zankoku Report post Posted October 4, 2014 Not every DP is slow enough on recovery to punish with 2C, but if they are and they don't have super cancel, go for it. Share this post Link to post Share on other sites
Sentora Report post Posted October 7, 2014 Is there any way to combo into his command throws or throw specials? 2c looks like it should allow me to pull them into one, but kanji whiffs no matter what during the hitstun. Share this post Link to post Share on other sites
Darlos9D Report post Posted October 7, 2014 Is there any way to combo into his command throws or throw specials? 2c looks like it should allow me to pull them into one, but kanji whiffs no matter what during the hitstun. You can do it off of a charged 5B, or if you cancel the 2nd hit of the 236236A/B super. Basically, it's whenever the opponent is in that standing hitstun where they're twirling around like a ballerina. That hitstun is throwable. I forget how you combo INTO a charged 5B, but I think there's an example in Kanji's challenge mode. Seriously just do his combo challenge mode you'll learn everything you need to know there I swear. Share this post Link to post Share on other sites
zankoku Report post Posted October 7, 2014 You can combo into throws with spin state. Things that induce spin state are: 5 counterhit 5B counterhit 2C 236236A/B/A+B (second hit) Share this post Link to post Share on other sites
Sentora Report post Posted October 7, 2014 Is there a certain timing to the 2c or is it only on counter hit? Because take sweeps them close and all three command throws whiff while they spin right in range. Share this post Link to post Share on other sites
zankoku Report post Posted October 7, 2014 Non-counterhit 2C doesn't put them in spin state. Share this post Link to post Share on other sites
Sentora Report post Posted October 8, 2014 Non-counterhit 2C doesn't put them in spin state. Yeah, I'm retarded, never mind that last comment, and thanks for the answers I'm putting in the labwork now. Share this post Link to post Share on other sites
zankoku Report post Posted October 16, 2014 Why does this combo work? fc 2C > 2B > 236B > 2A > sweep > 236B > 2A > 2B > 236B > 5AAA > j.214B > 236A Share this post Link to post Share on other sites
Raccoon Report post Posted October 21, 2014 Why does this combo work? fc 2C > 2B > 236B > 2A > sweep > 236B > 2A > 2B > 236B > 5AAA > j.214B > 236A Tried it on Sho, couldn't get the 2nd 2A to connect. Share this post Link to post Share on other sites
Hollysmoke Report post Posted October 21, 2014 "j.214A > OMB > 5C > 236B > 5AAA > j.214A > 236A -- 4335" <-- I can't get the 236B to connect after 5C, the opponent always seems to be too far. How can I get it to connect? Is it just really precise timing on 5C? Share this post Link to post Share on other sites
zankoku Report post Posted October 22, 2014 Tried it on Sho, couldn't get the 2nd 2A to connect. You sure you're not accidentally muscle-memorying 5C? I just tried it and it connected pretty easily. http://youtu.be/3Egev6PebYo "j.214A > OMB > 5C > 236B > 5AAA > j.214A > 236A -- 4335" <-- I can't get the 236B to connect after 5C, the opponent always seems to be too far. How can I get it to connect? Is it just really precise timing on 5C? Hold 6 during the OMB to walk forward, then tap C at the right timing. http://youtu.be/06WOxDe_r9w Share this post Link to post Share on other sites
Rezial Report post Posted October 24, 2014 Maybe this is known I didn't see it listed, but normal Kanji can do: (Cornered) Throw > walk foward slightly > 5AAA > 214B > 236A -- 2667 / 32 Meter. You need to walk foward in order to allow the 5AAA to connect and you can't be more than about a character length out of the corner. Works on all characters but seems harder on smaller characters. Share this post Link to post Share on other sites
Hitage Report post Posted October 29, 2014 What are some combos you guys use off of raw super with omb and omc? Share this post Link to post Share on other sites
Powerstar7 Report post Posted November 16, 2014 For the fatal j.C combos I've tried, the 5C always whiffs after 2A > 2B. Could someone tip me off as to why this is happening? Share this post Link to post Share on other sites
JormungandrXXI Report post Posted November 17, 2014 You have to delay 2B or they're too high Share this post Link to post Share on other sites
Shadow_BCE Report post Posted November 18, 2014 here my contribution to Kanji combos: FC Combo that works the same with either Kanji or Shadow Kanji no matter with air J. C or 2C starter [FC] J.C or 2C > 2B > 5C > 236B > (wait the char really be in the ground, if the adversary is too high, the sweep part may wiff) 2A > sweep > 2a > 2b> 236B > air 214B > from here you decide if end the combo with 236 A or 236236 AB + 236 C + 236A in case you ended up in corner and have SP or super chair > omc > super grab in case you have 150 sp or Shadow frenzy. In case you are near the corner with Kanji [FC] J.C or 2C > 2B > 5C > 236B > (wait the char really be in the ground, if the adversary is too high, the sweep part may wiff) 2A > sweep > 2a > 2b> 236 C > 5AAA > 214B and the same combo ending conditions from above, with super chair > omc > super grab is 8631 damage =] Share this post Link to post Share on other sites
zankoku Report post Posted November 18, 2014 your version: fc 2C > 2B > 5C > 236B > 2A > sweep > 236B > 2A > 2B > 236B~214B > 236A = 5664 damage, +46 meter easy version: fc 2C > 2B > 236B > 2A > sweep > 236B > 2A > 2B > 236B > 5AAA~214B > 236A = 5634 damage, +62 meter optimal: fc 2C > 2B > 5C > 5 > sweep > 236B > 2A > 2B > 5C > 236B > 5AAA~214B > 236A = 6217 damage, +67 meter shadow: fc 2C > 2B > 5C > 5 > sweep > 236B > 2A > 2B > 236B > frenzy > 2B > j.B > j.C > j.214A > 236C+D (or [4]6D > sweep > B+D if in corner) > 236236A > omc 2nd hit > 214214C+D = 7721 (7943) damage I think the extreme meter gain would be more useful in this case, and the optimal damage version is of course just really good overall. your version: fc j.C > 2C > 2B > 5C > 236B > 2A > sweep > 236B -- combo drops at this point easy version: fc j.C > 2C > 5C > shorthop j.B > sweep > 236B > 2A > 2B > 236B > 5AAA~214B > 236A = 5788 damage, +64 meter optimal: fc j.C > 2C > 5C > shorthop j.B > 2B > 5C > 5 > sweep > 236B > 2A > 2B > 236B > 5AAA~214B > 236A = 6318 damage, +74 meter shadow: fc j.C > 2C > 5C > shorthop j.B > sweep > 236B > 2A > 2B > 5C > 236B > frenzy > 2B > j.B > j.C > j.214A > 236C+D (or 236C if in corner) > 236236A > omc 2nd hit > 214214C+D = 7618 (7667) damage Yeah... haven't found a way to make your combo work. Notably, the optimal combo actually deals more damage than your corner 2C combo. Share this post Link to post Share on other sites
Shadow_BCE Report post Posted November 18, 2014 (edited) your version: fc 2C > 2B > 5C > 236B > 2A > sweep > 236B > 2A > 2B > 236B~214B > 236A = 5664 damage, +46 meter easy version: fc 2C > 2B > 236B > 2A > sweep > 236B > 2A > 2B > 236B > 5AAA~214B > 236A = 5634 damage, +62 meter optimal: fc 2C > 2B > 5C > 5 > sweep > 236B > 2A > 2B > 5C > 236B > 5AAA~214B > 236A = 6217 damage, +67 meter shadow: fc 2C > 2B > 5C > 5 > sweep > 236B > 2A > 2B > 236B > frenzy > 2B > j.B > j.C > j.214A > 236C+D (or [4]6D > sweep > B+D if in corner) > 236236A > omc 2nd hit > 214214C+D = 7721 (7943) damage I think the extreme meter gain would be more useful in this case, and the optimal damage version is of course just really good overall. your version: fc j.C > 2C > 2B > 5C > 236B > 2A > sweep > 236B -- combo drops at this point easy version: fc j.C > 2C > 5C > shorthop j.B > sweep > 236B > 2A > 2B > 236B > 5AAA~214B > 236A = 5788 damage, +64 meter optimal: fc j.C > 2C > 5C > shorthop j.B > 2B > 5C > 5 > sweep > 236B > 2A > 2B > 236B > 5AAA~214B > 236A = 6318 damage, +74 meter shadow: fc j.C > 2C > 5C > shorthop j.B > sweep > 236B > 2A > 2B > 5C > 236B > frenzy > 2B > j.B > j.C > j.214A > 236C+D (or 236C if in corner) > 236236A > omc 2nd hit > 214214C+D = 7618 (7667) damage Yeah... haven't found a way to make your combo work. Notably, the optimal combo actually deals more damage than your corner 2C combo. the combo is not j.c > 2c its j.c OR 2c [FC] starter, all the following imputs works in either starter =] making clear, try near corner 2C > 2B > 5C > 236B > 2A > sweep > 2a > 2b> 236 C > 5AAA > air 214B > super chair > omc > super grab (8631) Actually, you should take 10 points of SP from your calcs, you are adding the first hit 10 sp bonus from the training mode everytime you reset =p Edited November 18, 2014 by Shadow_BCE Share this post Link to post Share on other sites
JormungandrXXI Report post Posted November 18, 2014 I can't get that 2A>sweep>2A to work. Is that a typo or supposed to be there? Share this post Link to post Share on other sites
Shadow_BCE Report post Posted November 18, 2014 I can't get that 2A>sweep>2A to work. Is that a typo or supposed to be there? its exactly like that, the problem is that sweep > 2a is a link, not a chain, you must wait for the exactly moment the sweep ends, not to mash 2A =] Share this post Link to post Share on other sites
Shadow_BCE Report post Posted November 18, 2014 did you guys know that 236236 A+B can be canceled in the first hit when you press or hold B or C or D before the first hit ? i cant find any utility in combos with this "feint" -_- Share this post Link to post Share on other sites
JormungandrXXI Report post Posted November 18, 2014 If you want to do 236236AB hold into furious action into super grab so they tech with paralysis and get grabbed. Would have to be deep into a combo for an immediate tech Share this post Link to post Share on other sites
zankoku Report post Posted November 18, 2014 It's actually 9 SP, and I already subtracted that amount. The optimal j.C combo I listed is worth 8728 if you did the 150 SP ender. Your 8.6k damage is only achievable if you did 236B after 2A > sweep, so I honestly don't know if you're actually doing a 2A > sweep > 2A link or not, but I'm not seeing it. As for silly corner stuff, might as well go for shit like 2C > [4]6C > 2A > sweep > 236B > 2A > 2B > 236B > 2A > 2B > 236C > 5AAA~214B > 236236A > omc 2nd hit > 214214C for 8846 Share this post Link to post Share on other sites
Shadow_BCE Report post Posted November 19, 2014 some questions: in the first page, all shadow kanji combos says to use 236236 B > omc > grab super, theres any specific about the 236236 B version ? any tips about kanji challenge 30 ? i cant combo TK air 214b like the demo shows how can i combo raw super grab with air 214 ? how can i combo 236236AB with air 214 ? the cpu already used those 2 on me and i know they are possible. Share this post Link to post Share on other sites
zankoku Report post Posted November 19, 2014 some questions: in the first page, all shadow kanji combos says to use 236236 B > omc > grab super, theres any specific about the 236236 B version ? any tips about kanji challenge 30 ? i cant combo TK air 214b like the demo shows how can i combo raw super grab with air 214 ? how can i combo 236236AB with air 214 ? the cpu already used those 2 on me and i know they are possible. No difference between 236236A and 236236B. Here's what I did: j.214B > frenzy > 5C > 236B~214B > 236AB~214A > 236CD > j.214B (have to time this to connect right when persona hits ground) > 236B~214A > 236AB~214AB There's several more solutions too. Farther away, j.214AB. Up close, only way is to tk j.214B tk j.214B Share this post Link to post Share on other sites