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Blade

AC+ EX Ky Combos...Yeah I'm bored.

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I "used" to consider myself a "corner-rape" specialist with EX Ky, but with the changes made to him in AC+, I'm not so confident of that anymore. :psyduck: Changes Made: Lightning Strike FB --Comes out fast and is blockable and very useful as an anti-air/anti-airdash if they don't jump TOO high... 6K --Ground Slide...not sure what situations this is good in, Crescent Slash and Grand Vapor Thrust link from it. Needle Spike --Hits twice on ground, once in the Air and causes Ground Slide on CH, but is techable in the air after a normal hit. Needle>Greed Sever --Slow as molasses...I dunno what this is even good for...Bandit Bringer is more useful than this. Air Sacred Edge --Useful TK to be sure, or to prevent dash-ins, though it doesn't mesh well with Ky's air combos as well as Air RTL would. Also, Ky has "fewer" options after j.D now, which sucks. CSE goes "fullscreen" again, so that's useful. Ky gains his old 5H and old 6H (with that weird floating hitbox thingie). Does anyone know if Crescent Slash is an Overhead (i.e. kills low blocking)? So does anyone have any combo suggestions? I've only got maybe...3... --CSE..6H, 2H, Grand Vapor-Cutaway --Stun Raise FB>Air CSE..5S, 5H, Grand Vapor-Cutaway --*CSE (guarded)...6H (low guarded), Crescent Slash...j.K, j.S, JC, j.S,j.H, RTL...bounceback...VT-Cutaway *not sure if this one works...

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Just do VT loops for combos. I dunno if this will work but c.S -> 6K loop might work again. Crescent Slash is indeed an overhead.

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VT loops don't work the same way as they normally would, unless you mean Slash VT Loops? 2H hits twice again and it seems a bit too slow for it. VT Hits twice now and is a lot safer (like VV but doesn't come out as fast), plus it has Cutaway which is automatic knockdown when it hits, plus it has a "behind" hitbox so you can cross up easily.

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Ummm im pretty sure I made ex posts somewhere. But I guess if your looking specific combo wise for fun stuff... F+k, then fireball, instead air dash to combo... F+k loop bandit revolver loop tiger knee bandit revolver link to combo(combo videoish type timeing though) opponent high in the air, lighting strike, then air combo(again combo videoish type timeing) anything with flip slash because the move looks cool ground combo to slash fireball, link grand viper you can still do vt loops, but as usual there pretty hard I think with ex ky to do let alone in real matchs. I dunno if the frame data is diff for ex ky, but I remember when I made that combo video all that time ago for whatever reason its waaaay easier to link a duck punch to air combo after the orb super. Again thats kinda combo video territory. But its there I guess. Also need spike shouldnt be techable in the air. They changed that back in AC+... And shoryuken isnt a gaurented knock down ethier. once you get up there in hits theres quite a fw instances where it will no longer knock down. Its pretty unforgiving combo wise once you get up in hits to still knock down.. Anyway yea I made a post somewhere about all the changes. Hes better then he was in regular AC, a lot of the stuff that got worse in slash? or something when they started to change him they put back so yea.... Also I dont see how he lost all his options air dust wise just because it doesnt keep momentum doesnt mean he doesnt have anything......

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Okay so, right now I'm having issues with a few combos that lead into either Grand Vapor Thrust or just Vapor Thrust. The main issue being that the ground combo ends up being too long and the "gravity" makes the second hit of VT wiff or "Cut Away" wiff altogether and the opponent techs out. What are the factors that determine how much "gravity/character weight" you have at the end of a combo? It varys from character to character obviously, but sometimes I'm not sure how to adjust it and they either drop or tech out.

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Okay, fb lightning strike is not working, and that is the most annoying shit ever. I'm using ac ex ky. I have played ky for a year, so wtf. wtf. Also, I am finding no 6k groundslide at all, on normal or counterhit, and I don't have the air sacred edge. So these are three things I don't have that were in that combo vid. Even though I have selected EX ky.

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OH. Wtf. I want those moves. I have been betrayed. More on topic, ky's 214s can be frc'd for a nasty mixup. the frc is so late before you hit the opponent they would never see the throw coming. I don't see how anyone could counter this mixup on reaction. They'd have to guess. The point of the upward slash is because it looks a lot like 214s on startup, and hits high instead of low. 214s can also cross up if you're close enough. You can be at an ambiguous distance from the enemy to throw them off and make them guess which end you'll hit them from.

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https://www.youtube.com/watch?v=Xk1decO2yOI went back and found this and uploaded this.. obviously not finished or very complicated but for what it is.. I did get the game for ps3 again and I did try to get pumped to make some more of it.. but just didnt care.. so.. welp.. maybe when the patch comes out will see if he has any new stuff maybe ill try again..

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