Alphakami Report post Posted September 25, 2013 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
Jackie Chandler Report post Posted October 7, 2013 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
Notwhoyouthink Report post Posted October 10, 2013 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