Zeromus_X Report post Posted December 30, 2014 If it's really close you can do 6HS > c.S > 6K, 2K > 2D > 236D instead. That way you get the guaranteed DC CSE oki and don't have to worry about spacing for stun dipper or microdashing the sweep. I'd rather end with sweep > seal anyway, since it feels like people can just upback DC CSE after stun dipper unless you spend meter to YRC it. Share this post Link to post Share on other sites
xlolxlolx Report post Posted December 31, 2014 uhhh if you ciel slide properly they can't upback out of it, they can fd jump out of it but they put themselves in a situation shittier than just ibing the sword .........anyways you should just vt loop into ciel off 6hs in the corner Share this post Link to post Share on other sites
SoulGuitarist Report post Posted December 31, 2014 Pretty sure you can do 6HS < c.S < 6K < 236D < 2D/236K. This. I usually do the 2D to avoid mistake but of you got the spacing for 236K, 236K with this combo is pretty solid Share this post Link to post Share on other sites
Gamegeezer Report post Posted January 6, 2015 What's your guys' favorite jump cancel D mixups? Been trying to figure out crossup/side switch air dash setups.....for example 2K < 2S < 2D < jump D -----> air dash S/HS or ------> midair S/HS......so on so forth. Share this post Link to post Share on other sites
HardSlash Report post Posted January 7, 2015 I've been fooling with jump cancel from 2D, j.D, then instantly throw out an air stun edge(S), yrc into either forward or back dash depending on the opposing characters options or how I want to mix them up. It can catch some more things than just j.D but of course it costs meter. There also the option of j.D, double jump forward into whatever. It would be really nice if j.S still has its awesome hitbox. Share this post Link to post Share on other sites
Koga_Noid Report post Posted January 7, 2015 I've been getting people with basic stuff like j.D < YRC then 5K or Greed Sever but it's always good to try different things. Share this post Link to post Share on other sites
Gamegeezer Report post Posted January 7, 2015 I've been getting people with basic stuff like j.D < YRC then 5K or Greed Sever but it's always good to try different things. I can't believe i never thought of doing that. It's a good thing i asked. Thanks for your guys' input. The YRC trick i'll definitely mess with, that seems too good not to abuse. Share this post Link to post Share on other sites
Maya Reinhartz Report post Posted January 8, 2015 So like... By Homing Dash you mean? Share this post Link to post Share on other sites
SynikaL Report post Posted January 9, 2015 How do I consistently get 2D after 236D stagger? Shit seems completely random to me. Share this post Link to post Share on other sites
Kizzercrate Report post Posted January 9, 2015 Spacing and location. Let's take this for an example: 5K 5S 6K 236D 2D 236K If you're not point blank range when you start, your 2D will whiff on the entire cast and you'll just have to go straight for Stun Dipper. If you're in the corner, sometimes you don't get a 2D at all thanks to hitboxes (hi Bedman). Some characters auto-fall out of the second hit of Stun Dipper (Axl). And then some characters end up landing face up, popping up immediately, and you don't get to set up your oki with that ender (Pot). Share this post Link to post Share on other sites
SynikaL Report post Posted January 9, 2015 So basically I should just go for Stun Dipper ender, then?2 Share this post Link to post Share on other sites
gilky92 Report post Posted January 9, 2015 You can do a dash 2D to hit at max range usually. Even if you are a bit late, many people can't mash hard enough to break stagger AND block low at the same time so usually if you drop the combo you'll get the sweep anyway. Share this post Link to post Share on other sites
Wutai_Shinobi Report post Posted January 10, 2015 Haven't been playing video games as much as I'd like to, but still working on my Ky. Decided to write the dmg values of the combos I can do reliably. I find knowing that, and adding strategic notes helps one figure out what tools are more worthwhile to practice. I'm still total butt at execution but this is all I have from the list in the first post:Ky Combo DMG (vs. Sol) Mid-Screen: Low Starters - 5K > c.S > 2S > 2D (67 dmg) 5K > c.S > 2D > 236D (74 dmg// better positioning in corner) 2K 5H 6K 236D 2D 236H (91 dmg)// 236H doesn't combo, but controls space) Overhead Starters - GS > c.S > 2H > HSVT (88dmg) GS > c.S > 2H > j.S > JC > j.S > j.HS > HSVT (122 dmg) Throw Starters - Ground Throw > RC > GS > c.S > 2HS > JC > j.S > JC > j.S > j.H > VT (118 dmg) Ground Throw > RC > c.S > 2H > 623H > c.S > 2H > 623H (117 dmg) Right now I'm trying to add a damaging corner throw to my tool set but the timing is killing me at the moment lol. After that I'll look into dust combos so I have two overhead choices, and don't have to always rely on GS for that. Share this post Link to post Share on other sites
Wutai_Shinobi Report post Posted January 11, 2015 Also, been trying corner throw combos for a while today. I can't get this one to work properly:Throw > RC > GS > 2HS > HSVT > 2HS > HSVT > c.S > 236D (121dmg before 236D connects) Any HSVT sometimes comes out as CSE, and the second 2HS often comes out as CSE, but I know that's just me. T_T I've completed the whole combo twice though, except the c.S > 236D always seems to fail to connect at the end. Anyone else get it to work? Does it leave you in a position to DC and lock a person in place for mix ups? Share this post Link to post Share on other sites
Sytha Report post Posted January 13, 2015 Corner 5K into GS comboes ending in Ciel knockdown. Axl:5K>5S>214K>2K>6P>2H>623H>2H(2hit)>236D=135 damage Bedman:5K>5H>214K>5K>5S>2H (2hit)>214K>623H>5S>236D (132 damage) Chipp:Does not work Elphelt:Does not work Faust:Does not work I-no:Does not work Ky:Does not Work Leo:Does not work May:Does not work Millia:Does not work Potemkin:5K>5H>214K>2K>5S>2H>214K>623H>5S>236D (129 damage) Ramlethal:5K>5H>214K>5S>2H(2hit)>623H>2H(2hit)>623H>5S>236D (169 damage) Sin:5K>5H>214K>2K>5S>2H>623H>2H(1hit)>236D (135 damage) Slayer:5K>5S>214K>2K>5S>2H>214K>623H>2H(2hit)623H>5S>236D (135 damage) Sol:Does not work Venom:5K>5H>214K>2K>5S>2H>623H>2H(2hit)>236D (141 damage) Zato:5K>5S>214K>2K>5S>2H>623H>2H(1ht)>236D (131 damage) On Sin you need a lot of run momentum so it's pretty worthless on Sin IMO. Axl, Slayer and Zato CAN be hit by 5K>5H>214K but it requires heavy run momentum. Stick with 5S it's way more stable. Zato likely has a better combo out there I just didn't find it. Share this post Link to post Share on other sites
BlueXIII Report post Posted January 16, 2015 5K > c.S > 6K > 236D > 2D > (DC) SE > Dash 3HS > GS > 2HS > HSVT > c.S > 236D 5HS > 236D > (DC) SE > Dash 2HS > 236D > (DC) SE > Dash c.S > 2HS >HSVT I'm having trouble with those combos. I can't get the (DC) SE to connect in either combo, as both versions seem to take too long to come out. Any idea what I might be doing wrong? Share this post Link to post Share on other sites
Kizzercrate Report post Posted January 16, 2015 For the first one, it looks a lot more like 2D xx (DC) SE. It'll look more like 2D36236P. I use 2D > Sacred Edge by itself from time to time to close out rounds, or a short combo into it. Once you get used to the cancel timing, it should come out a lot easier. Share this post Link to post Share on other sites
BlueXIII Report post Posted January 17, 2015 There's my problem. I thought the notation was for Stun Edge, not Sacred Edge. Derp. Thanks, haha Share this post Link to post Share on other sites
Ukyo Tachibana Report post Posted January 18, 2015 5K > c.S > 6K > 236D > 2D > (DC) SE > Dash 3HS > GS > 2HS > HSVT > c.S > 236D 5HS > 236D > (DC) SE > Dash 2HS > 236D > (DC) SE > Dash c.S > 2HS >HSVT I'm having trouble with those combos. I can't get the (DC) SE to connect in either combo, as both versions seem to take too long to come out. Any idea what I might be doing wrong? The first combo, you can substitute 5HS xx (DC) Sacred Edge (which may do more damage anyway) instead of doing 2D xx (DC) Sacred Edge. The knockdown isn't necessary in that combo because what you're trying to aim for is a wall stick, anyway. Plus against heavy characters, the 2D xx Sacred Edge might not connect. Best variation of this combo (as far as I've personally seen, close to the corner) is probably 5HS > 6K > 236D > 5HS xx (DC) Sacred Edge, micro dash 5S, 2HS (2 hits), HSVT. Substitute 5HS in the beginning for 5S if you can't get the timing down and the damage would still be relatively the same. You can basically transition into this combo if you land a meaty 6HS as an oki and you're near the corner. Share this post Link to post Share on other sites
WintySoSolo Report post Posted January 18, 2015 5K c5S 5H/f5S 236K RC dash 214K c5S 2H 623H will, from opponent in starting position, carry to corner for a second c5S 2H 623H. Is there a better carry combo after the RC here? 5H/f5S is depending on spacing which will hit. I didn't see this listed, the only 236K RC combo I saw was 236K RC 214K 5S 236D. Share this post Link to post Share on other sites
Inductive_Kick Report post Posted January 20, 2015 Someone can tell me if this works with everyone or not or if its been talked about before but Vs Sol you can do some wonky stuff with dust: In corner CH 2HS > j.D > j.S > land > 2HS > 623HS > 2HS > 623HS > 5S > Ciel Mid screen: CH 2HS > s.D > 5P > 5S > 623HS > Sacred Edge > Etc Share this post Link to post Share on other sites
Ukyo Tachibana Report post Posted January 20, 2015 Super-stylish (Potemkin only) "Triple Split Seal" combo: Throw (in corner) RC, Greed Sever, 2HS (one hit) xx Split Seal, 2HS (two hits) xx Split Seal, 2HS (two hits) xx Split Seal. 116 Damage! Share this post Link to post Share on other sites
Sytha Report post Posted January 20, 2015 Nah that's not Potemkin only. You can do it on most of the cast actually. I can give you a full set tomorrow I guess. Leo version is the easiest and is 2,2,2 variation. (2 hits of 2H each time) But yea there are some super stylish 2H>Ciel stuff in the corner. Share this post Link to post Share on other sites
xlolxlolx Report post Posted January 20, 2015 double ciel enders are actually the best in terms of frame advantage+damage like dust combos on lightweights with it etc Share this post Link to post Share on other sites
Sytha Report post Posted January 21, 2015 Corner Throw RC comboes High Damage Ciel enders: Axl:Throw>RC>5S>2h(2hit)>623H>2H(2hit)>236D>2H(2hit)>236D-135 damage Axl:Throw>RC>5S>2H(2hit)>623H>5S>2H(2hit)>623H>5S>236D-135 damage Axl:Throw>RC>5H>236D>2H(2hit)>214K>623H>5H>236D-141 damage Bedman:Throw>RC>6P>2H(2hit)>623H>5S>2H(2hit)>623H>5S>236D-117 Damage Chipp:Throw>RC>5S>2H(2hit)>623H>2H(2hit)>236D>2H(2hit)>236D-168 damage Chipp:Throw>RC>2H(2hit)>623H>5S>2H(2hit)>623H>5S>236D-166 damage Chipp:Throw>RC>5H>236D>2H(2hit)>214K>623H>5H>236D-174 damage Elphelt:Throw>RC>5S>2H(2ht)>623H>2H(1hit)>236D>2H(1hit)>236D-125 damage Elphelt:Throw>RC>5S>2H(2hit)623H>2H(2hit)>623H>5H>236D-132 damage Faust:Throw>RC>5H>236D>2H>214K>623H>5H>236D-137 damage Faust:Throw>RC>5S>2H(1hit)>623H>2H>623H>5S>236D-127 damage I-no:Throw>RC>5S>2H(2hit)>623H>2H(1hit)>236D>2H(2hit)>236D-132 damage I-no:Throw>RC>5S>2H(2hit)>623H>2H(2hit)>623H>5H>236D-135 damage Ky:Throw>RC>5S>2H(2Hit)>623H>2H(2hit)>236D>2H(2hit)>236D-133 damage Ky:Throw>RC>5H>236D>2H(2hit)>214K>623H>5H>236D-138 damage Leo:Throw>RC>44>2H(2hit)>214K>2H>623H>2H(2hit)>236D>2H(2hit)>236D-133damage Leo:Throw>RC>5H>236D>2H(2hit)>214K>2H>623H>5H>236D-139 damage May:Throw>RC>5S>2H(2hit)>623H>2H(2hit)>236D>2H(2hit)236D-135 damage May:Throw>RC>2H(2hit)>623H>5S>2H(2hit)>623H>5H>236D-137 damage Millia:Throw>RC>5S>2H(2hit)>623H>2H(1hit)>236D>2H(2hit)>236D-152 damage Millia:Throw>RC>5S>2H(2hit)>623H>2H(2hit)>623H>5H>236D-157 damage Potemkin:Throw>RC>6P>2H(2hit)>623H>5S>2H(1hit)>236D>2H(1hit)>236D-115 damage Potemkin:Throw>RC>2H(2hit)>236D>2H(2hit)>214K>2H>623H>5S>2H(2hit)>236D-120 damage Ramlethal:Throw>RC>5S>2H(2hit)>623H>2H(1hit)>236D>2H(2hit)>236D-131 damage Ramlethal:Throw>RC>5S>2H(2hit)>623H>2H(2hit)>623H>5H>236D-135 damage Sin:Throw>RC>5S>2H(2hit)>623H>2H(2hit)>236D>2H(2hit)>236D-134 damage Sin:Throw>RC>2H(2hit)>236D>2H(2hit)>214K>623H>5H>236D-139 damage Slayer:Throw>RC>5H>236D>2H(2hit)>214K>623H>5H>236D-127 damage Sol:Throw>RC>5S>2H(2hit)>623H>2H(1hit)>236D>2H(2hit)>236D-128 damage Sol:Throw>RC>5H>236D>2H(2hit)>214K>623H>5H>236D-137 damage Venom:Throw>R>5S>2H(2hit)>623H>2H(2hit)>236D>2H(2hit)>236D-133 damage Venom:Throw>RC>5H>236D>2H(2hit)>214K>623H>5H>236D-138 damage Zato:Throw>RC>5S>2H(2hit)>623H>2H(2hit)>236D>2H(2hit)>236D-139 damage Zato:Throw>RC>5H>236D>2H(2hit)>214K>623H>5H>236D-145 damage Corner Throw RC 236D loops (because why not) Axl:Throw>RC>2H(2hit)>236D>2H(2hit)>236D>2H(2hit)>236D-131 damage Bedman:Throw>RC>2H(2hit)>236D>5S>236D-94 damage (Can't really loop bedman.) Chipp:Throw>RC>2H(2hit)>236D>2H(2hit)>236D>2H(2hit)>236D-162 damage Elphelt:Throw>RC>5H>236D>2H(1hit)>236D-108 damage (Loop is not possible on Elphelt for more than 2 reps) Faust:Does not work I-no:Throw>RC>2H(1hit)>236D>2H(1hit)>236D>2H(1hit)>236D-121 damage Ky:Throw>RC>2H(2hit)>236D>2H(2hit)>236D>2H(1hit)>236D-126 damage Leo:Throw>RC>2H(2hit)>236D>2H(2hit)>236D>2H(2hit)>236D-128 damage May:Throw>RC>5H>236D>2H(2hit)>236D>2H(1hit)>236D-132 damage Millia:Throw>RC>5H>236D>2H(2hit)>236D-136 damage Potemkin:Throw>RC>214K>2H(2hit)>236D>2H(2hit)>236D>2H(2hit)>236D-117 damage Ramlethal:Throw>RC>2H(1hit)>236D>2H(2hit)>236D>2H(2hit)>236D-129 damage Sin:Throw>RC>2H(1hit)>236D>2H(2hit)>236D>2H(1hit)>236D-124 damage Slayer:Throw>RC>5H>236D>2H(1hit)>236D-102 damage (2H connects after the 2nd 236D but 236D wont follow up again.) Sol:Throw>RC>2H(1hit)>236D>2H(2hit)>236D>2H(2hit)>236D-126 damage Venom:Throw>RC>5H>236D>2H(1hit)>236D-109 damage Zato:Throw>RC>5H>236D>2H(2hit)>236D-121 damage Share this post Link to post Share on other sites