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Caer-caveral

AC Combos: Theory and Practice

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Right let's get this started. All combo theory about AC goes in this thread. I'm going to do my best to incorporate the good stuff in this post.

Anyway, here's the current shit :eng101:

Note that in most of these combos 6P can be substitued for 2K, but the damage might suck too much to be worth it.

(BL = Badlands, GD = Gravedigger; Damage calculated on Sol unless otherwise noted)

Crow Patterns

L = Low, H = High, S = Schythe, F = Feathers. Brackets are K-curse extensions.

1: L L S F H (L S S)

2: F S L H H (L S F F)

3: H F L S F (S H L S)

4: S S H F F (L H H)

Standard stuff

6P > S > 2D > 236P (69 dmg)

2K > S > S > 2D > 236P (59 dmg)

6P or 2K > S > S > 2D > BL (108/80 dmg)

Throw combos

midscreen throw > 6K > BL > tk BL > dash K > HS > BL > tk BL

*more loops possible on lights*

Corner throw > HS > net > dash jK > jS > jHS > BL 1-hit > (land behind opponent) > HS > net > tk BL > 236P

*works on Sol, Slayer, Axl, Zappa, Anji, Johnny, Order Sol, Ky, Eddie, Venom ... [incomplete list]*

Tensionless BL-loops

Thanks to Rabite for pointing them out. List of characters they work on will be fleshed out later.

Far gatling = any ground combo where the distance from you to the opponent at the end of it is maximized.

far gatling into 5hs > delay BL > (dash) 6k > BL > dash (k) > hs > BL (Sol, Slayer, Eddie)

far gatling into 2d or 5hs > BL > tk BL > dash 5hs > BL (Lights)

far gatling into 5hs > BL > (5hs > BL)*3 (Potemkin)

Dust combos

lights:

midscreen 5D > jD > BL > (tK BL)*n

near corner 5D > jD > BL 1hit > HS > net > dash jS > jHS > BL 1hit > (sideswitch) HS > net > tk BL > 236P

Mediums:

midscreen 5D > JD > BL1hit > short dash 6K > BL > tk BL > dash > 6K > HS > BL > tk BL > dash 236P

near corner 5D [8] > jD > jD > BL 1hit > HS > net > dash jK > jS > jHS > BL 1hit > (sideswitch) HS > net > tk BL > 236P

Combos to curse:

50% tension

corner 6P > S > 2D > HS EXE FRC > jHS > jD > BL 1-hit > HS > GD > 6K > HS > BL > tk BL > tk BL > dash 236P

*combo is for lights. Some lights have too small a hitbox to curse at the end.*

midscreen 6P > S > 2D > HS EXE FRC > dash S > jK > jS > jHS > BL 1-hit > HS > GD > HS > net > BL > 236P (177 dmg)

corner 6P > S > 2D > HS EXE FRC > jHS > jD > BL 1-hit > HS > GD > S > HS > BL > 236P (194 dmg)

25% tension

opposite side 6P > S > 2D > HS EXE FRC > dash S > jK > jS > jHS > BL 1-hit > 236P (138 dmg)

Corner 6P > S > 2D > HS EXE FRC > dash S > delay > jK (or jP) > jS > jHS > BL 1-hit > sideswitch HS > net > tk BL > 236P

*Delay the jump cancel from close S as long as possible. Remove first jHS for lights, add another jP for potemkin*

corner 6P > S > 2D > HS EXE FRC > jHS > jD > BL 1-hit > HS > Net > dash > jS > jHS > BL 1-hit > (land in the corner) > HS > Net > tk BL > 236P

Close to the corner 6P > S > 2D > HS EXE FRC > dash S > sj > jP > jK > jS > jHS > BL 1-hit > (land in the corner) > HS > Net > tk BL > 236P (155 dmg)

*works on Sol, Axl, Zappa, Dizzy, Johnny... [incomplete list]*

*For Ky, add another jP after the superjump*

Midscreen 6P > S > 2D > HS EXE FRC > dash in deep K > S > sj > jP > jK > jS > jHS > BL 1-hit > (land in the corner) > HS > Net > tk BL > 236P

*works on most non-lights*

midscreen or closer 6P > S > 2D > HS EXE FRC > dash S > sj > jP > jS > jHS > jD > BL 1-hit > (land in the corner) > HS > Net > tk BL > 236P

*works on A.B.A, Dizzy, Order Sol, Eddie, Venom... [incomplete list]*

Curse while getting out of the corner

This is intended for when you are in the corner, but manage to land a hit and knock the opponent into it instead. There are two options, with one being significantly more damaging than the other. That one should be used when the first hit was a strong unprorated move, like for example S or 2HS.

These do not work on some characters (lights, Venom, etc.). Might need to be changed slightly for some characters, but these should be the most general ones.

Weak move, eg. 2P > 5S > 2D > BL > dash close > HS EXE > 5S > jump forward > jP > jP > jK > jS > BL(1) > net > OTG 2K > 236K

Strong move eg. 2HS > 2D > BL > dash >HS EXE FRC > jHS > jD > BL(1) > 5S > jump straight up > jP > jK > jD > BL(1) > net > OTG 2K > 236K

Shounen combo #2

jD ch > dash in S > HS > BL > S EXE FRC > dash jHS > jD > BL 1-hit >

----> 236P (203 dmg)

----> S > jP > jP > jK > jD > BL 1-hit (230 dmg)

*the starter is only an example. This combo can often be used to save damage if you get a 2-hit BL where a loop is impossible.*

High damage combos:

When you get the chance for unprorated big damage, this is what I usually do, given sufficient tension.

ch jD, baited blue burst or something like it > HS > GD > run under opponent > HS > BL > 2HS > GD > HS > net tk BL > 236P

ch jD, etc. > HS > GD > run under opponent > (S) HS > BL > tk BL > tk BL > tk BL > tk BL > dash 236P if possible

*only on lights*

Warrant:

Midscreen: Warrant FRC > Dash 6K > BL > tk BL > dash K > HS > BL > tk BL > dash 236P

*A bit difficult on some characters, unless the warrant hits as a counter hit*

Midscreen: Warrant FRC > tk BL > dash K > HS > BL > tk BL > dash 236P or HS BL

*You will probably need to negative edge the BL*

Corner: Warrant FRC > dash K > S > jK > jS > jHS > BL 1-hit > ...

----> S > jK > jS > jHS > BL 1-hit

----> HS > GD > S > HS > BL > 236P

Corner: Warrant FRC > Dash HS EXE > S > jK > jS > jHS > BL 1-hit > ... (see above)

Corner: Warrant > HS EXE > 6K > BL > tk BL > dash K > HS > BL > tk BL > dash 236P

*doesn't work if you're too close to the corner after warrant*

Corner: Warrant > HS EXE FRC > jHS > jD > BL 1-hit > HS > Net > dash > jS > jHS > BL 1-ht > HS > Net > tk BL > 236 P

*This is the one you want to do 90% of the time. Learn it today!*

Gravedigger combos:

counterhit GD > 2P > S > jK > JS > jHS > BL 1hit > ...

------> dash K > HS > GD (wallbounce) > dash under opponent > HS > BL > 236P

------> HS > BL > tk BL

counterhit GD > HS EXE > 6K > BL > tk BL > jP > jK > jD > BL 1hit > dash 236P

GD > HS EXE FRC > jHS > jD > BL 1-hit > HS > Net > dash > jS > jHS > BL 1-ht > HS > Net > tk BL > 236 P

*When GD takes you close to the corner*

MoP combos:

With 1 doll

midscreen 6P > S > 2D > 214S > HS EXE FRC > BL > Net > jump BL > Net > tk BL > Net > tk BL > ... (about 160 + full poison)

The following is really just flash, but fun to do nonetheless :v:

Mop FRC: the setup

6P > S > HS > MoP FRC > Dash in close > S > Net > 214S > backdash > 236K > wait until they leave the net > jHS > jD > BL 1-hit > ...

---> Pattern 1: dash in > OTG HS EXE > S (crow hits) > Net > dash jP > jP > JK > Succubus hits for knockdown.

---> Pattern 2: If started from midscreen or closer > OTG HS EXE (Succubus hits) > Net > dash jP > jP > jK > jS > BL (must hit right after next crow attack)

---> Pattern 2: If started farther away > wait on landing until crow returns > dash in 2K (meaty unblockable) > Whatever combo you feel like

---> Pattern 3: dash in close > OTG HS EXE > Net (right after all feathers have hit) > dash jP > jP > jK (right after next crow attack) > Net > dj > jP > jK > jS > Succubus hits for knockdown.

*Feathers will now immediately cover you, and you can make yourself ready for an unblockable chance after those.*

---> Pattern 4: Okizeme Net > 2K (unblockable) > jK > jS > jHS > BL 1-hit > (if close enough) HS > GD > whatever

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Good stuff, This is worth mentioning, from anywhere do: 6p, s, 2d, HS EXE FRC, TK badlands x4~6 (may be more dunnow, it's character specific)

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Nice stuff Caer. I'd like to help contribute a bit. <3

Midscreen

1)Gatling 5k, 5s©, S exe beast FRC (mixup), zeinest, 5k, 5s©, j.p, j.k, j.s, jc j.k, j.d, BL

-11 hits, around 120-140 damage depending on the character.

2)Gatling 5p, 5k, 5s©, 5hs, GD (wallbounce), 5k, 5s©, zeinest, j.p, j.k, j.s, jc j.k, j.d, BL

-15 hits, around 150-180 damage depending on character.

BD Loops

1)Zeinest setup, 5p, 5k, 5s©, 5hs, BL (zeinest catches on fall), TK BL, TK BL, MoP

-13 hits, around 160-190 damage depending on character. Also nets 3~4 dolls.

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Awesome stuff especially those MoP combos, thanks for sharing. :keke: Some dust combos I've put earlier in the combo thread : On light weights : D > /\8 > jD > 214P(1) > land > 2147P x 4~6 On middle weights : D > /\8 > jD > jD > 214P(1) > land > HS 214P > 2147P On heavy weighs : D > /\8 > jD > 214P(1) > (dash) 6K > 214P > 2147P Well there are certainly better things to do instead of these but that's a start and it does good damage + KD on most cases IIRC for no tension. I still have to specify all the particular cases though...

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iad combos seem quite rare for tessie, making this one catch my attention: 2K c.S 2D HS EXE FRC > iad jH jD zeinest > jH jD BL(one hit) > ??? in the video, the player didn't continue the combo, but it's open for pretty much anything. great way to carry someone to the corner. on a side note, why'd my thread get deleted? : (

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c0mboz for light characters, have to judge the distance a tad, though as you know, you can delay BL from 5H a little and it'll still combo:

5K > 2S > 5H > BL > tk.BL > tk.BL > MoP

5H > H EXE > FRC > dash > 6K > BL > tk.BL > tk.BL > MoP

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New vid out showing how Testament can get a curse after midscreen throw against most of the cast. You can find it here: ttp://snowup.net/up01/src/snow150_1226.zip.html pass: yuki The basic idea is throw > 6K > BL > tk BL > dash K > HS > BL > tk BL > dash 236 P, with some variations. @Dream Maker: Really nice setups you have there. I was toying with it a bit against Sol, and you can easily get around 215 damage and knockdown. Just add another HS > BL as finisher. I couldn't try very much, but for someone who doesn't suck at TK:s, it should be possible to add another tk BL, and possibly also a dash 236P at the end. Also, the combo doesn't work if the dust hits close to the corner, but then you can do HS > Net > dash jK > jS > jHS > BL 1-hit > HS > BL > 236P (see corner throw combo in the first post). PS. Edited first post with more MoP-patterns, warrant combos and some alterations for curse-combos.

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i dont know which one to click after i put in teh password and click download?? help?.. also i just started learning testament keep this thread up its helping alot:yaaay: edit: could someone also tell me what a MoP combo is? what is this mop of which u speak?! <- n00b question #1

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Find the link among the adverts that comes from "snowup.net". It has the title: ファイルを保存! MoP = Master of Puppets. Overdrive done with 236236HS.

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I had the same problem. Try doing the standard BL motion(adding the 7 for TK), but make a little pause before you press the P button i.e 2147...P. Try it a few times and you will get it. It's not that hard.

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IMO, it's easier if you end the motion with 8 and then press the p [no need for the slight pause]. The real trick is timing the input after the first BL I think, too early you'll prolly get a BL or regular jump. If you time it too late, well.. they'll tech ;p

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hi guys.. i've been practicing throw -> 6k, 3 BL combo... however, the first BL only does 1 hit on certain characters.. copying shonen's different combo, i've been trying throw, 6k, 6hs, RC, iad hs, net... does that hit consistently? is there a better alternative? how should i follow up to the net?

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Heh, that's a Slash combo. I'm pretty sure that's never worth it actually. It's 50% tension for throw-combo damage. You can get about the same from doing throw > dash HS EXE FRC > dash > K > jK > jS > jHS > BL > whatever for half the tension. Regardless if you use this combo or the one you mentioned, chances are you won't be able to get a knockdown from it, so the best thing is probably just to make sure to end it with a 1-hit and be ready for a tech throw if they give you the opportunity.

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oh it's a slash combo? i've seen shonen do (i think) either near corner vs high opponent 6k, 6hs, rc, sj ad j.k, j.d, 1hit BL -> loop and near corner vs low opponent 6k, 6hs, rc, iad, j.hs, net, land, loop so i thought maybe those were worth it after a throw. :) oh yeah, dash HS EXE.. i totally forgot. i'll go practice that combo now. wheeeeeee! thanks for the info! p.s- i know it's not combo related, but do any of you guys have a link to testament's entire color scheme?

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Well, by Slash combo I mean it's something I used in Slash. It was pretty much the only thing you could do in Slash to get damage from a throw. However, since that's not the case anymore, it's gotten a bit redundant.

I'd say the combo has it's uses when you're out of options, but most often after a 6K you can go directly into BL-loop for no tension or Shounen combo #2 for 25%

http://i167.photobucket.com/albums/u144/shoopdawhooop/ACcolorTE.jpg

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Yeah, just do the motion in recovery, hold any upwards direction and press the button...you'll always get tk.BL this way.

I'm also having problems trying to time the TK BL, now when you said Recovery did you mean on the frames when he's done doing the second hit of BL, or on the frames when he's in 2 position from landing after the BL.

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It's pretty much the same on all lights. You can get 6 loops on them, but I find it kinda hard to connect the last one. 5 is pretty straightforward though. Good tk-practice is to pick a lightweight and do 6P > S > S > 2D > BL and do a loop from that. The timing is much stricter than after a throw, but you can get at least 4 reps from it, and it's a combo that you're going to want to learn for real matches.

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With Baiken, you have to dash in a bit before doing 6K > BL otherwise the BL will only hit once. With I-No, you can happily do it w/o a dash and well...everything else is history :p

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You actually don't have to dash. It's enough to delay the 6K a bit, as BL's second hit appears to have a larger hitbox horisontally. It also makes the loop easier since you won't be so far away for the second BL.

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I've hit 7 BL on Baiken that still Beat for some reason. The throw combos are very char specific, however there are perks to hitting for instance Ky with the 6k then 1hit BL. Sometimes it's useful just to put them in the corner since it pushes them so far. Try blending some old with the new for example 6P(as overhead)-5HS-S/EXE,FRC-dash into 5k-5s-j.k-j.s-j.hs-BL then use the screen---if you are putting them in the corner I like 5HS-GD-5HS-BL(this puts them in the corner and most can't tech) or if you are pushing out of the corner from previous combo you can actually land and do BL loop to 3. Nothing like a good old S exe beast to make someone go "Why in hell is he using that instead of the new one?" and lose focus.

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