Jump to content

Archived

This topic is now archived and is closed to further replies.

Alphakami

[+R] Ky Combos and what hits who.

Recommended Posts

Just some testing I've done.

GS = Greed Sever 214k

SD = Stun Dipper 236k

5h>GS is a new combo on standing in +R, usually started with 5k for the low. Almost always has to start with run momentum very close to the opponent.

5h,6k loop is on airborne only. Corner only. Tested with Throw FRC Run 5h and GS 5h,6k.

Throw FRC 6h worked in AC, but is much easier on more of the cast, and 6h loops do much better damage now and less guard bar reduction.

2d>Stun Dipper is something I use when possible for greater corner carry distance and other options.

[table=width: 500, class: grid, align: left]

Chara

5k,5h>GS

5h,6k loop

Throw FRC,6h

2d>SD

Comment

Kliff

NO

3

YES

YES*

Max Range

Axl

YES

1

YES*

NO

Hard, probably 1F

Jam

NO

2

YES

NO

Zappa

NO

1/2(hard)/3*

YES

NO

5h,6k>GS x3

Chipp

NO

1*

YES

NO

6k>SD misses

Dizzy

NO

1*

YES

NO

Hard; very low

Anji

YES

1/2 hard

YES

NO

Slayer

YES

1

YES*

NO

No wall bounce mid screen

A.B.A.

NO

1

NO

NO

Johnny

Yes

1/2 hard

No

NO

Millia

NO

NO

YES

YES*

Easy

Sol

YES

NO

YES*

NO

No wall bounce mid screen

H.O.S.

YES

NO

NO

NO

Ky

NO

1

YES*

NO

No wall bounce mid screen

Robo Ky

NO

1

NO

NO

May

NO

3

YES

YES*

Easy

Eddie

YES

2

YES

NO

Testament

YES

2

YES

NO

Baiken

NO

1/2 hard

YES

YES*

Max range

Venom

YES

1/2 hard

YES

NO

Bridget

NO

3

YES

YES*

Max range

Faust

NO

1

YES

NO*

2d jump j.k works; fun.

Potemkin

YES

1/2*

NO

NO

Starts high, higher than GS bounce

Justice

YES

1/2*/3*

NO

NO

Starts high, higher than GS bounce/5h,6k>GS x3

I-No

NO

1/2 hard

YES

YES*

Max range

[/table]

Share this post


Link to post
Share on other sites

Nice work! Just decided to try some of this stuff out. Great stuff!

Also, while I was messing around, I found something interesting regarding 2D -> jS. Apparently, it combos on Chipp, Testament (if spaced slightly away, or using a neutral jump at closer ranges), Potemkin, and Faust (who you're normally better off 2D -> jK'ing, since it does more damage, more corner carry, and is generally more consistent). Not sure if it's really worth including since it affects so little of the cast, but I figure it might be worth knowing. :3

Share this post


Link to post
Share on other sites

Just to say stand hs has always comboed to light saber unless im misreading what you are saying? As for throw frc/rc to f+hs being easier in this game is it? I havnt noticed it as such, however as you said it is more viable now since the damage is better. Also sweep to jump slash should work on may as well. With may you actually delay it slightly though as may actually raises up slower then other characters from sweep.

Share this post


Link to post
Share on other sites

×