BigLeafyTree Report post Posted June 30, 2011 For the FRKZ enthusiasts out there. 5B > 6C > j.D > land > gold burst > d.2D > j.D > 5D Only works on Jin & Arakune. Still looking for a universal variation or one that gives oki. Share this post Link to post Share on other sites
McArthur Report post Posted June 30, 2011 YES, I fucking love you. unless ur a hot asian chic, sure why not, but if not, NOH XD in any case yeah have fun playing Bang, one more advice i can give u is to just play carefree with Bang XD Share this post Link to post Share on other sites
milesw Report post Posted June 30, 2011 Need help Is there any special timing on the 5b>2B>6c>j.d>2369C>dash 5C combo? I cant get confirm the 5C 100% sometime I do it and I dunno what I did to make it work :/ Share this post Link to post Share on other sites
McArthur Report post Posted June 30, 2011 here: Prev page tip about that combo hope it helps Share this post Link to post Share on other sites
milesw Report post Posted June 30, 2011 YES, I fucking love you. ^^^ Share this post Link to post Share on other sites
Justice7541 Report post Posted June 30, 2011 here: Prev page tip about that combo hope it helps You don't even need a "microdash". You can friggin' run at them for like ten minutes while rolling on the stick with your face and still land 5C easily, so long as you hit the nail properly. Share this post Link to post Share on other sites
McArthur Report post Posted June 30, 2011 dont destroy the love that others told me XD whatever the correct notation is or was , as long as people finds a way on doing it easier , then just let the ball roll Share this post Link to post Share on other sites
Dacidbro Report post Posted July 1, 2011 That's good shit arthur, helping the community out Share this post Link to post Share on other sites
huey253 Report post Posted July 1, 2011 speaking of helping you guys out. http://www.nicovideo.jp/watch/sm14867719 several very useful combos inside. can somebody do combo notation if they get a chance please? thanks -huey253 Share this post Link to post Share on other sites
Linear04 Report post Posted July 6, 2011 combos as well as setups. the combos seem really spacing dependant but the anti roll setup is really easy 2C > delayed 7 jump > j.A whiff > j4.B > 2b forward roll is standard whatever you can do from 2b crouching back roll you have to neutral jump cancel the 2b into whatever to force side switching to whatever it was prior the other setup in this is the corner c(probably) bumper height one where he does a ground string into iad j.C you can do a 6 dash > j.C and continue a combo after landing a 2/3 dash > 2a or 2/3 dash > command grab FC combos usually consist of wall bounce into 5b > 5c no notations because im lazy and a bad person Share this post Link to post Share on other sites
BigLeafyTree Report post Posted July 8, 2011 Because all Tagers love fighting against FRKZ 5B>6C>j.D>5D>9623B>d.6D>jump cancel>burst>5D or whatever finish (~midscreen) 5B>6C>j.D>5D>9623B>5C>jump cancel>burst>6D>C nail>5D (corner) These work on Tager and possibly Rachel but I haven't tested yet. Share this post Link to post Share on other sites
Dacidbro Report post Posted July 8, 2011 I think the only character specific part there is 5D OTG, and that works on Tager, Rachel and Arakune. Share this post Link to post Share on other sites
Skye Report post Posted July 15, 2011 The Gekiwa combo works on CH 6c > delay j.236b > 6d* > 623b Gets 7.2k. *Theoretically, 5c > 6d should get more damage, but, whatever... Edit: Yes, 5c > 6d gets 7.4 Share this post Link to post Share on other sites
Reioumu Report post Posted July 27, 2011 Fatal counter super crash into FRKZ combos FC 623B 632146D 6-dash 6C 9-dash j.4C 6-dash j.D 2-dash (2B 9-dash j.4C 2-dash 5C 6-dash)x3 6D 2363214C 5447 damage (requirements: 4 seals 60 meter) FC tkj.623B 632146D 6-dash 6C 9-dash j.4C 6-dash j.D 2-dash (2B 9-dash j.4C 2-dash 5C 6-dash)x4 6D 2363214C 7466 damage (requirements: 4 seals 52 meter) Share this post Link to post Share on other sites
DLM UNDEAD Report post Posted August 4, 2011 2D counter hit combo: CH2D>Super jump fowards>Late j.4c>6c>j.4c>623b>d.6d(or d.5c depending on height and distance)>623B>5b>6c>j.4c>J.c Damage:4223 Seals:2 Heat gain:38 EDIT: Works from Exactly midscreen, any farther and it doesnt wall bound. Share this post Link to post Share on other sites
HolyOrderChipp Report post Posted August 7, 2011 ...I feel so small, posting such a basic combo, but here goes. My corner combo: (5A) 5B 2B 2C 623B 5B 6C j.4C j.623B 5B j.A j.B j.4C dj.4C dj.C (3700, or 3500 with 5A at the start) You can also start it from j.C, which adds 200 damage, and you can leave out or put in the 5A at that point. Works vs. both stand and crouch, probably on everyone? I haven't been super thorough about testing it. Oh, and I dunno if you can dash under before the last 5B to keep them in the corner, but I'm not nearly good enough to try. So... Anyone got a better combo? And can anyone get dash under 5B to work in this combo? Messed around with 5B 2B 6C stuff, but I thought it was a dead end 'cos I was using multiple j.623B. Somehow I doubt vs. stand will give a better combo though. j.D also scales the hell out of it. Share this post Link to post Share on other sites
McArthur Report post Posted August 7, 2011 yah u can cross under, or u can do change this part "6C j.4C j.623B" to something similar but different "6C , press 8 or 7 *varies on distance, j.4C j.623B" what it is is that once you land, your opponent is the one close to the wall rather than you ( preventing a needed crossup ) Share this post Link to post Share on other sites
zeth07 Report post Posted August 7, 2011 ...I feel so small, posting such a basic combo, but here goes. My corner combo: (5A) 5B 2B 2C 623B 5B 6C j.4C j.623B 5B j.A j.B j.4C dj.4C dj.C (3700, or 3500 with 5A at the start) You can also start it from j.C, which adds 200 damage, and you can leave out or put in the 5A at that point. Works vs. both stand and crouch, probably on everyone? I haven't been super thorough about testing it. Oh, and I dunno if you can dash under before the last 5B to keep them in the corner, but I'm not nearly good enough to try. So... Anyone got a better combo? And can anyone get dash under 5B to work in this combo? Messed around with 5B 2B 6C stuff, but I thought it was a dead end 'cos I was using multiple j.623B. Somehow I doubt vs. stand will give a better combo though. j.D also scales the hell out of it. Your damage is off for 5A. Share this post Link to post Share on other sites
Justice7541 Report post Posted August 9, 2011 ...I feel so small, posting such a basic combo, but here goes. My corner combo: (5A) 5B 2B 2C 623B 5B 6C j.4C j.623B 5B j.A j.B j.4C dj.4C dj.C (3700, or 3500 with 5A at the start) You can also start it from j.C, which adds 200 damage, and you can leave out or put in the 5A at that point. Works vs. both stand and crouch, probably on everyone? I haven't been super thorough about testing it. Oh, and I dunno if you can dash under before the last 5B to keep them in the corner, but I'm not nearly good enough to try. So... Anyone got a better combo? And can anyone get dash under 5B to work in this combo? Messed around with 5B 2B 6C stuff, but I thought it was a dead end 'cos I was using multiple j.623B. Somehow I doubt vs. stand will give a better combo though. j.D also scales the hell out of it. If dash-under 5B doesn't work do dash under 2B. That move has more untech. Share this post Link to post Share on other sites
HolyOrderChipp Report post Posted August 10, 2011 Sorry, posted 5A damage from memory, but it's not surprising I misremembered. And the issue isn't dash under 5B having enough untechable time, it's having enough time to do it. Pretty sure I wouldn't have enough time for 2B. Share this post Link to post Share on other sites
Justice7541 Report post Posted August 10, 2011 Sorry, posted 5A damage from memory, but it's not surprising I misremembered. And the issue isn't dash under 5B having enough untechable time, it's having enough time to do it. Pretty sure I wouldn't have enough time for 2B. If 6C j.4C j.623B dash under 5B doesn't work then do 5B 2B j.4C j.623B dash under 5B. I can confirm the latter works. Share this post Link to post Share on other sites
SlyStrife Report post Posted August 13, 2011 Here's for that rare occurence when you get that oh so sweet 6C counter hit and just happen to have 50 meter! :D 6C(CH)>B nail cancel>d.5C>6D>Daifunka=5565 damage and if you happen to be in the corner... 6C(CH)>B nail cancel>5C>6D>623B>5B>6C>J4C>J.623B>Daifunka=6706 damage :o Share this post Link to post Share on other sites
zeth07 Report post Posted August 13, 2011 Here's for that rare occurence when you get that oh so sweet 6C counter hit and just happen to have 50 meter! :D 6C(CH)>B nail cancel>d.5C>6D>Daifunka=5565 damage and if you happen to be in the corner... 6C(CH)>B nail cancel>5C>6D>623B>5B>6C>J4C>J.623B>Daifunka=6706 damage :o Already posted. Well at least 6C combos were already posted, they might not have had Daifunka enders but that's stating the obvious most of the time. Share this post Link to post Share on other sites
HolyOrderChipp Report post Posted August 13, 2011 I-it is? I've always had trouble finding spots to put Daifunka ever since CS2... Share this post Link to post Share on other sites
Lord Cruxis Report post Posted August 13, 2011 I-it is? I've always had trouble finding spots to put Daifunka ever since CS2... Always after a 5c lands ;D. Share this post Link to post Share on other sites