Jump to content
Sign in to follow this  
pochp

[+R] Kliff Combo Thread

Recommended Posts

GGAC+R_Header_Combo_Thread.png

Information:
  • Set this up rather quickly, just thinking what starters I generally get and how I would combo from them. ?s work according to my memory, but not confirmed. Anyways, I probably forgot/don't know about a lot, so please share practical and useful combos.
  • If you came here to learn Kliff combos, start with the "Essentials" section. The rest is just a compilation of what your best options are for other hits and various meter uses. The thread can also be used to discuss combos, as well as asking for advice on how to do these combos. If after trying a lot, you can't figure it out, you're probably not the only one, so the answer will probably help someone else.
  • When doing a combo with Kliff, you really need to think about your post-combo options through meter and screen positioning and your opponent's health/burst. Off a corner throw, for 50% tension you can dizzy most of the cast, and then do decent damage or obscene damage with another 25%. Kliff also has very strong mixup that leads into good meterless damage or good corner carry, but it can be difficult to get a knockdown from a random hit without spending resources.
  • The list of enders contains a lot of options. Some of them will not work if there are too many hits prior to it. For the better okizeme setups, aim for the ones that end in taunt (cancel the recovery with FD or a fast normal), or a safejump, if possible. Haven't compared the damage on certain enders yet, to know which ones actually are the max damage.

[table=width: 700, align: center]


General Notations Used
Guide Specific Notations Used


[table=width: 350, class: grid, align: center]

j
Jump


sj
Super Jump


ad
Air Dash


iad
Instant Air Dash


jc
Jump Cancel


sjc
Super Jump Cancel


ji
Jump Install


CH
Counter Hit


RC
Roman Cancel


FRC
Force Roman Cancel


[ ]
Hold Input


(N)
Attack must deal N amount of hits.


[???] xN
Repeat ??? N amount of times.

[/table]
[table=width: 350, class: grid, align: center]

~
Followup Special


dj.
double jump


(...)
Almost any string

[/table]

[/table]


Essentials:

Combos
  • - 2k c.s 2d taunt
  • - (corner) 2k c.s 214s dash 2s 236s FRC dash 5k c.s taunt
  • - (corner) Throw dash 2s 236s FRC dash 214p~d (will dizzy most of the cast)
  • - (corner) Throw 2s 236s FRC IAD j.h land dash j.k j.s dj.h j.41236s - ender
  • - 5d j.s j.h dj (delay) j.s j.41236s - ender
  • - (dash forward, blocked j.s) dj.k j.s j.h land dash j.k j.s dj.h j.41236s - ender (combo from fuzzy guard)
  • - j.h land j.s j.h j.236d 5p c.s taunt?
  • - 2d 236p FRC IAD j.s j.h land j.s j.236d j.41236s
  • -f.s 2h 236236h

Enders - Post 214s/j.41236s/236236h corner knockdowns


  • - 2s 236s dash 236p (meaty)
  • - 2s 236s FRC dash 5k c.s taunt (meaty)
  • - 2s 236s FRC jump forward, falling j.h taunt (meaty)
  • - 2s 236s FRC IAD j.d c.s taunt (meaty, most damaging meaty)
  • - 2s 236s 2s 236236h (max damage)
  • - 2s 236236h 2s 236s (max damage)
  • - 2s 236s FRC slight charge 6h 214s (max damage)
  • - 2s (236s FRC charged 2h)xN
  • - dash jump falling deep j.s (meaty, sets up fuzzy)

Post-Dizzy combos


  • - (corner) 6h 236s FRC IAD j.h land dash j.k j.s dj.h j.41236s - ender
  • - (corner) max charge 6p 236s dash 5k slight charge 6p 236s FRC max charge 6h 214k - ender (generally 2s 236s, only works on Faust, Kliff, Jam, Venom, Eddie, Justice)
  • - (corner) 5k slight charge 6p 236s FRC max charge 6h 214k - ender (only works on TBD)
  • - 6h 214s 2s 236s


Mid-screen:

Normal Starters
  • - 2p 2k c.s 2d taunt
  • - 2k c.s 2d 236p FRC IAD j.s j.h j.214s?
  • - f.s 2h
  • - 2h 236236h
  • - 2h 2d
  • - 2h CH 236p
  • - IAD j.k j.s j.h dash j.k j.s dj.h j.41236s - ender (also works when doing airdash mixup - j.s j.h starter)
  • - j.h (launch, far) j.s j.h j.214s?
  • - j.h (launch, far) j.s j.h j.236d x N
  • - 5h CH (air hit) 2s 236s/5h
  • - (...) 236236h 214k (whiff)

Throw Starters


  • - Throw dash 2s 5h (sets up mixup)
  • - Throw dash 2s 5h 623h (max damage, meterless)
  • - Throw dash 2s 5h 236236h (max damage, 50%)
  • - Throw dash 2s 236s (fullscreen blowback, not recommended against characters that you lose to in neutral)
  • - Throw dash 2s 236s 6frc6 214k dash 5k sj.h j.41236s (usually corner carries, character specific) http://www.youtube.com/watch?v=z19HSa1tnZ8&t=16m13s

Special Starters


  • - 236p CH 2d

Force Break Starters


  • - j.236d 2s 5h
  • - j.236d 2s 236s

Overdrive Starters


  • -236236h frc 214k whiff - ender
  • -632146h 2s xN (Potemkin, Roboky)



Near-Corner:

Corner carry stuff
  • - (...) 236236h FRC 214k
  • - (...) 236236h FRC 214k (whiff) - ender
  • - (...) 2s 236s FRC 214k
  • - (...) 2s 236s FRC 214k (whiff) - ender



Corner:

Normal Starters
  • - 2k c.s 2d taunt
  • - 2k c.s 214s - ender
  • - (...) 236236h - ender

Throw Starters


  • - Throw - ender
  • - Throw 2s 236s FRC IAD j.h land dash j.k j.s dj.h j.41236s - ender
  • - Throw 2s 236s FRC dash 214p~d

Special Starters


  • - 214s/j.214s 2s 236s FRC IAD j.h land dash j.k j.s dj.h j.41236s - ender (character specific, works on Sol, more tbd)
  • - 214s/j.214s - ender
  • - 236s FRC IAD j.h land dash j.k j.s dj.h j.41236s - ender
  • - 236s 236236h?

Force Break Starters


  • -

Overdrive Starters


  • - 236236h - ender

Edited by pochp

Share this post


Link to post
Share on other sites

I only get to try +R stuff out at local meetups, so sorry if I make any errors here.

f.s CH 214s combos from a decent distance, as does 2d CH 236s, though neither works from the edge of the move. The latter could be useful in punish situations since it gets you that beefy 236s opening (into FRC followups) without the 70% forced proration from 2s that usually comes with it.

It might be useful to mention cancelling the taunt in the combo listing, as new players might not know about it. Speaking of which, is there any reason to cancel the taunt with 5p instead of FD?

Since stun is scaled by the combo counter, comboing into FB stun slap tends to require a corner knockdown with a low combo count, then 50% for the 2s 236s FRC dash 214p~d. For example, 214s is too many hits, so it won't lead into a stun combo. Here are some starters that can lead to that

-throw

-airthrow

-214p~p throw

-5h CH (antiair, back to the wall and just out of the corner. easier than it sounds since it works on trade and the hitbox is huge)

-5d (FD) j.h (impossible dust)

-j.h CH

Share this post


Link to post
Share on other sites

Hm, not sure about those CH situations, in my experience it doesn't happen that often that you know for sure something will CH, and if you don't get it, those moves won't combo and are unsafe on block. 2d 236p frc iad j.s j.h etc. should deal some decent damage. Still though, I guess if there's a situation where you know it will work, it's probably worth doing.

Cancelling taunt into 5p rather than FD doesn't cost meter. The blockstun from the taunt is usually good enough that the few frames you lose don't make that big of a difference. I still tend to use FD more to be safer on the timing, but maybe I should switch to 5p instead.

About the dizzy, there's a bit more to it than that. In this clip : http://www.youtube.com/watch?v=8LhS6B6gWs0&t=11m you'll see Kliff do a combo, knockdown, mixup, second combo, and even if the combo counter was high, he still got the dizzy (well also because Baiken's stun resistance is pretty low). So it's always good to know how close you actually are to dizzy, rather than just going for it off certain starters. But yeah, general rule is to save it for those specific starters. I'd add tk j.41236s, j.d, 2d CH, and any normals into 236236h (though you'd need full tension in that case).

Share this post


Link to post
Share on other sites

This will be a stupid question but i just wanna make sure I'm not missing something simple.

What is meant by "c.s" like in the following combos?

[*]- 2k c.s 2d taunt

[*]- (corner) 2k c.s 214s dash 2s 236s FRC dash 5k c.s taunt

Share this post


Link to post
Share on other sites
This will be a stupid question but i just wanna make sure I'm not missing something simple.

What is meant by "c.s" like in the following combos?

[*]- 2k c.s 2d taunt

[*]- (corner) 2k c.s 214s dash 2s 236s FRC dash 5k c.s taunt

Close S. Guilty Gear has different normals depending on ranges like SF.

Share this post


Link to post
Share on other sites
Close S. Guilty Gear has different normals depending on ranges like SF.

O.O Oh... I was doing those combos with the s... Lol thanks now i know there is another hit there.

Share this post


Link to post
Share on other sites

Found this combo/setup while messing around in training mode. Has to be done near corner though.

j.s j.h j.d j.236d 2s 5h 236236h 214k (microdash)c.s

From there the opponent will air tech and you can go for an air grab or something. A gimmick setup that costs meter but its something to consider if you have the opportunity.

Edited by Agito

Share this post


Link to post
Share on other sites

http://www.youtube.com/watch?v=blwk6PVDkro Kliff combos by JAKE

vs FA throw, walk, 2S S-roar FRC 214K(whiff, corner carry) 5K 6P(charge) S-roar FRC 6H(full) 214K 2S 5H Reflex Roar dash 2S 5H 623H(1 hit) - 236 damage

vs PO 5D airdash j.H(ID) 6P(charge) S-roar FRC 6H(full) 214K 2S 5H 623H(9 hits) - 244 damage

vs TE *125% meter* throw 2S S-roar FRC 214K(whiff, corner carry) 2S S-roar FRC dash stun-slap *stun* dash 5K 6P(charge) S-roar FRC 6H(full) S-roar FRC 6H(full) 214K - ToD

vs SO 214P~P RC dash 5K 6P S-roar FRC 6H(full) 214K (whiff) 2S S-roar - 280 damage

vs HO *250% meter* lol

Share this post


Link to post
Share on other sites

After my conversation with pochp in the general thread, I figured I'd see how much damage I could get meterless. The best I could do was, vs Jam, 6H(full) S-Roar dash 5K 6P(partial) S-Roar dash 2S S-Roar, 344 damage. Using 2S 5H 623H for the last rep also does 344.

Similar (shorter) combo also works on Sol, seems to generally work. That one is 6H(full) S-Roar dash 2S S-Roar, and does 293. It seems possible to do more after the first S-Roar, a 5K will connect, so maybe some air combo would be better, but I didn't look at it much.

Getting 6H(full) S-Roar to connect is a little tricky. If you do it during the hitstop it will come out too early and whiff, so you need to do it during later active frames. I was doing it from snug against Jam, doing it out of a dash so I could be extra close.

edit - Going to do a bit more testing of this.

edit - Ok, confirmed that it works after throw dash 2S S-roar FRC dash stun slap dash 6H(full) on max slip recovery.

edit - Ok, actually apparently slip recovery has no effect on stun recovery, so the testing was invalid and this doesn't work, ugh. Well it does work, but you can't get it off a regular stun slap if they are mashing hard. Blah.

@CrisisEdge: Sorry, I havn't tested them so I don't know. Knowing JAKE they probably all are, though. Still, they have some useful ideas.

Edited by lofo

Share this post


Link to post
Share on other sites

I tested some simple dust combos.

5D (homing jump) j.S-j.H jc (delay) j.H-j.plunge [+OTG 2S S-roar in corner] (135[+29] damage vs SO) - universal

5D (homing jump) j.S-j.H jc (delay) j.S-j.H-j.plunge [+OTG 2S S-roar in corner] (143[+25] damage vs SO) - Everyone except cornered FA

5D (homing jump) j.S-j.H jc (delay) j.S jc j.S-j.H-j.plunge [+OTG 2S S-roar in corner] (151[+20] damage vs SO)

  • Midscreen: Everyone except FA
  • Corner: SO,KY,HO,MA,PO,IN,JO

    Against some chars, to get the second to connect, it needs a noticeable delay. The rising j.SH is almost untechable, so you have plenty of time. Wait until you are above them to start the second j.S and it'll connect fine. For the third combo, this is always necessary.

    For the third combo, even on the chars it works on, the corner version is somewhat difficult. There may be other chars it works on that I missed due to execution when I tested. Vs FA,JU,ZA,AX, the plunge will connect but the shockwave whiffs.

    I generally use the second as my B&B, so this was mostly to check that it's universal (not quite). The third is harder, needs specific stage-spacing and only does a little more damage, so it seems not really worthwhile. It looks pretty stylish, though!

    Other dust combo options to explore:
    • ID corner stun
    • Burstproofing
    • JAKE's airdash j.H ID
    • Midscreen j.D-Roar options (eg 5D (homing) jc j.H j.D-Roar, top of j.H hits them and they fall into the end of the D-Roar on the way down)
    • Shockwave relaunches (eg 5D (homing) jH(ID) j.plunge (whiff) shockwave -> ?)

Burstproofing seems pretty important. Everyone always immediately bursts my dust combos. JAKE's thing seems Potemkin-only, but it'd be nice to check. I've confirmed that the last two work, but havn't really explored the options off them yet.

edit -

Was messing around and found this variant that works vs FA corner and midscreen. Also works vs SO, seems probably universal but havn't tested it vs everyone yet.

5D (homing jump) j.S-j.H jc (delay) j.S jc j.H-j.plunge [+OTG 2S S-roar in corner] (143[+25] damage vs SO) - universal?

edit -

New dust combo on nico http://www.nicovideo.jp/watch/sm22093893

ToD vs SL: 5D (homing jump) airdash j.H (ID, land, maybe walk forward a bit) 6P [s-roar FRC 6H (full)]x3 *STUNS* 214K, next combo is 6H (kills)

Edited by lofo

Share this post


Link to post
Share on other sites

various B&B upgrades. I'll use the notation [+] to mean "can add 2S S-roar in the corner" and note the extra damage.

2H CH goes into S-roar at close to medium range. This mostly matters vs Potemkin when you do f.S 2H (CH) S-roar. Don't follow it up with taunt, he can reaction slidehead for free. IAD to get closer is probably better. Havn't looked into combos from FRCing the S-roar but seems like it could be good damage given the unscaled starter.

From P-Roar CH

P-Roar CH sweep taunt (65 vs SO) - universal

P-Roar CH c.S sweep taunt (95 vs SO) - universal, need to be closer, slightly harder to confirm, easier with a wall

P-Roar CH drill 2S S-roar (~130 vs SO) - universal, slightly harder to confirm than sweep

P-Roar CH 5H drill 2S S-roar (~170 vs SO) - universal, hard to confirm but great damage

From 2K

2K c.S 5H sweep taunt (99 vs SO) - universal

2K c.S 5H drill [+] (112+24 vs SO) - universal

From far hitting j.S-j.H (say airdash crossup after far hitting 214K)

j.SH j.drill(2) [+] (72+44 damage vs SO) - universal, corner carry knockdown

j.SH j.drill(4) [+] (85+34 damage vs SO) - universal, corner carry knockdown, different spacing

j.SH dashjump j.S jc j.SH j.drill (121 vs SO) - universal, techable low to the ground in the corner, decent options for tech trapping

j.SH dashjump j.S jc j.SHD (130 vs JO) - character specific, higher damage without meter but hard to tech chase

j.SH dashjump j.S jc j.SH D-roar plunge (161 vs SO) - universal, takes 25%, better damage and great knockdown

From sweep (not max range, unless sweep CH. all of them drop on PO and RO between the first and second hits)

sweep P-roar FRC j.S j.drill [+] (112+24 damage) - universal, corner carry knockdown

sweep P-roar FRC dash c.S 2S S-roar (149 vs SO) - universal

sweep P-roar FRC dash c.S 2S 214K (137 vs SO) - mostly universal, drop c.S vs JO, gives a closer knockdown

You can of course burn more meter to do a real air combo into D-roar if you have it. I havn't looked into sweep P-roar FRC dash 5K sj.H plunge combos yet. I suspect it works on JO and some others, but idk if it's universal. Might be the go-to option if it is. I also tested sweep P-roar FRC j.SH j.drill(2) [+] (142+33 damage vs SO), but it's extremely finicky, and requires dash jumps on some chars but not others, different timing between different chars, etc. Seems not really worth the effort right now. It's pretty easy on SO, though!

Vs Jam only, you can throw directly into Reflex Roar. I don't know if this has any application really.

Edited by lofo

Share this post


Link to post
Share on other sites

That new combo video gave me enough ideas to keep me busy for a while. I tested some little things. Some of this is incomplete but I plan to drill some execution stuff for the next few days and I wanted to write it out while it's on my mind.

sweep 2S works on JA,MA,BA,KL,AB,IN,AN, I couldn't get it on any others. You can "fraud" it by being so close that the sweep hits on the way back and that'll connect vs more characters, but I didn't record those. This link is good for going into stun slap off arbitrary openers.

CH Gold Burst 2S S-Roar FRC dash stun slap seems to stun everyone except AB and PO

For meterless throw combos

throw 2S S-roar (92 vs SO) - universal

throw 2S 214K 2S S-roar (115 vs SO) - MI,AX,ZA,CH,SL,AB,SO,KY,BA,TE,BR,IN, hard to get the second 2S to connect

throw 2S 214K 2S S-roar 5K... - MI,ZA,SL,AB,SO,BA,TE,BR, havn't tested followups much yet

throw 2S 214K 2S S-roar "6K"... - KY, tiny walk to get it to connect

Also some big damage stuff

5D IAD j.H... - ZA,SL,TE,BR,PO,AX(?)

5D IAD j.H land 6P(partial) S-roar FRC 6H(full) 214K 2S S-roar (293 damage vs BR) - basic 5D IAD combo, BR seems too bouncy for another 6H rep though. tack on FRC 2H(partial) S-roar for 24 more damage and a guaranteed stun from starting life

5D IAD j.H land 6P(partial) S-roar 5K c.S 2S S-roar (185 damage vs BR) - basic meterless variant. does more than the B&B 5D combo

IAD j.KSH land dash 5K 6P(partial) S-roar FRC 6H(full) 214K (330 vs MI) - big damage off an IAD, not sure who it works against yet. MI,VE,JA confirmed. vs chars that the j.H refuses to float, sweep 2S...stun slap is probably the best route.

This last one is something I was playing with in #R in anticipation of +R. I havn't seen anyone talk about it elsewhere so I had to confirm that it works. It's a way to get 6Hs off a 5D vs chars that don't get hit by the IAD. I don't know if other routes are possible off it. Sample combo is vs JA, others would require adjustments.

5D jc j.H j.41236S (first hit whiffs, second floats them) dash 5K 6P(partial) S-Roar FRC 6H 214K 2S S-roar (263 vs JA)

The key is getting them to bounce off the top of the shockwave after the impossible dust. It's a bit tricky. I confirmed the shockwave float to work on everyone other than PO and RO, though it might be possible on them too. I couldn't connect a 5K on HOS after the wave, he's so heavy, but maybe it's possible. Probably not good for a universal combo, but could be a good path vs some chars.

Share this post


Link to post
Share on other sites

Not entirely sure where to put this, but it's combos so into the combo thread I guess. A thing that happens vs Potemkin is that he does Hammerfall and you can f.S 2H it, then the 2H breaks the Hammerfall and gets a counterhit. Great! I find that matchup frustrating so I set out to figure a good combo with that opening. For quite a while I was trying stuff with 2H(CH) S-roar FRC, but it just wasn't working out. If S-roar hits on the ground (instead of out of the air like 2S bounce into S-roar) it doesn't slide as long, and if he's a bit far away it can be too unreliable to chase. Eventually I gave up with that route. If someone finds a good 2H(CH) S-roar FRC combo vs PO, please post it.

Here are some other combos I tried. They're from about starting position, except the first which is a bit farther away. I tested from there to make sure these are going to be reliable when they hit him out of hammerfall

2H(CH) drill (far) (72) - far hit with no meter, PO lands too far to connect a 2S afterwards basic

2H(CH) drill 2S S-roar (115) - still meterless, decent damage and corner push. this is probably what you'll hit most of the time

2H(CH) drill 2S S-roar FRC IAD j.H j.drill 2S S-roar (138) - for when the S-roar would push him to the corner. I find S-roar FRC 214K difficult to work with vs PO because he's wide and it tags him, but there might be a path worth taking there. this IAD j.H j.drill extension seems generally useful after S-roar FRC when you're too close to 214K over but too far to oki without the FRC

2H(CH) P-roar FRC IAD j.SH j.drill 2S S-roar (152) - a more ambitious combo route. works from reasonably far away and does good damage, but always requires meter

2H(CH) P-roar FRC IAD j.SH land, dashjump j.SH D-roar airdash j.H j.plunge [+2S S-roar] (208[+17]) - a bunch of meter but good damage and a good knockdown

Share this post


Link to post
Share on other sites

S-roar FRC vault(214K) combos are complicated and I'm having a lot of trouble getting them to work consistently. You really need to figure out where in the stage you are and adjust, and it depends on how wide their sliding animation is, and figuring out follow-ups can be tricky because they might "shrink" after you pick them up if their slide hitbox is wider than their air hitbox. The whole thing is tough to figure out. I'm doing it kind of ad hoc right now.

Here is some sample throw combo on Jam at midstage.

throw dash 2S S-roar FRC dash vault(whiff) 5K 6P(partial) S-roar TK-drill (153 damage)

Replace vault with another dash to make it work in the corner. The cool thing about this is that apparently doing a TK-drill after S-roar sets you up for a safejump fuzzy, which I didn't know!

You can upgrade it with some meter to get stronger midstage damage, like

throw dash 2S S-roar FRC dash vault(whiff) 5K 6P(partial) S-roar FRC 6H(full) vault (203 damage)

Strangely I couldn't get another 2S S-roar at the end of either of those, she always techs out. I guess this could also be worthwhile in the corner if it stuns, but otherwise you'll get better damage out of just doing the standard stun combo into something like 6H(partial) drill 2S S-roar.

Share this post


Link to post
Share on other sites

Been playing around with relaunches after D-roar. Seems like they are often possible if you space things right, but figuring out what you need to do exactly seems tough. Sample combo vs Sol, IAD j.SH dashjump j.KS-SH D-roar, late j.H land, dashjump j.KS-SH j.plunge, 193 damage. Most of the strings need to be done late so he's low and pushes against you during the D-roar bounce. It's possible to get the D-roar to bounce him backwards with that setup, but I don't know if that has any applications.

I forget what sample I used for this one, but it's also possible that when you land way before them, where normally a plunge would be hitting them right as they touch the ground, you can land and dashjump back into a relaunch there, since you have so much time. Vs Sol this allows for blah blah D-roar land dashjump j.KS-SH j.plunge. It does less damage, obviously, but it's possible in a different set of situations. I'm still not sure when to use an extra jump like in that clip. I tried it many times and couldn't get it to work. In any case, seems like there's lots of damage that can be squeezed out of D-roar relaunches.

Share this post


Link to post
Share on other sites

I was talking to pochp yesterday about throw 2S vault 2S S-roar. There's no real trick to it, it's just 2 tight links, done as early as possible. The first one needs to be tight enough to give a high enough bounce to allow the second one to happen. You can visually confirm whether you got the first one by their height and their sprite during the hitstop. SO, MI are among the hardest, IN is easier, AX is really easy, so you can work your way up from easier versions to the harder versions. I personally only practice vs SO and MI because if you can do that you can do any of them.

Share this post


Link to post
Share on other sites

More Potemkin-specific combos. Bob's corner combo is pretty high damage but has some weaknesses. It requires the corner (obviously), is somewhat spacing/momentum specific, requires meter, but most importantly it's hard to confirm because if you go for the j.KS then stop, you're high in the air with no safe way to get back down. Ideally you want to start it off with something that's safer to confirm, and j.K(P)K is safer, because you can keep chaining (P)K to keep him in place while you come back down. It might also be possible to go for a fuzzy at the end, I am still playing around with it.

 

from close with no momentum, or from starting distance with dash momentum, works midscreen and in corner

j.K(P)KSH land dashjump j.KS-SH plunge (141 damage)

j.K(P)KSH land dashjump j.KS-SH D-roar (wait) falling j.H dashjump j.KS-SH plunge (165 damage)

Share this post


Link to post
Share on other sites

If you connect vs crouching opponent, f.S 2H drill will combo from surprisingly far away. It's not that hard to confirm and works where only a super would otherwise connect. You can then oki or OTG for a combo extension, of course.

 

Vs Johnny you can loop S-roar FRC 6H (partial) S-roars for pretty good damage. A silly example is f.S 2H R-Roar dash 2S S-roar FRC dash 6H (partial) S-roar FRC dash 6H (partial) S-roar for 328 damage, lol. It's pretty good wherever you have a corner OTG without too much scaling, though.

 

If you get a corner stun vs a char that the 5K 6P uber combo doesnt work on and have meter, a decent alternative is 2H(partial) S-roar FRC IAD j.H dashjump j.KS-SH-plunge [+OTG if you want]. I havn't checked all the characters it works on yet, but it seems generally viable. I'll edit this when I get around to it. Does about 300 damage.

 

 

edit - Oh, another thing. You can combine the corner throw into stun combo with corner optimized damage for a better overall combo. I havn't doublechecked that this works on every char that's stunnable that way though. Example: Vs I-No you can do throw 2S vault 2S S-roar FRC dash stun-slap; 2H (partial) S-roar FRC IAD j.H dashjump j.KS-SH-plunge dash 2S S-roar for 395

Share this post


Link to post
Share on other sites

Vs Dizzy

corner throw dash 2S S-roar FRC stun-slap *dizzy* dash 6H (partial) S-roar FRC dash stun-slap *re-dizzy* dash 6H (partial) drill 2S 5H 623H *touch of death*

 

More generally, 6H (partial) S-roar FRC dash stun-slap redizzies her. She's also relatively easy to stun in general, so this means you can always convert damage into meter without worrying about scaling too much.

 

6H (partial) S-roar FRC stun-slap also redizzies Baiken but unreliably due to the randomness of stunning. Chipp, Millia, Kliff, Bridget can all be redizzied by 2H (partial) S-roar FRC stun-slap somewhat reliably. Watch out for guts in any case.

 

edit - A friend pointed out to me that if you have enough meter to do these you might as well just do stun-slap RC IK. I think that's technically mashable but it's really damn hard, lol.

Share this post


Link to post
Share on other sites

Just noticed that Reflex Roar is not listed as a midscreen starter. It really is one, you just FRC neg edge vault and you'll still get the wall-splat. Only really matters against vs Justice because it's so damn slow to travel, but it's pretty good vs her if she does missile with no FRC because you can punish, get over to her and combo. In other cases you just confirm into the super off f.S or 2H or whatever. From starting position you can do f.S 2H R-Roar FRC vault(whiff) dash (wait) 5K 6P(partial) S-roar FRC 6H(full) vault 2S 5H 623H. IIRC that second combo does 374 damage on Justice.

 

I've been fiddling with BOB's combo of throw 2S P-roar FRC dash 6P(partial) S-roar FRC 6H(full) S-roar FRC 6H(full) vault. I'd initially thought it was Dizzy-only so I hadn't bothered with it, but actually it seems to work more generally. I'm not actually sure because I find the motion of 23[6]S,(P+K+S)~H to be tricky. Usually when I do 6H combos I FRC with the H then hit it again quickly, but it's not fast enough for the heavier characters. Anyways, unless it stuns, this combo does less damage than just throw 2S S-roar FRC stun slap into post-stun combo, so I'm not sure it's optimal for damage against higher stun resist chars, but it seems like it might be burstproof after the initial hit, which would be very useful. Still need to experiment more with it.

Share this post


Link to post
Share on other sites

New combo route from throw, works anywhere

Throw dash crS H P-roar FRC dashjump j.KS-H-plunge (140 vs JO, 148 vs ED, 121 vs PO)

Throw dash crS H P-roar FRC dashjump j.KS-SH-plunge (127 vs ABA, 127 vs RO)

 

Pretty useful combo for getting a fuzzy setup anywhere for a bit of meter, and works off other kinds of knockdowns too, like post-drill.

Share this post


Link to post
Share on other sites

works on anyone or just those you listed?

It's pretty character specific. For most characters their hurtbox is just too high to get hit by the P-roar. Those 5 are the heaviest chars minus HOS who has a stubby air hurtbox. I fiddled around a bit to see what knockdowns it works off, thinking that maybe if I subtracted some guardbar the increased gravity would make it work vs some more characters. 

 

CH j.H: JO,ED,PO,AB,RO

drill: TE

f.S drill: KL, ZA, KY,

cr.K c.S drill: JA

PP cr.K f.S drill: AX

 

Up to Jam is reasonably useful, since 2K c.S hitconfirm into drill is a decent pressure option, so you can burn 25% to turn it into a fuzzy. Past that is rather impractical, although something like IAD j.KSH 5P drill 2S 5H P-roar FRC dashjump KS-H-plunge works on Axl.

 

Of course with any corner knockdown you can go 2S S-roar FRC IAD plunge for the same setup, but this does a bit more damage and works midscreen.

 

edit - although if you really want a fuzzy off 2K c.S you can just go into TK drill in the corner for meterless setup.

Share this post


Link to post
Share on other sites
Sign in to follow this  

×