Koopa_Klawz Report post Posted October 17, 2014 I'm having trouble doing 5C > 2AB > j.C in FC combos. Idk if i'm just pressing j.C too slow. Share this post Link to post Share on other sites
AigisPlayer Report post Posted October 17, 2014 I'm having trouble doing 5C > 2AB > j.C in FC combos. Idk if i'm just pressing j.C too slow. Uh....5c > sweep > j.C? Guessing you mean the combo that uses sweep > 236a~B > jumpcancel > j.C > 5C > hop cancel > j.C? If so, gotta get the timing down for it, you do it too slow or fast you risk the whole thing dropping. Just takes practice to get a feel for the timing. Share this post Link to post Share on other sites
Koopa_Klawz Report post Posted October 17, 2014 Yea I meant 5C > 2AC > j.C. I can get the j.C > 5C part but my j.C after short hop doesn't come out fast enough and I'm pressing j.C as fast as I can. Is there a height dependance involved with this or something? Share this post Link to post Share on other sites
AigisPlayer Report post Posted October 17, 2014 As long as they arent super low or high should be able to do it. If they're too high try delaying the j.c just a little more. "You pissed me off!" Sho taimu 2014 Share this post Link to post Share on other sites
Tong Report post Posted October 17, 2014 Yea I meant 5C > 2AC > j.C. I can get the j.C > 5C part but my j.C after short hop doesn't come out fast enough and I'm pressing j.C as fast as I can. Is there a height dependance involved with this or something? Â It's more difficult on certain characters, like Teddie. And you want to hit 5C as high as you can. Share this post Link to post Share on other sites
TheHitmarkersPro Report post Posted October 23, 2014 Can you do the listed fatal combos off 5A fatal? If not, does anyone have a good 5A/5B fatal combo? Share this post Link to post Share on other sites
Lucalibur Report post Posted October 24, 2014 Can you do the listed fatal combos off 5A fatal? If not, does anyone have a good 5A/5B fatal combo? From what I've tested, the 5C>Hop J.C route works even off a 5A FC instead of 2C, but you do lose almost 1K damage. I would imagine the loss is less significant out of a 5B or 2B FC.  Less important, but for people having trouble with the standard combo mentioned above(out of a 2C FC), you can instead use  2C FC>Dash 2B>Sweep>236A~B>J.C>5C>Hop J.C>2B>5B(1)>5C>Rekkas ender  for 4292 damage and around 38 meter gain. I mainly use this route due to insignificant damage loss and easier execution since no need to loop 5C and hop J.C. That is just me though, and I would guess some people find the optimal route easier once they get the hang of it. Share this post Link to post Share on other sites
Justice7541 Report post Posted October 24, 2014 Is it better to do 5B 5C 5B 2A+B 236B~delayB~C 214A~A or 5B 2B 5C 236B~B~C 236A~A~A? Â The latter seems to do more damage but it seems like the former is regarded as the BnB? Share this post Link to post Share on other sites
AigisPlayer Report post Posted October 24, 2014 Depends on the distance since 2b will whiff if you're too far, either are fine but the first you're probably more likely to not drop/be in range for "You pissed me off!" Sho taimu 2014 Share this post Link to post Share on other sites
Lucalibur Report post Posted October 25, 2014 The 5B>5C>5B is the BnB because it's infinitely more consistent, yeah. 5A>5AA not connecting from 5A's max range is the only thing stopping it, while the 2B route requires you to be practically touching the enemy's sprite since 2B's horizontal range sucks. Share this post Link to post Share on other sites
CommieCanuck Report post Posted October 28, 2014 So whats the definitive list on who the jump loop works on? Share this post Link to post Share on other sites
AigisPlayer Report post Posted October 28, 2014 So whats the definitive list on who the jump loop works on? I have listed who they work on already in the combo thread =U Share this post Link to post Share on other sites
CommieCanuck Report post Posted October 28, 2014 I have listed who they work on already in the combo thread =U I just wasn't sure as to who's defined as a "tall" character  ・ヘ・ Is it (Yosuke, Chie, Narukami, Yukiko, Ken, Aigis, Mitsuru, Adachi, Marie, Margaret) that was listed on page 2? I was just curious as to who 5AA> 5B> 5C> jc.B> j.C> dash 5B> 5C> 5B> 2AB> 236B~delay B~C > 214A~A, doesn't work on cause I feel  like I'd be better off learning that one first before the more universal one with hops. Share this post Link to post Share on other sites
AigisPlayer Report post Posted October 28, 2014 naoto, teddie, kanji, minazuki/sho, labrys/s.labrys, akihiko, junpei, and rise =no work Everyone else including dlc characters=works Regarding 5c>j.b>j.c loops Share this post Link to post Share on other sites
Narroo Report post Posted October 28, 2014 So, about Moon Breaker, his awakening SP skill. In training mode it seemed to be air unblockable, but I've seen it blocked in the air. Is there a window on that? Share this post Link to post Share on other sites
AigisPlayer Report post Posted October 28, 2014 So, about Moon Breaker, his awakening SP skill. In training mode it seemed to be air unblockable, but I've seen it blocked in the air. Is there a window on that? After a certain distance moonsmasher is no longer air unblockable Share this post Link to post Share on other sites
AigisPlayer Report post Posted October 28, 2014 Also for the sake of things, can we take questions to either the Q&A or gameplay thread since this is mostly for combos "You pissed me off!" Sho taimu 2014 Share this post Link to post Share on other sites
Filia Report post Posted October 30, 2014 Just pointing out that if you need a finisher of a standing loop without awaken, you can end with: Â xx 5B > sweep > 236B > DP > 236236B Â Example:Â Â 5AA > 5B > 2B> 5C > jc.B > j.C > 66 5B > 2B> 5C > jc.B > j.C > 66 5B > 2AB > 236B > DP > 236236BÂ [4025/32%] Share this post Link to post Share on other sites
Narroo Report post Posted October 31, 2014 Also for the sake of things, can we take questions to either the Q&A or gameplay thread since this is mostly for combos "You pissed me off!" Sho taimu 2014 Wrong thread. Whoops! Share this post Link to post Share on other sites
Tong Report post Posted October 31, 2014 Just pointing out that if you need a finisher of a standing loop without awaken, you can end with: Â xx 5B > sweep > 236B > DP > 236236B Â Example:Â Â 5AA > 5B > 2B> 5C > jc.B > j.C > 66 5B > 2B> 5C > jc.B > j.C > 66 5B > 2AB > 236B > DP > 236236BÂ [4025/32%] Â Oh yea these loops are pretty godlike, here's one using 2B starter: Â [2B> 5B> 5C> j.B> j.C(1)]x2 > dash 5C> j.B> j.C(1)> 5B> 2AB> 236B> DP> 236236B Damage: 4588 Â They do slight less damage than the j.C> j.DP> 236236A ender stuff though, and 236236B can't be replaced with 236236AB. Still a solid midscreen combo! Share this post Link to post Share on other sites
Kikuichimonji Report post Posted November 20, 2014 If you do A Moon Smasher at the end of the hop fatal counter combo, the two parts of the super don't combo into each other. Â D: Â On the plus side, ending the combo with SB Moon Smasher does 5782. Share this post Link to post Share on other sites
AigisPlayer Report post Posted November 20, 2014 If you do A Moon Smasher at the end of the hop fatal counter combo, the two parts of the super don't combo into each other. D: Depending on the combo, it can prorate too much so that they can tech after the first hit, unlike 236236a/b where if the first hit connects you get all of the following hits. Share this post Link to post Share on other sites
Kikuichimonji Report post Posted November 21, 2014 Okay so I see a lot of people complaining about how Sho doesn't get any damage off anti-airs. That's just not true. You can almost always combo off 2B if you can recognize the height it's hitting at. If it hits moderately high, you can do 2B(2) 5B(1) 5C 236B B~C teleport 214A A (2503 damage).  If they hit lower and you do 2B(2), you can do  2B(2) 214A~C 236B BB (2124 damage).  If either of these combos seem weird to you, you can just finish the original rekka chain instead of doing the teleport cancel extension for a bit less damage.  If you hit at the very high tip of 2B(1) where it doesn't connect the second hit, you can super jump and do j.A j.C 214A (1152 damage). Share this post Link to post Share on other sites
AigisPlayer Report post Posted November 21, 2014 Okay so I see a lot of people complaining about how Sho doesn't get any damage off anti-airs. That's just not true. You can almost always combo off 2B if you can recognize the height it's hitting at. If it hits moderately high, you can do 2B(2) 5B(1) 5C 236B B~C teleport 214A A (2503 damage). If they hit lower and you do 2B(2), you can do 2B(2) 214A~C 236B BB (2124 damage). If either of these combos seem weird to you, you can just finish the original rekka chain instead of doing the teleport cancel extension for a bit less damage. If you hit at the very high tip of 2B, you can super jump and do j.A j.C 214A (1152 damage). In a game where characters can kill you from an anti air, 2k isnt really much lol. Share this post Link to post Share on other sites
Kikuichimonji Report post Posted November 21, 2014 Does j.c j.dp 236236A ->another 236236A only work in fatal counter routes? Share this post Link to post Share on other sites