C0R Report post Posted May 5, 2015 Das doc. https://docs.google.com/spreadsheets/d/1jrHqJc28uZuhf-bBq3K1siOdGwaSW7gE8Nt5wXUH0Xg/edit#gid=0 Yay. Please leave comments here. I don't know any of the character specifics in this game. Least universal thing has been 2c -> tachi in the corner, some chars requiring a delay after 2c (azreal) Share this post Link to post Share on other sites
C0R Report post Posted May 11, 2015 https://www.youtube.com/watch?v=HZYvKlIdLZc&feature=youtu.be https://www.youtube.com/watch?v=KEHgIsi4QaU Share this post Link to post Share on other sites
Raiff Report post Posted May 29, 2015 I have a corner combo that's different to C0r's listed one if anyone wants to play around with it... Works on 6b far and close. 6b > 6c > 5d > 5c > 2c > 5d > j.c >j.2c > \/ > 2c > 5d > j.c > :j.2c > DP > \/ > 6a > SOD > 3c (3638) and you can c super end for (4435). You can jump cancel the 3c end for mix up or use the steins that are left on top of them ect. Share this post Link to post Share on other sites
Zeromus_X Report post Posted June 9, 2015 Which throw combo is the most consistent for you guys? Having trouble with crossunder 6A/5C after Tachi in the corner, so I tried H.H.'s throw combo: https://www.youtube.com/watch?v=ul21QyZeLcM&feature=iv&src_vid=KEHgIsi4QaU&annotation_id=annotation_1913093585&t=3m03s However, it seems inconsistent across the cast. The 4D set after 2C will hit and mess up the combo on fatter characters like Arakune. Which throw combo do you guys recommend? Share this post Link to post Share on other sites
pochp Report post Posted June 10, 2015 https://twitter.com/pochp_/status/593596278644191232?s=09 I still do this one. Pretty consistent and decent oki, ok damage. Throw SoDmax 4d 5c 6b delay 2c 5[d] j.2c If anyone has advice on how to make cor or hh's combos more consistent I'd like to hear :o Share this post Link to post Share on other sites
C0R Report post Posted June 11, 2015 I assume you guys are talking about otg 2c > tachi whiffing on some characters, just have to delay the tachi. Share this post Link to post Share on other sites
Zeromus_X Report post Posted July 3, 2015 Some CT guard crush combos. Midscreen you can't be point blank or 6C will whiff, but it's probably not a good idea to try and get in their face for a CT anyway. In the corner, if you're too close you can omit the 6C and just do SoD and the combo will do 300 less damage. [Midscreen] (CT)> 6C> SoD(max)> dash 2C> 2D> jC> jB> djB> djC>dj2C V jB> jC> djB> djC> dj2C (3,850, -25 meter, + 17) [Corner] (CT)> 6C > SoD1> dash 2B> 6A> 4D> 5C> 6B(1)> 4D> delay 2C> 214[D](max)> 5[D]> 5C> jB> jC> djC> dj2C> jD> dj2C (4,370, -25 meter, +22) Share this post Link to post Share on other sites
Daybreak_13 Report post Posted July 20, 2015 Hello, noob question here, I've been trying to learn this string: 2c 2d j.c j.b dj.b dj.c dj.2c, practicing it starting with 2c on force counter hit, but I haven't been able to do it consistently; I usually whiff the dj.2c. I'm just wondering if there's any delay that you need to do in order for this combo to work, or do you just have to hit all the inputs as soon as possible? I'm jumping towards the opponent every time (including the dj) but the dj.2c whiffs. Share this post Link to post Share on other sites
Zeromus_X Report post Posted July 20, 2015 Sounds like the opponent might be too high for the dj2C to connect. Try practicing it off midscreen 6A AA > 6B 2C...or 3C > RC > 6A > 6B > 2C...instead. 2C CH combos can be kind of finnicky in this version due to height/distance. Sometimes you can combo with 2C CH > 5D > 6B(2) > 2C > 2D > jC jB etc to get 6C oki, but 6B won't connect from too far away. I've found the most consistent confirm to be 2C CH > 5[D] > 6C > SoDfull > dash 2B > delay 6B > 2C > 2D > jB > jC > djC > dj2C V jC > j2C. Share this post Link to post Share on other sites
Daybreak_13 Report post Posted July 20, 2015 Thanks for the quick reply! I will try practicing it the way that you suggested. Share this post Link to post Share on other sites
KonannFriends Report post Posted July 23, 2015 Do we have any swag over drove combos. All the other characters do. We have to create one that actually works because just auto piloting one doesn't work bescause of activating steins Share this post Link to post Share on other sites
bakahyl Report post Posted July 24, 2015 Do we have any swag over drove combos. All the other characters do. We have to create one that actually works because just auto piloting one doesn't work bescause of activating steins Not really because charged Habakiri was nerfed badly in CPE (each hit prorates instead of prorating once like cp1 and cp1.1) Share this post Link to post Share on other sites
StylisH Report post Posted July 25, 2015 Corner BnBs Do we have any universal ones? I checked out the ones C0R posted but I'm either doing them wrong or they don't work on the character I train on. I haven't had much opportunity to train all that much (yay 4-5 page term papers) and I was curious. Plus in every video I see different players using different combos and I was wondering which were the most universal by starter. Nvm watched the videos, that's what I get for not paying attention..... Share this post Link to post Share on other sites
Zeromus_X Report post Posted July 26, 2015 It sounds like you already figured it out, but yeah, corner bnbs should be universal, it just depends on how far away you are from the corner. If far = do jC > j2C > DP route, if close = do Habakiri route. If you hitconfirm with more than a couple of normals, you have to cut habakiri route short with 214[D] > 5[D] > jC > j2C. Share this post Link to post Share on other sites
StylisH Report post Posted July 27, 2015 Is there some trick I'm missing with the charged habakiri route? I can't seem to get all the hits from the bombs to connect and I the opponent doesn't wnd up high enough for the air ender, and that's even if I get 5 [D]>5C to confirm. This character is a hell of a lot different than she used to be. Share this post Link to post Share on other sites
Zeromus_X Report post Posted July 27, 2015 214D combos are a little tricky, here are a few tips to get them working: 1.) Make sure you're close enough to the corner, so the 4Ds will be overlapped properly 2.) Do 6A 4D 5C 6B(1) 4D as fast as possible, but delay the 2C somewhat. Make sure to hold down 214[D] all the way. 3.) As soon as 214[D] hits, set a 5[D]. If the combo timer has gone on too long, just end with jC > j2C at that point. Off better starters (N Starter w/ minimum hitconfirms, CT guard break, 5C CH, 6C FC, etc), you can connect 5C > jB > jC > djC > dj2C ([D] hits) > jD > j2C for extra damage. You have to hit with 5C so the opponent is still high enough to connect the air series. Share this post Link to post Share on other sites
Raiff Report post Posted July 27, 2015 Just a quick note on getting the bomb hits timed, you need the laser from the first 4D to hit so that it keeps the opponent at the right height for the explosion to hit (just a visual cue to help you see if your timing is early or late) and also the delay before the 2c is pretty short. Other then that the great notes from Zeromus will help you out! Share this post Link to post Share on other sites
StylisH Report post Posted July 27, 2015 214D combos are a little tricky, here are a few tips to get them working: 1.) Make sure you're close enough to the corner, so the 4Ds will be overlapped properly 2.) Do 6A 4D 5C 6B(1) 4D as fast as possible, but delay the 2C somewhat. Make sure to hold down 214[D] all the way. 3.) As soon as 214[D] hits, set a 5[D]. If the combo timer has gone on too long, just end with jC > j2C at that point. Off better starters (N Starter w/ minimum hitconfirms, CT guard break, 5C CH, 6C FC, etc), you can connect 5C > jB > jC > djC > dj2C ([D] hits) > jD > j2C for extra damage. You have to hit with 5C so the opponent is still high enough to connect the air series. Just a quick note on getting the bomb hits timed, you need the laser from the first 4D to hit so that it keeps the opponent at the right height for the explosion to hit (just a visual cue to help you see if your timing is early or late) and also the delay before the 2c is pretty short. Other then that the great notes from Zeromus will help you out! Thanks guys, I'll try it out after class. Also are there any more corner routes available? Share this post Link to post Share on other sites
Raiff Report post Posted July 27, 2015 Off of 6b I've been using 6b(2) > 6c > 5d > 5c > Sod > dash 3c > 5[d] > \/ > 2c > 5d > jc > j dp > \/ > 5c > 2c > 4d > jc > j2c (3712) - The end becomes unstable if you start with both hits of 6b rather then just 6b(2) 6b > 6c > 5d > 5c > 2c > 5d > j.c >j.2c > \/ > 2c > 5d > j.c > :j.2c > DP > \/ > 6a > SOD > 3c (3638) You can c super end after the 3c (4435) or jump cancel the 3c for a safe jump/mix up 6b > 6c > 5d > 5c > 2c > 5d > j.c >j.2c > \/ > j.c > j.2c > \/ > Habakiri (not charged) > 6a > 2c > 4d > jc > j2c (3482) - Doesn't work on every one For low starters I pretty much use the same as the vids. Share this post Link to post Share on other sites
Tenryuga Report post Posted September 28, 2015 Are there any recommended beginner combos with her off a 2B on a crouching opponent? Share this post Link to post Share on other sites
pochp Report post Posted September 29, 2015 midscreen? 2b 5c 6c 63214b 6a delay 2c 2d j.c j.b dj.b j.c j.2c land j.c j.2c is the easy consistent route.slightly harder would be 2b 2c 5c 6c 63214b 6a 6d 5c 6b 2c 2d j.b j.c dj.b j.c j.2c land j.c j.2cCheck C0R's spreadsheet if you're wondering about any other standard combos : https://docs.google.com/spreadsheets/d/1jrHqJc28uZuhf-bBq3K1siOdGwaSW7gE8Nt5wXUH0Xg/edit?pli=1#gid=0 Share this post Link to post Share on other sites
Zeromus_X Report post Posted October 29, 2015 Idk if anyone is still alive here, but what is the best combo for 6A/2C AA in the corner? Also what's a good throw combo to do when you're past midscreen position, but not in the corner already? I made up a couple of my own, damage is ok but you don't get any good oki. (corner) 2C CH > 5D > 6C > SoD (max) > dash 5C > 6B > 2C > 5D > jC > jB > djB > djC > dj2C V j2C (4.2k) (near corner) Throw > SoD (max) > (dash) 5C > 6B > 2C > 5D > jB > jC > djC > dj2C (3.4k) Share this post Link to post Share on other sites
KonannFriends Report post Posted October 30, 2015 Well I know I'm assuming if your using 6a in the corner you should be auto piloting 6b right afterwards. So if I we're you I would use. 6a 6b 5c Sod 2b 5c 2c 5d jc dj2c origins 66a 7jb jc j2c [oki: j2d 2b/ totsuka ( if steins set already )/ J2d Fireball ] your OKi I should be based on the character and or their meter. Im not at home right now but I'll check and make sure the combo I gave is right. Also I'll check the grab near corner combo as well I can't think of it off the top of my head. Should be similar to this Check out @KonansGotHeart's Tweet: https://twitter.com/KonansGotHeart/status/659894510705623041?s=09 Share this post Link to post Share on other sites