RnK xOver Report post Posted June 8, 2015 My last combo chara spe w/ Riot Stamphttps://youtu.be/YtpGRaxX53c Share this post Link to post Share on other sites
Nakkiel Report post Posted June 11, 2015 Not sure if it's been listed somewhere just yet, what is the optimal (or near-optimal) combo vs. characters that Fafnir > BB doesn't connect on? Particularly I-no where Fafnir > dashing GF > 5S > Kudakero doesn't connect. I don't want to lose out on the stun and would like to know what you guys have been doing. JP vids I've been checking for usually just do air combo ender. Share this post Link to post Share on other sites
D.R.F. Report post Posted June 12, 2015 If they are too high for those situations (light characters, etc. ) then yea just get knockdown. Not worth the drop Share this post Link to post Share on other sites
VR-Raiden Report post Posted June 12, 2015 Not sure if it's been listed somewhere just yet, what is the optimal (or near-optimal) combo vs. characters that Fafnir > BB doesn't connect on? Particularly I-no where Fafnir > dashing GF > 5S > Kudakero doesn't connect. I don't want to lose out on the stun and would like to know what you guys have been doing. JP vids I've been checking for usually just do air combo ender.On Millia there's an easy answer, from that vid posted a few posts back: (VS Millia, corner) c.S > 6P > delay Gun Flame, 5HS (HJC) > j.D > Kudakero |> 5HS (JC) > j.D, falling j.D |> Fafnir, dash c.S > 6P > 6HS > HS Volcanic Viper -> Tataki Otoshi That route will work well at any times you are deep in corner or haven't added enough pushback before needing to Fafnir. On I-no and May I typically still just do simple dustloop to air VV for consistency's sake but you can play games with delaying jump cancels and neutral/forward jumps to get Kudakero to connect, either both hits or 1st hit only into 5K link. If you manage to be not too deep (WT starter for example) for Fafnir to connect on them, I think optimal (outside of height specific Fafnir > BB on Millia/May) is Fafnir > dashing GF > 6P > delay 2HS(HJC) > j.D > Kudakero > ender. On that note I'm currently working on a vid and organized table gathering all Fafnir BB link info for midscreen and corner. There are a bunch of weird cases. The 2nd character specifics reference thread post is also more updated on that now. Share this post Link to post Share on other sites
Nakkiel Report post Posted June 13, 2015 Hmm, okay, thank you! I've doing the air combo ender also and wondering if I was missing something but I guess not Too inconsistent to get the height right off most confirms. Share this post Link to post Share on other sites
tayloredswift Report post Posted June 19, 2015 silly burst punish DI combo: https://youtu.be/Fttb_LsWpUM Share this post Link to post Share on other sites
flamemasteraj Report post Posted July 1, 2015 https://www.youtube.com/watch?v=P7kkjcDQKZ4 Basic to advanced combos. Share this post Link to post Share on other sites
HlDEKI Report post Posted July 1, 2015 Why would you start all the combos with 5K? Share this post Link to post Share on other sites
flamemasteraj Report post Posted July 1, 2015 I just wanted to. Fast, easy hit confirm, etc. This isn't a huge vast video, I will make one of those in the future though. Share this post Link to post Share on other sites
Abenson Report post Posted July 5, 2015 Hey I'm a beginner Sol player, and I'm having a lot of trouble doing the most basic dustloop. I would do 6P 5H jD (falling) jD Fafnir, but the training dummy seems to be able to tech just right before my fafnir hits. This happens 50% of the time when I attempt the combo, and I am having a lot of trouble pinpointing the problem or reason this happens. I suspect it might be because I am landing the second jD too far above the ground, but I am still having trouble finding a way to do the combo consistently. Do you guys have any strategies or tips to be able to land the combo? Share this post Link to post Share on other sites
Tong Report post Posted July 5, 2015 Slightly delay Fafnir helps. Keep in mind that this combo can be a problem on certain character (Lightweights), like Millia, I-no and May. Share this post Link to post Share on other sites
Hakumen_Justice Report post Posted July 24, 2015 CH 5HS > IAD > j.S > j.HS(2) > c.S/5K > 6P > 5HS > j.D > j.D... does not seem to work as a corner combo. The opponent can tech after the first j.D. Sometimes cutting it short into a knockdown with something like 2D > Bandit Revolver can be a problem due to pushback (does not apply to large hurtbox characters). So after a few hours of labbing, I came up with a different method for ending the corner combo off CH HS. I got the idea after seeing a Millia specific combo posted by Final Ultima in an early post. Probably not the most optimal, but I couldn't think of anything else to end the confirm on a good note. Anyways, here it is: [Corner] CH 5HS > IAD > j.S > j.HS(2), c.S/5K > 6P > Gunflame > 5HS > IAD > j.P > j.K > HS-Volcanic Viper -> Tataki Otoshi. Does 203 damage. Also, Gunflame can be delayed if it suits anyone's liking, and does not affect the combo in any way. Video: https://youtu.be/bK868i8oZIk Share this post Link to post Share on other sites
Final Ultima Report post Posted July 24, 2015 Untechable time decay prevents D-Loops from working after a certain amount of time in hitstun, but if you're close enough to the corner to get 6P > Gun Flame, you can just replace j.HS with j.D and cut out the middle man altogether. That should allow you to relaunch quickly enough to land the D-Loop rep into a full conversion, resulting in about 240-250 damage on Sol depending on how optimal the ensuing combo is. Share this post Link to post Share on other sites
Hakumen_Justice Report post Posted July 24, 2015 Untechable time decay prevents D-Loops from working after a certain amount of time in hitstun, but if you're close enough to the corner to get 6P > Gun Flame, you can just replace j.HS with j.D and cut out the middle man altogether. That should allow you to relaunch quickly enough to land the D-Loop rep into a full conversion, resulting in about 240-250 damage on Sol depending on how optimal the ensuing combo is. Thanks! I'll get to labbing on that some more. Share this post Link to post Share on other sites
VR-Raiden Report post Posted July 30, 2015 https://www.youtube.com/watch?v=UOa48rfSjFw Far range midscreen CH 2D confirm on Bedman. You can adjust the air combo for more damage but the one I show ensures you don't put yourself in corner. This combo sorta works on some others (non light weights), but it's by far the most consistent on Bedman from what I know so far. On others if they're being brought into corner it is more lenient, and you can end with Kudakero stuff. Share this post Link to post Share on other sites
VR-Raiden Report post Posted August 1, 2015 Collection of air-to-air confirms: https://www.youtube.com/watch?v=Vg7QNwiGl7c Share this post Link to post Share on other sites
D.R.F. Report post Posted August 1, 2015 Sol-Fucking-Badguy. The combo potential off of shit like this is too good Share this post Link to post Share on other sites
LockedAndClush Report post Posted August 1, 2015 Oh yes, seeing this makes me realize I always miss out on so much damage (and knockdowns) that it makes me feel like a scrub. Sol is now a abare-damage-stun-carry monster, and damn, does it all look good too. Time to step up and practice. Also, has anyone had any luck landing a dustloop>Fafnir>dash GF>c.S>j.D>Kudakero>ender if the starter was a run in CH 2D>Gunflame>5HS>2HS (EDIT:This was supposed to be 5HS/2HS, as in either one, sorry about that)? I can't, for the life of mine, seem to dash in close enough before the enemy recovers from the Fafnir. For the record, I do dash Gunflame with 6236P. It usually works fine for these extensions. Share this post Link to post Share on other sites
D.R.F. Report post Posted August 1, 2015 I'm wondering if the 5Hs> 2Hs prorates the combo too hard and it just drops sooner Share this post Link to post Share on other sites
LockedAndClush Report post Posted August 1, 2015 I'm wondering if the 5Hs> 2Hs prorates the combo too hard and it just drops sooner I wrote that down bad, I meant either 5HS or 2HS, sorry about that. Share this post Link to post Share on other sites
D.R.F. Report post Posted August 1, 2015 Oh, err 2D is a decent starter, if anything the GF after just makes it a tighter combo Share this post Link to post Share on other sites
Final Ultima Report post Posted August 1, 2015 Proration and other scaling factors have no effect on untechable time decay. It's all on a timer. CH 2D > Gun Flame, 5HS/2HS takes considerably longer than say, 5K > 6P > delay 5HS/2HS, so landing the dash Gun Flame becomes much tighter, although still possible. You just need a high air hit Fafnir and a prompt dash Gun Flame. Share this post Link to post Share on other sites
D.R.F. Report post Posted August 1, 2015 Got it. Makes sense Share this post Link to post Share on other sites
VR-Raiden Report post Posted August 8, 2015 (edited) https://www.youtube.com/watch?v=S2je9oxJbi8 CH VV(RC) sideswap combos- 1st combo is more burst safe but requires more specific spacing, it uses a dashing neutral jump j.K.- 2nd combo is a lot like this old one, but uses dashing GF (66236P or preferrably 2366P) to make it work from farther range and make cross under more lenient: https://www.youtube.com/watch?v=EIsOKTw6HAM Edited August 8, 2015 by VR-Raiden Share this post Link to post Share on other sites
VR-Raiden Report post Posted August 12, 2015 (edited) https://www.youtube.com/watch?v=_CQ7GutDRMM CH 6P RS combos. These have the most corner carry of any midscreen CH 6P route and lead to good damage. Main use is for when you're too far for CH 6P BB Fafnir BB route. Edited August 12, 2015 by VR-Raiden Share this post Link to post Share on other sites