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Moy_X7

[CPEX] Jin Combo Thread

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BBCP_Header_Combo_Thread.png

 

Combo Discussion
  • This thread is used to post optimal combos. Old combos will be replaced as new ones are found. 
  • Keep non-combo related discussion out of this thread and post it in its respective thread please. 

 

Specific Notations Used in This Thread
  • [CO] = Crouching Opponent 
  • [AA] = Anti-air or Air to Air
  • 25H = This combo requires 25 Heat points. 
  • c. = the move must be used up close
  • f. = the move must be used from afar
  • (d) = the move must be delayed
  • ODC = Over Drive Cancel
  • [N%] = You must be at a certain percentage of health after you use OD in order for the combo to work. 
  • (XN) = you may or may not have to use this move depending on the situation
  • Air Combo = usually consists of using j.2C > j.C > JC > j.2C > j.C > j.214C. You'll have to omit some normals in order for the combo to work correctly with certain confirms. 

 

Mid-screen Combos

 

VS/S Starter Combos

 

Ground Combos 

  • S > 5B > 2B > 5C > 3C > 214B~C
  • [CO] S > 5B > 5C > 6C > 2D, 66 22C, 3C > 214B~C

Anti-Air Combos

  • c.S > 5C > sj.C > j.2C > j.D, 22C, 66 5B > 5C > 3C > 214B~C
  • f.S > 5C > sj.C > j.2C > j.D, 66 5B > 2B > 5C > 3C > 214B~C
  • c.j.A > j.B > j.2C > JC > j.D, 22C, 66 5B > 5C > 3C > 214B~C
  • f.j.A > j.B > j.2C > JC > j.D, 66 5B > 2B > 5C > 3C > 214B~C

25 Heat Combos

  • S > 5B > 5C > 3C > 623D, 66 2B > 5C > sj.C > j.2C > j.214C

OD Combos

  • S > 5B > 5C > ODC, 5C > 6B > j.214C, 66 22C, 3C > 214B~C

 

N Starter Combos

 

Ground Combos

  • N > (5B) > 5C > (2C) > 3C > 214B~C
  • 2D > j.2C, 5B(1) > 5C > 6C > 214B~C, (66) 2B > [5C > Air Combo] or [5B > 22C]
  • 6D, 66 2C, 66 2B > 5B > 5C > 2C > 3C > 214B~C
  • [CO] N > (5B) > 5C > 2C > 6C > 2D, (d)66 5C > 2C > (d)6C > 214B~C, (66) 2B > [5C > Air Combo] or [5B > 22C]

Anti-Air Combos

  • N > (5C) > 6C > 214B~(d)C, 66 2B > 5C > sj.C > j.2C > j.D, 22C, 66 5B > 2B > 5C > 3C 
  • j.B > j.2C > JC > j.2C > j.D, 66 5B > 5C > 2C > 3C > 214B~C
  • j.C CH, 66 5B(1) > 5C > 6C > 214B~C, 66 2B > 5C > sj.C > j.2C > j.D, 22C, 66 5B > 5C > 3C > 214B~C

 

CH Combos 

  • *N CH > 6C > 2D,  (d)66 5C > 2C > (d)6C > 214B~C, (66) 2B > [5C > Air Combo] or [5B > 22C]
  • 5C CH > 2D > j.2C, 5B(1) > 5C > 6C > 214B~C, (66) 2B > [5C > Air Combo] or [5B > 22C]

 

25 Heat Combos

c.N > (5B) > 5C > 22C~D,  (d)66 5C > 2C > (d)6C > 214B~C, (66) 2B > [5C > Air Combo] or [5B > 22C]

c.N > 3C > 623D, 66 2B > 5C > 6C > 214B~C, (66) 2B > [5C > Air Combo] or [5B > 22C]

f.N > 5C > 5D > 214D(1), 66 22C, 66 5B > 2B > 5C > 3C > 214B~C

 

OD Combos

[100%] c.N > (5B) > 5C > ODC, (66) 5C > 6C > 2D, (d)66 5C > 2C > (d)6C > 214B~C, (66) 2B > [5C > Air Combo] or [5B > 22C]

 

Special Starter Combos

 

CH Combos

  • 236A CH, 66 5B(1) > 5C > 2C > sj.C > j.2C > j.D, 66 5B > 5C > 3C > 214B~C
  • 623C CH, 5B(1) > 5C > 2C > 2D, (d)22C, 3C > 214B~C
  • 22C FC, 66 6B, 66 5C > 2C > 6C > 2D, (d)66 5C > 2C > (d)6C > 214B~C, (66) 2B > 5C > Air Combo

25 Heat Combos 

  • 214D(1), 66 22C, 66 5B > 2B > 5C > 3C > 214B~C
  • TK j.214D, 66 2B > 5C > sj.C > j.D, AD j.2C > (d)j.C, 5B > 5C > 3C > 214B~C
  • 236[D]/j.236D, IAD j.2C > j.C, 66 5B > 2B > 5C > 3C > 214B~C
  • 623B CH, 214D(1), 66 22C, 66 5B > 2B > 5C > 3C > 214B~C
  • 623D, 66 3C, 214B~C
  • CT, 6C > 2D, (d)66 5C > 2C > (d)6C > 214B~C, (66) 2B > [5C > Air Combo] or [5B > 22C]

 

Throw Combos

 

  • Front/Back Throw > DC, (66) 5C > 6C > 214B~C, (66) 2B > [5C > Air Combo] or [5B > 22C]
  • Air Throw, 66 22C, 66 5B > 2B > 5C > 3C > 214B~C

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Not all of these are the most optimal but I can vouch they all work (unless I made a typo). I also put these up on the wiki. I left out corner 5b-5c-5d-22c route stuff cause I wasnt sure about them when I wrote this. I will probably rewrite this once I play around with it a bit more. 

 

Midscreen
A Starter
5a(2a)-5b-5c-3c-214b~c [1914]
5a(2a)-5b-5c-3c-214d-22c-5c-3c-214b~c [2476]
(co)5a-5b-5c-6c-2d-22c-5b(1)-5c-3c-214b~c [2406]
6a-RC-5c-2c-6c-2d-55c-6c-214b(w)~c-2b-5c-2c-sj-air ender [3420]
(AA)5a-5b(1)-5c-2c-sj-j.5c-j.5d-22c-5b(1)-5c-3c-214b~c [2440]
 
B Starter
5b-5c-2c-3c-214b~c [2203]
5b-5c-2c-3c-214b~c-RC-2b-5c-6c-delay-2d-665b-5c-2c-super jump-air ender [3483]
5b-5c-5d-214d-22c-2b-5b-5c-2c-3c-214b(w)~c [2977]
j.5b-5b-5c-5d-214d-22c-5b-5c-3c-214b(w)~c [2388]
5b-5c-2c-22c~d-665c-2c-6c-214b(w)~c [3240]
(co)5b-5c-2c*-6c-2d-665c-6c-214b(w)~c-2b-5c-2c-air ender [3776] *Omit if started with 2b
(co)j.5b-5b-5c-6c-2d-665c-6c-214b(w)~c-2b-5c-2c-air ender [2983]
(AA)5b-5c-2c-sj-j.5c-j.5d-22c-2b-5b-5c-3c-214b~c [3226]
 
C Starter
5c-5d-214d-22c-2b-5b-5c-2c-3c-214b(w)~c [2925]
(co)5c-6c-2d-665c-6c-214b(w)~c-2b-5c-2c-air ender [3864]
(AA)2c-j.5c-j.5d-22c-2b-5b-5c-3c-214b~c [2993]
j.5c-5c-5d-214d-22c-5b-2b-5c-3c-214b~c [2528]
 
Special Starter
(CH)623c-5b(1)-5c-2c-Air ender [2343]
Throw
Throw-Dash-22c-2b-5b-5c-2c-3c-214b~c [2906]
 
 
Close to Corner
 
B Starter
5b-5c-2c*-3c-5d-214d~c-2b-5c-2c-6c-214b(w)~c-2b-5c-2c-air ender [3636]
5b-5c-2c-3c-5d-214d~c-2b-5c-6c-623c-5b(1)-22c [3397]
 
C Starter
5c-5d-214d~c-2b-5c-6c-214b(w)~c-2b-5c-Air Ender [3400~]
5c-5d-214d~c-6c-6d-5b(1)-5c-2c-623c-5b(1)-5c-22c [3567]
5c-5d-214d~c-6c-6d-5b(1)-5c-2c-623c-5b(1)-5c-Air Ender [3767]
 
 
Corner
A Starter
6a-RC-5c-2c-6c-6d-6c-6d-5b(1)-5c-6c-623c-5b(1)-5c-22c [3593]
 
B Starter
Same as close to corner
(AA)5b-5c-6c-623c-5b(1)-5c-6c-6d-22c-5c-3c-214b~c [3780]
(co)5b-5c-2c-6c-6d-5c-2c-6c-623c-5b-5c-2c-sj-air ender [4086]
(co)5b-5c-2c-6c-6d-5c-2c-6c-623c-5b(1)-5c-22c [3747]
 
C Starter
Pretty much the same as above
6c-CT-6c-6d-5c-2c-6c-623c-5b(1)-5c-Air Ender [5324]
 
Throw Starter
throw-66-5c-2c-6c-214b(w)~c-2b-5c-airender [3321]

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Ill touch them up this weekend with my newer notes. It'd be cool to kick this thread off and get the most optimal stuff on the first post.

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midscreen throw is

b+c 66 5c 6c 214b(w)~c 2b 5c jc j2c jc j214c [3204]

(slightly harder, more damage) b+c 66 microdash5c 2c 6c 214b(w)~c (66) 2b 5c jc j2c jc j214c [3321] (also corner throw combo)

 

better corner 6a combos are

6a RC 5c 6c 6d 6c 6d 5b(1) 5c 6c 214b~c 2b 5c j2c jc jc j214c  [3697]
6a RC 5c 2c 6c 6d 5c 2c 6c 623c 5c 2c j2c jc j2c jc j214c [3810]
 

highest damage midscreen is combo into 623d dash 2b 5c 6c 214b(w)~c (66) 2b 5c jc j2c jc j214c. variant into 22c~d is slightly easier and does about 20 damage less, plus sideswaps if you're close to your corner

214d~c is only good when hitconfirming a max range poke like 5c or 5d or if you absolutely want ice car ender for some reason

 

the hitstun decay change screws with you a lot when trying to go for max damage. stuff will randomly drop a lot if you start with an uncommon starter and try to go for as much damage as possible, so if you aren't sure of the starter in a real match you might want to cut some stuff and lose 100ish damage but still get your combo ender

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The mid-screen combos section is pretty much done, just need to add a few more OD combos.

 

I will get the corner combo section done on Saturday but here are a couple of useful corner combos: 

 

  • 2A/5A > 5B > 5C > 5D > 22C, 66 5B > 2B > 5C > 3C > 214B~C
  • 5B > 5C > 5D > 22C, 6C > 6D, 5B(1) > 5C > 2C > 623C, 5B(1) > 3C > 214B~C
  • N > 5C > 623D, 66 6C > 6D, 5B(1) > 5C > 2C > 623C, 5B(1) > 3C > 214B~C (use this one if you're really close to the corner)
  • N > 5C > 3C > 214D, 66 6C > 6D, 5B(1) > 5C > 2C > 623C, 5B(1) > 3C > 214B~C (use this one if you're not that close to the corner)
  • TK j.214D, 66 2B > 5C > 6C > 6D, 66 22C, 66 5C > 3C > 214B~C
  • [CO/AA/CH] (5B) > 5C > 6C > 6D, 6C > 6D, 5B(1) > 5C > 2C > 623C, 5B(1) > 3C > 214B~C
  • Throw > DC, (d)66 5C > 2C > 6C > 623C, 5B(1) > 3C > 214B~C
  • 22C FC, 66 6B, 66 5C > 6C > 6D, 6C > 6D, 5B(1) > 5C > 2C > 623C, 5B(1) > 3C > 236[D] (for mix-up opportunities against opponents with no reversals)
  • 22C FC, 6C > 6D, 5C > 2C > 6C > 214B~C, 2B > 5C > 2C > 623C, 5B(1) > 5C > 2C > sj.C > j.214C (damage)

 

Ice Car knockdown 2 gud

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Corner Combos

5B > 5C > 623D > 5C > 2C > 6C > C DP > delay 5B(1) > 5C > 2C > jc > j.C > j.2C > jc > j.C > Hizansen.

dmg: 4109

5B > 5C > 5D > 22C > 6C > 6D > 5B(1) > 5C > 6C > 214B(w) ~ C > 2B > 5C > jc > j.C > j.2C > jc > j.C > Hizansen.

dmg: 3754

[CO] 5B > 5C > 2C > 6C > 6D > 5C > 2C > 6C > C DP > 5C > 2C > jc > j.C > j.2C > jc > j.C > Hizansen

dmg: 4150

Punish combo: 22C (FC) > 5C > 2C > 6C > 6D > 5C > 2C > 6C > C DP > 5C > 2C > sjc > j.2C > j.C > jc > j.2C > j.C > Hisanzen.

dmg: 4789

Punish combo: 22C (FC) > CT > 6C > 6D > 66 > 5C > 2C > 6C > C DP > 5C > 2C > sjc > j.2C > j.C > jc > j.2C > j.C > Hizansen.

dmg: 5637

Midscreen Combos:

[CO] 5B > 5C > 2C > 6C > 2D > jc (9) > j.2C > 5B(1) > 5C > 6C > 214B(w) ~ C > 66 2B > 5C > j.C > j.2C > jc > j.C > Hizansen.

dmg: 3583

Punish combo: 22C (FC) > 5C > 2C > 6C > 2D > 2C > 6B > 66 5B(1) > 5C > 2C > 6C > 214B(w) ~ C > 66 2B > 5C > j.C > j.2C > jc > j.C > Hizansen

dmg: 4326

Punish combo: 22C (FC) > CT > 66 5C > 2C > 6C > 2D > jc (9) > j.2C > 5B(1) > 5C > 6C > 214B(w) ~ C > 66 2B > 5C > j.C > j.2C > jc > j.C > Hizansen.

dmg: 5004

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I am confused with corner combos, this character has so many possibilities now I just don't know what is worth keeping in your combo list. So I would like advice with the following things.

 

Best combo I can do from

5B>5C>3C>623D~

 

On crouching opponent what is the best meterless combo to do from

5B>5C>6C

 

And from 5B>5C>6C>CT~. Without using any more meter.

 

As I said I already have some things but I am pretty sure they can be optimized, thanks in advance.

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@fruits_punch95

 

Best combo from 5B > 5C > 3C > 623D would be ... 623D, 66 6C > 6D, 5B(1) > 5C > 6C > 623C, 5B > 22C, j.2C oki. (3.9K damage, can get more if you go for air combo after the last 5B)

 

From 5B > 5C > 6C on a crouching opponent would be 5B > 5C > 2C > 6C > 2D, (delayed) 66 5C > 2C > (delayed) 6C > 214B~C, 66 2B > 5B > 22C or Air Combo. (3.4K off 22C finisher, 3.7K with air combo). 

 

From 5B > 5C > 6C > CT assuming you're in the corner... CT, 6C > 6D, 5C > 2C > 6C > 623C, 5B > 22C, j2C oki (4.4K, more damage with air combo, etc.)

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@fruits_punch95

 

Best combo from 5B > 5C > 3C > 623D would be ... 623D, 66 6C > 6D, 5B(1) > 5C > 6C > 623C, 5B > 22C, j.2C oki. (3.9K damage, can get more if you go for air combo after the last 5B)

 

From 5B > 5C > 6C on a crouching opponent would be 5B > 5C > 2C > 6C > 2D, (delayed) 66 5C > 2C > (delayed) 6C > 214B~C, 66 2B > 5B > 22C or Air Combo. (3.4K off 22C finisher, 3.7K with air combo). 

 

From 5B > 5C > 6C > CT assuming you're in the corner... CT, 6C > 6D, 5C > 2C > 6C > 623C, 5B > 22C, j2C oki (4.4K, more damage with air combo, etc.)

Nice, thank you and another cuestion. After 623C ch combos when I do JD and I land I cant continue the combo. I land way too far from the opponent to do so, any tips for this?

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623C CH Combo:

 

623C CH, 5B(1) > 5C > 2C > sj.C > j.2C > j.D, 22C, 66 3C > 214B~C

 

You obviously want to super jump forward after the 2C. 

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Picking up this character, at least as a sub.  I'm struggling with the timing of the microdash 2B on his throw staple combo.  I'm hitting 5C right about as he hits the ground.  Do I want this earlier?  Also, do I delay the ~C on the ice car at all?

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Picking up this character, at least as a sub.  I'm struggling with the timing of the microdash 2B on his throw staple combo.  I'm hitting 5C right about as he hits the ground.  Do I want this earlier?  Also, do I delay the ~C on the ice car at all?

His throw combo staple is extremely height dependent due to the high hitstun decay of throw starter.  If you hit them too low with the ice car C, you can't pick them up at all with 2B.  I personally don't try microdashing 2B at all, but focus on starting close enough to my opponent with 5C to not have to. 

 

Then you need to worry about height next.  I generally recommend doing the 5C > 6C route and starting fairly high up and not delaying the ice car C at all, but you really need to grind it out to get a feel for it.  Hazama is probably best to practice on; if you can stick it to him, you can stick it to the entire cast pretty much.  Also be careful of making 6C blow them behind you; getting close to them increases the risk of this happening, but I find it far more manageable than microdash 2B for the throw combo.

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I'm having problems with the 66 2B after the standard ground combo on crouchers. Is there some strict timing for it? Or is the amount of advantage you have after the ice car knockdown variable? Sometimes I can hit 2B without dashing other times they tech it.

Sent from my iPhone using Tapatalk

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I'm having problems with the 66 2B after the standard ground combo on crouchers. Is there some strict timing for it? Or is the amount of advantage you have after the ice car knockdown variable? Sometimes I can hit 2B without dashing other times they tech it.

Sent from my iPhone using Tapatalk

Most likely you are hitting them too low for ice car knockdown to provide enough frame advantage; hit them too low and you can't pick them up.  You need to get them rather high into the air for it to work, but not too high or the knockdown will whiff.  Again, Hazama is really good to grind this out with, as the spacing required to land this combo on him is considerably stricter, but will teach you where you need to be to land each part of the combo.

 

If using (stuff) > 2D > 66 5C > 2C > 6C > 214B(whiff)~C > (66) 2B route, it is best to hit them really, really low with 5C after 2D and you should probably delay the 6C by a tiny amount to get the right height.  Omitting the 2C in the middle means you need to hit them higher up with 5C to get enough time after the knockdown.  Even after getting that right though, there really isn't much time to microdash 2B.  I find it easier to start closer with 5C so that I don't have to microdash 2B.

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Thanks I will try to get it to where I don't have to micro dash 2B. So basically hit them with 5C after 2D close and as low as possible? And you can combo into sekka without the micro dash right?

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Yes, you should be able to sekka just fine after 2B or 2B > 5B(1).  If you don't delay the 5C long enough, sometimes a tiny bit extra delay of 6C will fix it, but again, you'll probably need to practice it a good while to know the spacing.

 

 

On a side note, has anyone found a 50% hp OD combo using 100 heat off of 5C CH better than these midscreen?

 

CH 5C > 6C > 2D > 9 > OD > j.214D > CT > 6B > j.214C > 66 6C > 22C > 66 5C > 3C > 632146D (6060)

- Hit them with j.214D (both hits) asap after 2D, but get a little height from the jump before OD.  Easier than the next combo.

 

CH 5C > 6C > 2D > CT > OD > 66 6C > 2D > 6B > j.214D > 66 6B > j.214C > 66 6C > 22C > 3C > 632146D (6151, [6015 w/o 3C])

- Very very fast execution required, may require you to start mid-range or close 5C.  CT asap.  OD runs out as DD is used, but still does bonus damage. 

- Note this one is character specific (CT whiffs on Hazama at least, but works on Litchi and maybe everyone else).

 

For fun I tried to see what the highest damage I could do at 30% hp and full heat was in the corner.  This is the best I could come up with, but the combo is so demanding in speed and timing that I still haven't landed it without blue beating the Ice Arrow, but I'm pretty sure it's possible.  I just suck at it.

CH 6C > CT > OD > 2C > 6B > j.214D > 6B > j.214C > 6C > 623C > 6C > 22C > 6C > 623D > 3C > 632146D (7762)

 

 

Was trying to optimize a few corner combos that end in 22C or ice car oki the other day and came up with a few FC combos, etc. 

Damage and heat given by (Damage/Heat Gain, -Heat Loss).  Delays used depending on character and spacing are annotated by (d).

 

Near Corner:

  • FC 22C > 66 6C > 214D(whiff)~C > 66 6C > 6D > (66) 5C > 2C > 6C > 623C > 5B(1) > 3C > 214B~C (4656/24, -25)
    - Can carry from start position to nearest corner, though a stretch, but not from actual center.  Timing on 214D(whiff)~C will need some practice, aim for near the apex of 6C launch.

Corner:

  • FC 22C > 66 6C > 6D > 5C > 6C > (d)6D > 5C > 2C > 6C > 623C > 5B(1) > 3C > 214B~C (4727/34)
  • FC 22C > 66 6C > CT > (66) 5C > 2C > 6C > (d)6D > (d)5C > 2C > 6C > 623C > 5B(1) > 3C > 214B~C (5295/26, -25)

  • TK j.214D > (66) 2C > 6C > 6D > (66) 5C > 2C > 623C > 5B(1) > 22C (3762/8, -25)

    - Best used close range, to keep from needing first microdash.  Will not work if TK j.214D is done too high up; stay low.

  • 6A RC* > 6C > 6D > 5C > 2C > 6C > 623C > 5C > 2C > 6C > 214B~C > 2B* > 22C (3749/16)

    - *Adding both 5C after RC and 5B(1) after 2B will let opponent tech in the air almost immediately after 22C, and including only one of the two will let them tech midair, closer to the ground.
    - This combo will not work, or is nigh impossible, on Mu, and is difficult on Nu and Lambda due to funny aerial hitboxes.

     

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Struggling with combos against Tager, I try coping what I see in videos but I cant get them to work, so I MUST be missing something. How can I do them? Thanks in advance.

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Struggling with combos against Tager, I try coping what I see in videos but I cant get them to work, so I MUST be missing something. How can I do them? Thanks in advance.

Depends on what combos you mean.  If you are referring to ones that involve his aerial hitbox a lot, that might be the problem.  His aerial hitbox is short compared to his body on screen.  If the video isn't using the combos on Tager, you probably don't have his character specific spacing and timing down right.

If you can give some combo examples, I'll try to help you further.

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Can anyone give me some advice about how to do Jin's jump loop? Specifically the timing for j.C and j.2C. This particular combo is kicking my ass and it's frustrating me. Thanks ahead of time.

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Can anyone give me some advice about how to do Jin's jump loop? Specifically the timing for j.C and j.2C. This particular combo is kicking my ass and it's frustrating me. Thanks ahead of time.

j.C > j.2C loops, more specifically the FC 22C > [66 5C > j.2C > j.C]x2 loop, are REALLY hard in CPEX.  I don't think FC > stuff > j.2C > j.C > j.2C > j.C on standing opponents even works anymore except perhaps on Tager, but that may not let you combo after it when you land. 

If you mean FC 22C > [66 5C > j.2C > j.C]x2, you have to delay the j.2C a slight bit, using it slightly before your jump's apex, then do j.C as soon as you get close enough to hit them with it.  It is very hard to do in CPEX with the hitstun nerfs to j.2C and j.C.  It is also character specific, and I wouldn't try it on anyone shorter than Kagura (even he is very hard to do it on).

If you meant a different combo, please give me an example if possible.

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j.C > j.2C loops, more specifically the FC 22C > [66 5C > j.2C > j.C]x2 loop, are REALLY hard in CPEX.  I don't think FC > stuff > j.2C > j.C > j.2C > j.C on standing opponents even works anymore except perhaps on Tager, but that may not let you combo after it when you land. 

If you mean FC 22C > [66 5C > j.2C > j.C]x2, you have to delay the j.2C a slight bit, using it slightly before your jump's apex, then do j.C as soon as you get close enough to hit them with it.  It is very hard to do in CPEX with the hitstun nerfs to j.2C and j.C.  It is also character specific, and I wouldn't try it on anyone shorter than Kagura (even he is very hard to do it on).

If you meant a different combo, please give me an example if possible.

Yeah, I mean the FC 22C > 5C > j.2C > j.C x2. More specifically, it's FC 22C > 5C > j.2C > j.C >  5C > j.2C > j.C > 5C > 6C > 2D > 2C > 6B > Touga Hyoujin x2

Basically, his Mission 19. I figured I was doing something wrong with the j.2C though, since I was doing that as soon as I jumped and delaying j.C for about half a second. I'm not surprised it didn't work for me.

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Is there a trick to link that second Touga Hyoujin ? It's literally impossible for me, he recovers way too fast. I noticed that the demo shows a 18 hit combo when doing the first Touga Hyoujin, while when I do it its a 17 hit combo. Could that be it ? (Talking about Challenge 19)

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Is there a trick to link that second Touga Hyoujin ? It's literally impossible for me, he recovers way too fast. I noticed that the demo shows a 18 hit combo when doing the first Touga Hyoujin, while when I do it its a 17 hit combo. Could that be it ? (Talking about Challenge 19)

From what I've noticed myself, just watch Azrael's feet. The moment it looks like it's about to hit the ground after the first Hyoujin, input the second one as fast as possible. But eh. The combo is ridiculously impractical, so I'll probably make a practical version that takes about 50 Heat and post it here. If there isn't one already, that is-

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From what I've noticed myself, just watch Azrael's feet. The moment it looks like it's about to hit the ground after the first Hyoujin, input the second one as fast as possible. But eh. The combo is ridiculously impractical, so I'll probably make a practical version that takes about 50 Heat and post it here. If there isn't one already, that is-

Yeah that helped me out a bit. The trick is to delay Touga Hyoujin after 6B so Azrael almost hits the ground. Also yeah this combo is horrible, a practical version would be nice.

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