 

#5. (a) 41236B>5B>5C(2)>j.B>delay>j.236C>5B>2C>6C>236C>3C [3507DMG/+25HT/IG free] *

 

#6. (a) 41236B>5B>6B>TKj.236C>665C(2)>2C>236C>5B>2C>6C>5A+B>3C [3806DMG/+/-0HT/IG free] *

 

#7. (back to corner) 4B+C>41236B>6B>TKj.236C>5B>2C>6C>236C>3C [3134DMG/+22HT/IG free] *

 

#8. (g) 5B>6B>TKj.236C>5B>2C>236C>5B>2C>6C>41236B>3C [3373DMG/+24HT/IG free] *

 

Issues landing 3C ender on spinning hitboxes: Mu, Relius, Hazama/Terumi, Haku, Kagura, Valk.

 

^The combos will still be good for Oki and such, but you'll miss out on the Damage/HT gain of a 3C ender after a 236C or j.236C. Doesn't mean it's impossible, just that I couldn't seem to do it every time without fail.

 

Guh. So you can actually do a jump and then TKj.236C because the input is really lax. I mention this because sometimes 7 TKj.236C or 9 TKj.236C is used to space these combos better. If you're having trouble having 5B connect after 236C, try 9 TKj.236C, if you're having trouble getting 236C to not go offscreen, try 7 TKj.236C. I find that 9 TKj.236C>3C makes the 3C connect better.

 

I vote that if #1 is included it be officially written as : "4D>5C>j.C>j.236C>5B>2C>6C>41236B>5C>2C>236C [3308DMG/+23HT/-1000IG] because 2C does not interact with everyones Hitbox allowing for 236C to miss some actives the same way it does with; Mu's, Tao's, Arakune's, Nu's, and Jin's

 

No combos need to be changed to match #1 because it's the only one that I was silly enough to include 41236B>5C>2C>236C>3C in.

 

Another note about #1 is that you have to delay the 236C barely to hit Ragna, Tager, Tsubaki, and Carl, It might mean the 3C link can work if timed right.

 

#4  whiffs on Makoto Platinum and Carl on the second 2C I think this can be fixed by a microdash 5B on ether of the 5Bs before it, but I can't do it to save my life. (All the riches in Scottland to the gent who can.)

 

For Hazama/Terumi #3-5 are tight as heck starting out. #3 and you can to change the j.C before the j.236C to a j.B or else the 5B following the j.236C will be tight if not impossible. For #4 and #5 you can change the 5C(2) into a 5C(1) to help

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Ok, I got CP for vita which lets me lab anywhere, so I was lookin back at one of the pre-1.1 CMVs... there was some underappreciated stuff in the one that showcased the vinum glitches. The guy had posted ignis desummon combos that were meterless. After realizing now how good it would be to have a combo that regens the ignis yoy use with no heat cost, I labbed hard (my fingers hurt from not bein use to vita dpad for so long). So, I had a small bit of success with ignis desummon.

Corner

5B>3C>236C>214A>41236B>5B>6B>4D>5D>5B>2C>6C>22A

I only managed to land this once and the damage was like 3500, so its not great, I just wanted to open it up as a topic for discussion.

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That sounds fantastic n' all but it uses 2000 IG before the de-summon.

 

My 5B>3C>236C~214A>5C(2)>j.C>j.236C>5B>2C>6C>41236B>3C>5D does 4011 damage and only takes 1000 gauge (and judging from what you're saying it might be easier too.) I don't know which would get Ignis regen quicker though, the vid's which has a 5B>2C>6C>22A's worth in time to get the regen started, or mine which shaves 1000 of the initial cost. Someone cool should do a comparison study.

 

I think using ancient Myoro magiks I could boost both the damage and the amount of Ignis regen time of the vid's combo by a little. For starters a crush trigger>3C in place of the 22A would do wonders for both, adding only about 300ish damage, but also 30+frames of sweet sweet regen followed by a 3C summoning opportunity.

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As I said, I was just opening it for discussion. Realistically, the combo should only be used when you're at half ignis or less, because at this point, regardless of how little ignis gauge you're using, you're gonna have to be without her for a few seconds on oki and pressure. If there was a combo that restored her to above half, we could just recycle the combo and still get oki. But anyway, seems like leis not ground bouncing was what made ignis desummon combos possible. Maybe impossible now.

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Well leis was the only thing that changed, so if we can 4D them in that same height and distance from the corner, this should still be possible. Of course that probably means we'll have to do some kind of 6D>41236B shenanigan or go from 6C into 41236B. I'd prefer if we came up with a solution besides those two though, because the first would ramp up IG cost and the second would screw the follow-up. Is it possible to employ some combination of 2B>5B>6B>4D, 5B>5C>6B>4D, 5B>5C>2C>4D, or 5B>6B>5C>4D to get a similar height?

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As I said, I was just opening it for discussion. Realistically, the combo should only be used when you're at half ignis or less, because at this point, regardless of how little ignis gauge you're using, you're gonna have to be without her for a few seconds on oki and pressure. If there was a combo that restored her to above half, we could just recycle the combo and still get oki. But anyway, seems like leis not ground bouncing was what made ignis desummon combos possible. Maybe impossible now.

 

BWAHAHA I've done it! My creation lives!!!

 

So you know the trick I used to get 236C to go into 3C? Same principle applies with 4D!

 

Here's the combo. 5B>3C>236C~214A>41236B>4D>5B>(5B hits them into the last few active frames of 4D)>5D>5B>2C>6C>22A/(5A+B>3C)

without 5A+B: [3701DMG/+26HT/-2000IG]   with 5A+B: [3988DMG/+1HT/-2000IG]

In the CT version Ignis has healed like 1900 by the time the opponent techs.

 

Here's another version that does a little more time wasting (without meter!):

5B>3C>236C~214A>41236B>4B~D>dash>5D>6B>TKj.236C>2C>6C>22A [3818DMG/+27HT/-2000IG) (you can't Crush trigger sadly D: )

 

Off of a 236C punish you can do: 236C~214A>41236B>4B~D>665D>6B>TKj.236C>2C>6C>5A+B>3C [4095DMG/+2HT/Full or near full Ignis]

^in this combo, both heat and Ignis wise you make what you spend and then some!

 

The best part? We might be able to do this maneuver on any 41236B>5B>4D>3C>5D enders to get Ignis recovery quicker.

 

I only tested these on Jin. I don't know if have it in me to test these on every single character. My soul hasn't healed from last time, and I have a baaad feeling about tager. So I may leave testing and solutions up to you Necro.

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This is the most impractical combo ever, but its still cool and I finally figured it out. Requires raw OD, hp <10%, 100 meter, and 236C starter. Kf that isnt specific enough, idk what is xD. Anyway, its that 8k+ combo shown in that cmv a few months ago.

OD>236C>214A>5AB>RC>214B>j.8Dx3>j.236C>j.214B>5B>2C>214A>214C>2C>6C>41236B>4D>632146D 8312 dmg

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This combo takes abit of Ignis meter but really helped in many matches when doing confirming via pressure strings. Both are really simple

Corner

5B>6D>5B>5C>2D>5B>5C>236C>214A>66>5B>6B>j.B>j.B>j.C>j.236C>j.214B

Midscreen

5B>6D>5B>5C>2D>5B>5C>236C>214A>22C

Basic combo but nice starter when confirm a combo when pressuring. Can replace 5B of course with 214A. You also get decent heat gain with this variation. I'm new to Relius so I'm learning as I go. I'll add the damage and heat gain for each when I use my PS3 tomorrow.

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I guess for people just getting use to Relius, those are ok, but like you said, kills ignis. The standard bnb for 3C>6D>j.B>2C>6C is good because 3C>6D>j.B is a standard blockstring that leads into mixup. Typically you only really wanna use 2D on characters with a good dp in blockstrings, or, if you're like me, on 22BD oki.

Also, I'd advise against using 5C on grounded opponents since it almost forces you to need to commit to something expensive or risky due to pushback. There are loops involving 5C that are cheaper though, such as [5C(1)>6D>j.C>665B]x2 into ender of choice.

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This combo takes abit of Ignis meter but really helped in many matches when doing confirming via pressure strings. Both are really simple

Corner

5B>6D>5B>5C>2D>5B>5C>236C>214A>66>5B>6B>j.B>j.B>j.C>j.236C>j.214B

Midscreen

5B>6D>5B>5C>2D>5B>5C>236C>214A>22C

Basic combo but nice starter when confirm a combo when pressuring. Can replace 5B of course with 214A. You also get decent heat gain with this variation. I'm new to Relius so I'm learning as I go. I'll add the damage and heat gain for each when I use my PS3 tomorrow.

 

Your combos clock in at [2803DMG/+20HT/-4300IG] for the first one.

 

[3182DMG/+22HT/-5300IG] for the second.

 

Couple notes, though it kinda seems counter-intuitive, most Relius players won't double jump in midscreen combo enders because the 30~70ish added damage isn't worth the airdash you can do after j.214B to get oki and pressure follow-up.

 

I highly suggest adding the 2C>6C>41236B chain into your combo making, those moves absolutely pile on damage.

 

I'd recommend this combo instead for midscreen. 5B>6D>663C>jump+6D>falling j.B/j.C>2C>6C>41236B>665B>5C(2)>superjump>j.B>j.C>j.236C~j.214B>airdash. [3284DMG/+23HT/-3600IG]

 

^Works from max range 5B easily but costs 3600IG. if you are in range to do 5B>3C you can just skip the first 6D completely to save 1300 IG for later. this modification changes it to our basic BnB which does [3428DMG/+24HT/-2300IG]

 

A good combo for approaching the corner is: 5B>3C>jump+6D>falling j.B>2C>236C>214A>665B>2C>6C>41236B>665B>5C(2)>4D>3C [3726DMG/+26HT/-3300-IG]

 

^ If you want to save 1000IG then you can delete the 5B>5C(2)>4D at the end and just use 41236B>3C for [3433/+24HT/-2300IG]

 

In the corner I highly suggest 5B>3C>236C>214A>665C(2)>j.C>j.236C>5B>2C>6C>41236B>3C [4011DMG/+28HT/-1000IG]

 

^super IG efficient still breaks 4K and gets Oki/distortion follow-up. "Myoro's pride and joy."

 

 

@Necro, you know my favorite loop is: 5B>[5C(2)>jump+6D>falling j.C>665B]x3>5C(2)>3C>632146D [4354DMG/-27HT/-4900IG]

 

Does more than 4000 midscreen but costs half an Ignis bar, works on crouch or stand, flashy, easy, and fun as heck. My finisher of choice if they've got a third or less of their health left.

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Note on your corner combo suggestion Myoro, might wanma check that notation, cuz as far as I know, 66B>2C doesn't exist xD

 

le' derp, fix'd it. Thanks Necro, you've succeeded in making me marginally less confusing, and that's no easy task.

 

I think I ought to make a better mid-to-corner 665B>2C pick-up combo. 3400ish damage for 2300IG is what we get anyway off of a 5B starter, but literally all that changes is we get 5 more damage and the oki which becomes 3C oki as opposed to j.214B oki. I want damage and 3C oki in my mid-to corner combos, and I want it nao!

 

Well the realistic thing to do would be to add j.236C in somewhere since that's our only heavy damager that is left out in that pick-up, But we can't do 41236B>6B>j.236C cuz they tech... This is a pickle.

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You could do 6B>j.C>j.236C>4D>3C to squeeze more damage for the slightly more ignis cost. At least I think that's what you're askin about. Ended up comin out like

5B>3C>6D>j.>2C>6C>41236B>3C>236C>214A>665B>6B>j.C>j.236C>4D>3C [3648/26%/3300 IG]

Was testin out midscreen 236C RC combos that used ignis for more corner carry usin 214C, a lot easier to confirm into, but j.B>6B is pretty tight here

5B>3C>236C>RC>IAD j.B>665B>2C>6C>214C>IAD>IAD j.B>6B>j.B>j.C>j.236B>j.214B [3801/18%/2500 IG]

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I don't see anything in the first post saying questions are unwelcome in this thread, so it seems like the right place:

 

I'm having some trouble with combos that have

 

xx>2C>6C>41236B>xx

 

As I always seem to drop the combo after Gad Leis. How tight is this link, exactly?

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