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dirsian

Scrub seeking follow-up help

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ABA's Normal Mode Overhead Kick... 236K, what is it for? Can I combo it into keygrab afterwards? Do I have to FRC it? I have yet to find a use for it other than "HAHA, I pegged you when you were blocking low" Really, I only use this move at the very end of a match when my opponent is dancing around with a sliver of health, because noone fucking expects it (and its america, noone blocks high, self included) tl;dr: Normal Mode 236k, what do i do with it?

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ABA's Normal Mode Overhead Kick... 236K, what is it for? Can I combo it into keygrab afterwards? Do I have to FRC it? I have yet to find a use for it other than "HAHA, I pegged you when you were blocking low" Really, I only use this move at the very end of a match when my opponent is dancing around with a sliver of health, because noone fucking expects it (and its america, noone blocks high, self included) tl;dr: Normal Mode 236k, what do i do with it?

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On counter hit (reaaaaally easy to confirm :p) i 2D > keygrab. On not counter hit, i take a beating :eng101: Using it in same case than you anyway, end of match to get a lucky hit.

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Meaty 236K RC 2D Keygrab isn't getting blocked ever. If the 236K hits, the 2D combos into Keygrab. If the 236K is blocked, the RC 2D low hits immediately after. You make a pseudo unblock for 50% tension that gets you a free transform and good pressure. Use it in the corner.

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Not sure if this is the right place to put throw combos up for critiquing, but here goes: All of these were done on Baiken, as that's the bitch my friend plays. Midscreen Throw I really feel like there are better options that i just haven't figured out yet -> Damage? throw -> jS djSHD: I've only gotten it to actually connect once or twice -> KD / Keygrab throw -> dash cS fS 2S Keygrab: Landing the fS is really hard, i usually just do cS 2S Keygrab Corner throw I'm pretty happy with these, but i feel like there might be something else out there that'll net me a double keygrab throw -> jSHD Orbs |> jSH Orbs: Can I actually get the 2nd jD in somehow? 669 wasn't doing anything for me throw -> jSHD Orbs |> jS Keygrab: Once again, I feel like somethings lacking here Any tips/suggestions appreciated.

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Throw combos are mentioned in the 101 thread. But basically for Orb loop do 669 correctly and you can do up to 3 reps, 2 reps if you want to Keygrab(well its character specific i think) For damage in corner you can 5S> 2S> Butt RC> 2 hit Orbs...etc

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if your opponent has their guard bar high enough, you can throw them in the corner and follow up with 9 > j.S > j.D > orbs (counter hit j.D makes them wallbounce which gives you a guarenteed 2 hit orbs afterwards) > land > continue orb loop / go into butt loop (with RC 2hit orbs if able) / any other silly crap you can think up. the point is you're getting a free 2 hit orb off a corner throw if you have their guard bar just high enough (as long as it's still flashing after the j.S connects, you're golden). as far as I've seen, this works on most if not the whole cast.

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Pretty interesting, Donpatch! I usually go straight to butt loop (RC orb if tension), but sneaking in a free 2orb hit counter in before that would make some nasty damages :o edit: Nice to see you still rocking the Deranged One, Dirsian :toot:

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Guard gauge combos are soo much fun with ABA. My favorite is throw, 5S, Unblockable (Counter Hit) into whatever combo you want, or throw, 6H (1hit), IAD j.H (Counter hit groundslide) into whatever combo you want. There are a couple I recorded awhile back here;

http://www.youtube.com/watch?v=qscRK7o-l0g&feature=channel_page

3:38 for results when messing with guard gauge ABA combox. I really should go back and actually finish that damn video sometime.

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nice vid seth, I like the song choice lol. continuing this discussion seems like it would be off topic, though, so I'm gonna continue it in the combo thread

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