ryokoalways Report post Posted July 6, 2009 You didn't type it right. I was wondering how that would connect. And it's a fine combo if you do it in the corner. Don't hold onto magatamas if you land zantetsu. Go for the kill. zantetsu > 5c > gurren > 2c > j2c > jc > 5c > gurren > 6b Share this post Link to post Share on other sites
Fraga Report post Posted July 6, 2009 Oh, my mistake, I see I missed the 5C before the 2nd 236A/Gurren, sorry about that. I fixed up my previous post with the correction Share this post Link to post Share on other sites
qwerty Report post Posted July 6, 2009 not sure if this has already been posted, but i've been trying this combo in training mode lately: renka (1) -> zantetsu -> enma -> j.2C loop although it does cost seven bars of meter, it's probably the most damaging set up for j.2C loop. Share this post Link to post Share on other sites
reaVer Report post Posted July 6, 2009 7 Stars: Low/Mid: 6K/5C 214K(1) 41236C 623A~A j.5C 2C sj.2C->AD*2C->5C : 5216/6177 Jump-in: j.C 5C 214K(1) 41236C 623A~A j.5C 2C sj.2C->AD*2C->5C : 6024 Overhead: 41236C 5C 41236C 236A 6C : 5768 9 Stars: Low: 214K(1) 41236C 623A~A j.5C 2C sj.2C->AD*2C->5C 214K tj.5C : 6718 Mid: 5C 214K(1) 41236C 623A~A j.5C 2C sj.2C->AD*2C->5C 214K tj.5C : 6660*AHEM* Anyways, 0 also uses those combos. Share this post Link to post Share on other sites
JackG Report post Posted July 7, 2009 Updated the page with those combos, though I'm sure sure it's really practical to spend meter on the j.214B after all those stars, the mitigation at that point is just abysmal. Also, shouldn't you be throwing in a linked 5C after the overhead, before the 623A~A? Seems like it's just free damage that you're skipping. Share this post Link to post Share on other sites
Zero Reputation Report post Posted July 7, 2009 I really didn't want to ask but I have to. Anyone got any tips on super jump canceling the 2C after landing from delayed jump C. I can do everything else BUT this. Every time jump cancel I always get regular jump. I tried delaying it, it just is too slow then. Shit's pissing me off. Is there some trick to Super Jump Canceling because this combo seems way to easy for me to be struggling with this. It's like it wont let you buffer the d for the super jump after the delayed j.C. It's easy to do off of just 2C but as soon as you add it coming off of a j.C the timing and buffer completely changes. Share this post Link to post Share on other sites
reaVer Report post Posted July 7, 2009 Updated the page with those combos, though I'm sure sure it's really practical to spend meter on the j.214B after all those stars, the mitigation at that point is just abysmal. Also, shouldn't you be throwing in a linked 5C after the overhead, before the 623A~A? Seems like it's just free damage that you're skipping. No, opponent slides out of 5C range after zantetsu. Share this post Link to post Share on other sites
WonderTonic Report post Posted July 7, 2009 Im pretty sure it depends on the range Zantetsu hits. Most of the time im able to connect 5C 623A>A afterwards. Share this post Link to post Share on other sites
reaVer Report post Posted July 7, 2009 Im pretty sure it depends on the range Zantetsu hits. Most of the time im able to connect 5C 623A>A afterwards. Yes, but not in those specific cases. Share this post Link to post Share on other sites
qwerty Report post Posted July 7, 2009 actually, jackG is completely right. i am doing this combo in the corner, btw. but yeah, for some reason it never occurred to me that the 5C should go after zantetsu. probably because doing 5C -> renka prorates like hell and actually makes the combo do less. so it does 6352 against ragna with the 5C and 5875 without. Share this post Link to post Share on other sites
reaVer Report post Posted July 7, 2009 Yes, and I said specific cases Share this post Link to post Share on other sites
reaVer Report post Posted July 7, 2009 (6) 41236C > 5C > 41236C > 236A > 6C : 5768 Should be 7 stars, not 6. Share this post Link to post Share on other sites
whitevoid Report post Posted July 8, 2009 if you can do the j2C stuff you probably don't need this combo but... Anti-Air CH 5A, 5C, 236A, 6C, 632146C Anti-Air CH 5C, 236A, 6C, 632146C Share this post Link to post Share on other sites
Angrynord Report post Posted July 8, 2009 Has anyone messed around with RCs yet? I killed a friend's Ragna today by doing charge 6C, RC, charge 6C, 632146C when he was at 90% health. Amazing how a simple thing like that will learn people real quick that bursting doesn't work like Guilty Gear. Share this post Link to post Share on other sites
ryokoalways Report post Posted July 8, 2009 Since hakumen can cancel into his specials off anything, it's preferred to use those. You will net more damage than just 6c 6c super if done correctly with 8 magatamas. I've only ever seen hakumen RC to beat burst, and I agree that's really the only place to do it. Or to prevent punish, obviously. Share this post Link to post Share on other sites
Kumlekar Report post Posted July 8, 2009 Why does RC beat burst? Also, is there a good way to predict the timing on an opponents burst to try to 5D it? Lastly are there any good videos demonstrating/explaining the j.2C loop? Share this post Link to post Share on other sites
dejeuner Report post Posted July 8, 2009 Why does RC beat burst? Also, is there a good way to predict the timing on an opponents burst to try to 5D it? Lastly are there any good videos demonstrating/explaining the j.2D loop? If you see a burst coming (i.e. the opponent goes into the animation and gets autoguard) then when your attacks hit the autoguard, you can RC them. If you do this and then block immediately after, you'll block the burst, and be in perfect position to start beating them up again (not to mention they're now taking 50% extra damage). You can't cancel stuff into 5d so, if they're being smart about bursting, not really. j2d loop... you mean j2c loop? http://www.youtube.com/watch?v=w3oNQtJ_DGo Share this post Link to post Share on other sites
Kumlekar Report post Posted July 8, 2009 Thanks for the video, I think it will be awhile before I can input that consistently. For some reason (6) 41236C > 5C > 41236C > 236A > 6C : 5768 doesn't seem to work with infinity active. Is there a difference in the properties of throws when the oppoenet is taking damage as opposed to when they aren't? Share this post Link to post Share on other sites
Spark Report post Posted July 9, 2009 41236C 2nd hit is techable on knockdown when Mugen is active. Also 214B's proration goes from 120% to 90% in Mugen. Share this post Link to post Share on other sites
Angrynord Report post Posted July 9, 2009 Why does RC beat burst? Also, is there a good way to predict the timing on an opponents burst to try to 5D it? There is actually a pretty sizable start up time on bursts in this game compared to GG. If one hits the buttons to burst, one can see the life bar display "WARNING" almost immediately, while the burst actually comes out much later. If one is doing a combo that can be done on autopilot (i.e. a combo that doesn't require specific timing based on opponent height, etc.), then one can simply keep an eye on the opponent's life bar, and simply stop attacking as soon as it displays "WARNING". I find that there is enough lag between initiation and actual performance of a burst to react to this if I am paying attention. Of course, one can also simply learn to read one's opponent, which isn't all that hard to do if they burst only when a combo could kill. Most players, due to the loss of barrier and the increase in damage taken after a burst, will only burst in that instance. So, if your combo can kill, start paying attention. I've also noticed that Nu players, from watching player behavior in videos, seem to be more wiling to burst earlier in a match, especially against Hakumen. It probably has something to do with getting raped on life from just about anything, and getting position back being more valuable to them. Thanks for the video, I think it will be awhile before I can input that consistently. For some reason (6) 41236C > 5C > 41236C > 236A > 6C : 5768 doesn't seem to work with infinity active. Is there a difference in the properties of throws when the oppoenet is taking damage as opposed to when they aren't? What part of the combo is failing? Is the move not coming out or is it not comboing? Mugen probably has some restrictions placed on it beyond what is advertised. Another thing: I've noticed that Hakumen doesn't seem to be able to perform the same special twice during a special cancel series. They seem to have to be spaced by a normal, or he must return to neutral. For instance, I've tried 236A, 41236C, 214B, 236A, 6C, and the second 236A will not come out. As for throws...beats me. All I know is that the opponent has a longer throw break window should a throw be attempted during their hit or block stun. Since hakumen can cancel into his specials off anything, it's preferred to use those. You will net more damage than just 6c 6c super if done correctly with 8 magatamas. I've only ever seen hakumen RC to beat burst, and I agree that's really the only place to do it. Or to prevent punish, obviously. Off of anything? I thought he couldn't cancel his specials off of 6C...hm. Or do you mean canceling specials off of each other? Also, yeah, I'm aware more damage can be netted, I was just throwing that out there as a gimmick thing, and to get some feedback on RCs in general. It's not really a combo I aim to land, but should I hit a random 6C, and 6C, RC, 6C, 632146C will kill them, I'll do it. Share this post Link to post Share on other sites
Kumlekar Report post Posted July 9, 2009 Theres a long delay before bursts in this game, but hte delay time is variable, I read somewhere that its based on how much barrier is left, but I'm not sure if this is true. It seems to me that if you can rc and then block a burst there should be no reason you couldn't counter it (which would probably put you in an even more advantagous position than just going back to wailing on them.) As for that combo, the enemy was teching before the 5C. Share this post Link to post Share on other sites
qwerty Report post Posted July 9, 2009 block a burst there should be no reason you couldn't counter it if you blocked a burst, you'd be guard crushed you silly goose. Share this post Link to post Share on other sites
reaVer Report post Posted July 9, 2009 You can BD it and punish afterwards. Share this post Link to post Share on other sites
Kumlekar Report post Posted July 9, 2009 If you see a burst coming (i.e. the opponent goes into the animation and gets autoguard) then when your attacks hit the autoguard, you can RC them. If you do this and then block immediately after, you'll block the burst, and be in perfect position to start beating them up again (not to mention they're now taking 50% extra damage). if you blocked a burst, you'd be guard crushed you silly goose. Aren't these contraditory, or am I completely misunderstanding something? (We're talking about a defensive burst here, though I don't know if BB differentiates) Also, is having the enemy in danger mode an additional 50% or 30%? (I thought it was 30%) You can BD it and punish afterwards. and what does BD mean? Barrier defense? Share this post Link to post Share on other sites
reaVer Report post Posted July 9, 2009 yeah, BD = Barrier Defense and I also remember it was something like 30%, but seeing combo damage in matches it seems like 50%:p Share this post Link to post Share on other sites