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[CP] Relius Clover Combo Thread

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Finished testing it. The max hight 6C->41236B connect doesn't work on the following: Makoto, Hazama, Relius himself, Terumi, Azrael, Noel, Izayoi, Amane, Arakune, Rachel, Valk, and Mu

Valk and Carl deserve special mention here. Midscreen 5B into 6B doesn't work on valk. Also I had no way of testing the max height 6C->41236B on carl because the little scamp gets juuuust barely out of 2C's range in my combo path making it unworkable.

For the majority of these trouble makers you can simply alter the combo putting 236C in place of 41236B, but it nets you roughly 500 less damage and a feeling of emptiness. for Carl I just do a microdash 6B after the falling j.C then the ol' air ender but that does even less damage. I wouldn't even attempt this combo on Valk, but if you had your heart set on it, a falling j.C->6B is called for instead of a falling j.C->5B->6B.

Seriously if anyone has any intel on how I could get 41236B to work on everyone here that'd be swell.

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Lol FC combo after watching that new CMV, fairly practical and doesn't require ignis. Dunno if its possible with 2C/41236B FC's, might have to shorten the loop a bit. Now while I say its practical, its definitely the hardest execution wise that I've done.

6CFC>41236B>66B>[j.B>j.C>66]x3>66B>j.B>j.B>j.C>j.236C>j.214B [3319/23%/1000IG]

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So I'm back from the lab with a find and a request.

first the find. You all remember that 4D corner reset I've been searching for? found it, and I think it's even better than I could have dreamed it. It can be converted into from grabs, 2A's, and normal combo routes alike so long as; A:Ground Id Lauger has been used. and B:the combo usually ends with 4D->3C

The trick is instead of the microdash->3C combo ender, you use microdash->Id lauger just as the opponent is about to touch the ground. The SMP'd combo ender flings the opponent into a sweet spot where no matter how they tech they will be forced to block Ignis' 4D. If they do not Barrier guard they will be forced to eat another combo, If they do they'll be put back in the corner for all sorts of nasty mixup stuff.

If they are hit by the 4D reset, you can use this combo to desummon and completly recharge Ignis: (falling from wall bounce 4D)->236C->RC->5D->66B->TK236C->2C->6C->42136B->3C(->Tedo) for roughly 3000 dmg (or 4000 if you've got the meter needed for the job.) on top of the 3500-4500 you delt before the reset.

So now the request... I have a REALLY crazy reset sting brewing that would work off of 5B in the corner requiring full Ignis health (it would provide it's own meter for usage!) But so far it's incomplete and I need help.

So far it goes:

ACT1: 5B->3C->236C~>214A->665C->jump->j.C->j.236C~>214B->falling j.b->2C->6C->41236B->5B->5C->4D->66-> (low to the ground) 236C.

notes: approximately 4500 dmg and 30-40 meter gain in this stage.

4D reset hits

ACT2: (while opponent is falling from 4D) crossunder 2C (you are now facing out of the corner)->6C (launches them behind you back into the corner)->214C->44->236C~>214A->66B->236C~>214B->(whiff)2363214C.

Notes: approximately 3500 Dmg and 22 meter produced then 50 consumed in this stage. total damage is about 8000, net meter gain is about 2-12%

This stage takes advantage of that one recent video's find with the glitchy rec vinum unblockable setup that summons gears even when they tech.

So at this point I need an act three, something that can pick this up from the unblockable setup in act 2, preferably uses Overdrive (because setting up the unblockable will push ignis' health to 0) and does that last 5000 damage so that this production can kill the whole cast.

Much thanks for any help given, Myoro =)

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3.8k is all you really need to get that last bit of health, and because of how long 236D lasts for, its easy to go full OD during thr beginning of the combo. You won't be able to hit 5k with this combo at this point imo because of combo timer and heat gain, since I highly doubt you'll get 40 heat out of a UB starter. For what its worth, here's a combo off the top of my head that would only use 25 heat and is still unburstable. Also, its 6:40 and I'm fixin to leave so I can't get damage or actually test these combos Dx sorry

236D+j.B/C>OD>5B>236C>214A>66AB>5B>2C>214A>214B>3C>3C

UB>OD>5B>236C>214A>66AB>5C(1)>j.C>j.236C>j.214B>j.B>2C>6C>4D>3C

Not sure if this one works

UB>OD>5B>236C>214A>5B>2C>214A>214B>5C(1)>j.C>j.236C>j.214B>j.B>2C>6C>4D>3C

The 2 CT paths should regen you at leaat 1/3 ignis I think, not sure.

This one works on anyone who corner 214B doesn't wiff on, 50% hp

UB>OD>5B>3C>236C>214A>5B>2C>214A>214B>5C>j.C>j.236C>j.214B>j.B>2C>6C>4D>OD632146C [5569, 30%]

As this is intended to be a kill combo, didn't list the ignis cost (had about 50% left after unsummoned full meter)

Better version of solo corner combo I posted earlier.

5B>6B>2369C>2C>6C>41236B>6B>236C [2890, 20%, 0IG]

With small ignis use

5B>6B>2369C>2C>6C>41236B>6B>236C>214A>5C>2C>4D>3C [3526, 25%, 2000IG]

Solo combo that can end in a sneaky high mixup on wide bodied characters

5B>6B>2369C>2C>6C>41236B>5B>5C>sj.B>j.C>j.236C>j.214B>falling j.C

Smp on 236C makes them able to emergency tech the last hits of j.214B, so if they tech the last few hits, they're forced to block a difficult to see meaty j.C

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Hey guys, found something kind of nice, a set of midscreen combos that make use of those pesky 2C fatals that hit grounded opponents.

Only :RE: combo: (FC)2C->5A+B->665B->6B->jump->j.B->j.C->2C->6C->42136B->5B->5C->s.jump->j.B->j.C->j.236C->214B->airdash (3657 dmg,-10 heat)

wants :IG: put away: (FC)2C->5D->665B->6B->jump->j.B->j.C->2C->6C->41236B->5B->5C->s.jump->j.B->j.C->j.236C->j.214B-> airdash (2943 dmg, +21 heat, +full :IG: bar)

You can also use (FC) 2C to summon :IG: and continue into a combo, but I've got no Idea what's optimal there :/

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Here's an Ignis summoned grounded 2C FC I came up with, I accidentally lost the heat gain Dx requires 25 heat for CT obviously. Honestly 2C FCs feel more common with ignis summoned than without for them frametraps.

2C FC>CT>41236B>66B>j.B>j.C>662C>6C>214C>5C>j.B>j.C>236C>214B [3798/?/4000 IG]

Ignis summoning grounded 2C FC

2C FC>5D>665B>6B>j.B>j.C>662C>6C>214C>41236B>5C>sj.B>j.C>j.236C>j.214B [3029/21%/4000 IG]

One thing I found that I couldn't really come up with a worthwhile combo off of is you can do any normal length starter into 6B>jc.OD>5A and pick up an OD combo, what kind? Idk.

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That does sound quite amazing. No summoning guaranteed 3k combos with massive corner carry would be very advantageous. Btw, is there somethin I'm missing for this vs tager? I couldn't get IAD to connect so I ended up just using dash 6C

I'm just curious, does anyone use 6B>2369C>RC over 3C>236C>RC? Maybe I'm not using the 236C RC path right, but I feel like tk gets better oki for ~300 damage.

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Actually now that I'm trying it again I'm having trouble connecting the j.b after the IAD... It's ether frame tight or it was an incredible fluke that I got it the first time.

6B_>j.C->j.236C gives you an opertunity to summon/desoummon Ignis. that's why people use it

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Since Myoro asked me to help, I'll go ahead and post my results here. If anyone gets these to work on otger characters go ahead and confirm for me xD

236C>214A>22C>2D leads to full combos on:

Tager (1)

Arakune (1)

Hakumen (1)

Mu-12 (1)

Bullet (3)

Azrael (2)

Tsubaki (1)

Bang (2)

Valkenhayn (2)

Relius (1)

Could get 22C>2D to connect but couldn't follow up or wasn't reliable:

Carl

Makoto

Ragna

Izayoi

The rest I couldn't get 22C>2D to connect on, so post your results if you got one I couldn't.

Combo paths used

xx>236C>214A>22C>2D>IAD j.B>j.236C>j.214B

xx>236C>214A>22C>2D>66C>41236B>5B>6B>j.B>j.C>j.236C>j.214B*

Note: easiest confirm IMO is starter>2C>combo path 2, and also nets the most damage at 3756 off a 5B. 5B>3C>path 2 is character specific, and 5B>5C(1) is slightly more difficult with less damage. Also, 6A>path 2 works on almost everyone as long as your not right up on them. 5B>path 2 works as well from max range from my experience.

Almost 7k combo, corner, 50% hp and heat

5B>236C>214A>66CT>5B>5C(1)>j.C>j.8D>dj.OD>j.C>j.8D>j.236C>j.214B>5B>2C>6C>214A>214B~3C>632146D [6915, ~22%]

You have to end at 214A on low sliding hitboxes and go straight into 3C>632146D for about 6.5k

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I may be re-inventing the wheel, or there may be better options out there, but whatever the case I have a Relius only corner combo from CH 3C.

CH 3C->jump cancel->falling j.C->2C->236C->665B->6B->TKj.236C->2C->6C->41236B->3C->(optional Distortion) Dmg:3343/Heat+24/IG+full (Dmg~4000/heat-26/IG=9000 if Tedo)

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I feel like that combo might also be possible off forward roll j.C catch. I'd like to test but my pad is unusable right noe -_- keeps holding 2 and I cant even navigate menus properly

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So I've been trying to find things that chain with fatal counter, and for the purpose of making deadlier combos with them I'l write them down here.

5C->6C

5C->lanto

5C->tk lauger

6C, even when Fatal, is well known to screw up peoples combo paths with as it has repeat prioration, and is needed later on in the combo. Using FC 6C->236C->214A->5C(2)->214A->5C->stuff, I've managed to get to get roughly 4200 damage easy, without a distortion. I can only imagine how much someone competent with FG math could get with such links and more.

I will test these particular links more as time goes on, but we should at least have a complete list of Fatal exclusive links for the purpose of better combo building.

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FC 6C does screw up combos, but it gives you nice 3.4k ignis-less combos with corner carry. The lol 6C FC combo I posted back a page I think may be able to either 6B>236C or 6B>tk236C into 3C for oki with absolutely no ignis cost.

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Hey Myoro, if you're still lookin for your triple act reset kill, if you already did a wimpy 3k combo into the corner, you can instead of goin for the vinum UB setup, just go 4D>OD and do an OD combo with the heat instead. This I used for 4600 with 70% hp

4D>OD>2C>6C>214A>214B>5C(1)>j.C>j.236C>j.214B>j.B>2C>OD4D>Tedo [4632/25%/6000 IG]

Gets 4900 with OD tedo

If you get a reset using 6C SMP into 4D reset though... this is where it gets nice.

[22%]4D>CT>5B>5C(1)>j.C>j.8D>dj.OD>j.C>j.8D>j.236C>j.214B>5B>2C>6C>214A>214B>3C>OD632146D [5935/28%/8000 IG]

May be doable using 236C, but I think its recovery is too long for the CT. Plus 6C is cancellable into CT so its easier to time. More easily burstable though. Requires 22 heat initially

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I found the [...6B > 236C > 214B > vinum] setup that Myoro proposed a bit tricky with it's timing/height for the vinum "glitch" and came up with a slight modification of his reset and unblockable string that I find more reliable, which nets 12.2k damage or so total (beats everyone but Tager at full HP) and builds all heat and Ignis meter required even at full hp, but you need to start with almost full Ignis meter.

Corner:

5B > 3C > 236C ~ 214A, 66 5C(1) > [7] j.C > j.236C ~ 214B, (falling) j.B, 2C > 6C > (delay) 41236B, 5B > 5C(2) > 4D, (walk forward) 2C > 236C [4601/33%/3000 IG]

4D Reset Hits (vinum "glitch" is very height dependent):

4D, (walk forward) 2C > 236C ~ 214A, 66 2C > 6C > 214C walk back, (delay) 2C > 236C ~ 214B, (whiff)2363214C [3443-3507/~25%, -50%/3500 IG]

Setup UB (timing can be tricky of course, but spacing should be fine, unless you are too close and Geara Act whiffs after 2-3 hits):

236D, falling j.C, (land) OD > 2C > 236C ~ 214A, 66 5C(1) > j.C > j.236C ~ 214B, (falling) j.B, 2C > 6C > AB, 5B > 4D, 2C > 236C [4095 minimum/27%, -25%/4500 IG]

This all assumes vinum is completely blocked by the opponent. If they don't block it, use whatever other reset/mixup tactics you want for vinum starter.

If you have 90% hp or less, Ignis should be at least barely alive after the third combo, which should allow you to attempt another 4D reset on Tager if you wish. Otherwise, she breaks at the very end of it. So far I have caused the vinum "glitch" nearly every time I tried the modified second combo. Note that without the walk back during Val Tus, and in some cases without delaying the 2C after Tus, you might have trouble on Valkenhayn, Hazama, Litchi, Carl, and especially Mu 12; as stated in the note above the combo, it is very height dependent. Don't walk back too far though, or vinum may not activate.

I also found a slightly better 4D OD combo at 70% hp if they have 5k left and you don't want to bother with the vinum setup after the first combo above [need to use OD as soon as possible after 236C ~ 214A though, or the combo will drop on 66 5C(1); with 60% hp you can OD right after 4D and still get OD Tedo].

Corner:

4D, (66) 2C > 236C ~ 214A, OD, 66 5C(1) > [7] j.C > j.236C ~ 214B, (falling) j.B, 2C > 6C > 214A > 3C > OD632146D [5060/26%/5000 IG]

Don't microdash the first 2C unless you aren't close enough to walk forward and hit with it. I haven't tried 214A > 214B at the end with this combo because it wasn't universal; might get more damage that way.

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This is my preferred OD UB combo which nets up to 5k without tedo. With Tedo and OD tedo, it goes up to 6.1-6.3k. Just edited my earlier one with some help of that combo you posted Cad.

UB>CT>OD>2C>236C>214A>5B>2C>214A>214B>5C(1)>j.C>j.236C>j.214B>j.B>2C>6C>4D>632146D [6348/20%]

The character specific route for when 214B wiffs is just remove 214B. It lowers the damage by ~300, but its not that bad. Still ~4700 without tedo

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So I've found that most corner combos that use236C first, and 2C->6C->41236B later (which is a lot of em) can instead do 2C->6C->Priorated 236C->214B->2363214C for the Vinum glitch reset.

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Using the 2C > 6C > 236C ~ 214B > 2363214C string can squeeze about 3.7k out of a 4D starter, but it still seems very height dependent. If you catch them too high they can tech in the air and might block the final hits of 214B and, in theory, block Vinum without it activating. I think it's better than catching them too low though. Depending on the opponent's hitbox, it seems to require a couple very picky delays or no delay at all for the 2C > 6C > 236C string:

4D, 236C~214A, 66 5C(1) > j.C > j.236C~j.214B, j.B, 2C > 6C > 236C~214B, 2363214C(whiff) [~3706/26%/3000 IG]

UB>CT>OD>2C>236C>214A>5B>2C>214A>214B>5C(1)>j.C>j.236C>j.214B>j.B>2C>6C>4D>632146D [6348/20%]

Not sure whether it's my execution speed, Litchi's hitbox or something else, but I couldn't get [5C(1) > j.C > j.236C ~ j.214B, j.B, 2C] to combo without a tech before j.C or 2C. I use this version, which gets an OD Tedo at 50% hp, requires about 50 heat to start and should be universal.

Damage assumes j.C is the first hit, otherwise damage is reduced by 200:

236D, j.C, CT, 236C~214A, OD, 2C > 214A, delay 66 5C(1) > j.C > j.236C~j.214B, j.B, 2C > 6C > 4D, (delay) 214B, (delay) OD632146D [6211/26%/9000 IG]

Only tricky part for me is the delayed 66 5C(1), especially on Carl (but the combo still works on him).

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That sorta falls into the category of just skip 214B. Damn those low sliding hitboxes -_-. Litchi is one of the problematic ones I had too, and that path is indeed the one I'd usually resort to. For her though, its weird how its not 214B wiffing but the j.C. she's just not fat enough. Tao, stop stealin dem meatbuns. So I guess skinny characters are the issue.

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Good heatless, ignis-less corner combo that gives oki. Works with any N starter that can go into 6B (5B, 2B, 5C)

5B>6B>delay 5C>236C>5B>2C>6C>41236B>3C [3007/21%]

May be some character specifics involved, idk

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Can I ask a small favor of Lich or Hard_Bread if either of you get on and see this if one of you can update the OP? Our wiki's kinda empty and the first post is kinda pointless atm.

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