SynikaL Report post Posted March 27, 2015 What are some good Burst safe/bait ground/air combos I can employ? Share this post Link to post Share on other sites
Hakumen_Justice Report post Posted March 28, 2015 Its just the timing. I think you are missing the Vapor Thrust time after Greed Sever, try not to do it too fast. I figured it out. Turns out I was throwing 2HS a little too late. It has to be done pretty early for the first few active frames to hit, or else the start up gives the opponent enough time to tech. Share this post Link to post Share on other sites
Ourozama Report post Posted April 5, 2015 https://youtu.be/Ys8Ylj_Cyr4?t=20m1s Yeah 1.1 gameplay but iirc I saw Ain did this combo in 1.0 too... well I could be wrong though. So is there any tips on doing the microdash VT if it's applicable in 1.0? Can't seem to do it fast enough. Share this post Link to post Share on other sites
tuka Report post Posted April 6, 2015 I can do it in 1.0 but it's really hard. Since Ain is going for it all the time maybe it became a bit easier? Share this post Link to post Share on other sites
Tong Report post Posted April 6, 2015 Yea the extra frame buffer window increase helps alot on 1.1. Forget about it in 1.0, it's impractical. Share this post Link to post Share on other sites
shtkn Report post Posted April 6, 2015 i disagree, it's pretty practical in 1.0. Just learn the timing. Share this post Link to post Share on other sites
Ourozama Report post Posted April 7, 2015 Thanks guys for the inputs and.. sorry, I just only realized that the previous page already had info about this. Share this post Link to post Share on other sites
SoulGuitarist Report post Posted April 14, 2015 Mid-screen to near corner- 6HS>5K>c.S>6K>5K>c.S>236S>RRC>6D>j.S>j.HS>5S>2D>236D(oki set up) Share this post Link to post Share on other sites
Wutai_Shinobi Report post Posted April 20, 2015 Not sure what I'm doing wrong in this combo. Sometimes I hit it, other (most) times they recover at the end. I see in the Fail example the opponent pops up higher, but I'm not sure why or where to adjust if that's the issue. Any help is appreciated.http://youtu.be/4WFjnlwiqP8 Share this post Link to post Share on other sites
Tong Report post Posted April 20, 2015 Delay c.S> Ciel helps Share this post Link to post Share on other sites
Wutai_Shinobi Report post Posted April 21, 2015 A Twitter user called @TK_LPRD said to delay 2HS after the GS, and you say delay the cS before the split ciel. I'm finding you both correct in tandem. lol That said, I can get it, but it's a great option versus Potemkin while a different combo for lights & heavies I just started playing with seems easier and more damaging. 5D6, cS, 6P, H, 214K, 2Hx2, 623H, cS, 236D (142dmg v Sol, 168dmg v Millia, Not for heavyweights, KD) I love the flexibility of this game. Make tweaks here and there and evolve new combos all day. Actually, for sake of contributing, I'll post all the combos in my notes I'm liking so far. May help people with lower execution skills like myself. Any advice about them would be super appreciated of course. And thanks for the input, Tong. Share this post Link to post Share on other sites
Wutai_Shinobi Report post Posted April 21, 2015 Mid Strike: fS/2S, 236K (67/64dmg v Sol, OS 1st move to free KD, hit with tip for beat, RRC for extension to dmg) fS/2S, 236, RRC, 214K, S, 2H, jc.S, jc.S, jH, j623H (167/164dmg v Sol) fS, 3H, 214K, 623H (102dmg v Sol, OS 1st move, 120dmg v Sol CH, not for Potemkin) 6H, cS, 6K, K, S, 2S, 236K (160dmg v Sol, KD) 6H, cS, 2H(x2), 236K, RRC, 214K, c.S, 2H, jc.S, j623H (246dmg v Chipp, Chipp-only?) Low Strike: K, cS, fS, 2D (67dmg v Sol, KD) K, cS, 2D, 236D (74dmg v Sol, better in corner, KD) 2K/5K, H, 236D, 2D (91/101dmg v Sol, KD to 236H) Overhead Strike: 214K, cS, 2H, jc.S, jc.S, jH, j623H (122dmg v Sol) 5D8, jH, jH, jS, jP, jS, jc.S, jH, j623H (120dmg v Sol) 5D6, cS, 6P, H, 214K, S, 2H, jc.S, jc.S, jH, j623H (144dmg v Sol) 5D6, cS, 6P, H, 214K, 2Hx2, 623H, cS, 236D (142dmg v Sol, 168dmg v Millia, Not for heavyweights, KD) 5D6, cS, 6P, cS, 2H, 214K, 2H, 623H, cS, 236D (135dmg v Sol, 122dmg v Potemkin KD, use for heavies & mids, not for lights) Throw Combos: Throw, RRC, 214K, cS, 2H, jc.S, jc.S, jH, j623H (118dmg v Sol) Throw, RRC, 214K, 2H, 623H, cS, 236D (110dmg v Sol, KD) Anti-Airs: 6P, 2H, jc.S, jc.S, jH, j623H (139dmg v Sol) 2H, jc.S, jc.S, jH, j623H (136 v Sol) Share this post Link to post Share on other sites
MechaBaphomet Report post Posted April 21, 2015 Anti-Airs: 6P, 2H, jc.S, jc.S, jH, j623H (139dmg v Sol) 2H, jc.S, jc.S, jH, j623H (136 v Sol) For these Anti-Airs your better off ending them on a ground HSVT instead of taking them into the air unless its going to kill. You'll maintain a knockdown and be able to run your oki right after. If your close enough to the corner you could do a Vapor Thrust loop that will lead to more damage and a knock down into oki. Example: Anywhere 6p>cS>2H>623H>oki (106 dmg v sol) Near Corner 6p>cS>2H>623H>Vapor Thrust loop Share this post Link to post Share on other sites
Wutai_Shinobi Report post Posted April 23, 2015 For these Anti-Airs your better off ending them on a ground HSVT instead of taking them into the air unless its going to kill. You'll maintain a knockdown and be able to run your oki right after. If your close enough to the corner you could do a Vapor Thrust loop that will lead to more damage and a knock down into oki. Example: Anywhere 6p>cS>2H>623H>oki (106 dmg v sol) Near Corner 6p>cS>2H>623H>Vapor Thrust loop Thanks. Playing around with the anywhere one tonight. Sometimes the oki situation happens, sometimes not. Think it's timing and range. I'll be practicing it more. Know what this topic lacks tho? Block string info. It's sort of almost a combo lol. ;p Share this post Link to post Share on other sites
MechaBaphomet Report post Posted April 23, 2015 Thanks. Playing around with the anywhere one tonight. Sometimes the oki situation happens, sometimes not. Think it's timing and range. I'll be practicing it more. Know what this topic lacks tho? Block string info. It's sort of almost a combo lol. ;p Doing a ground HSVT as the ender wont allow them to tech in the air at all. It should give you time to run up and do 6H oki, and sometimes you can use CSE when you land and it will hit them right on wake up. Sometimes it doesn't reach them in time so they can just jump away. It might be Character specific or it might depend on how high they were when you VT'ed them. Share this post Link to post Share on other sites
Mr. Mamation Report post Posted April 23, 2015 Does anyone know if you can still jump cancel a tigerkneed slash and/or heavy air stun edge? Share this post Link to post Share on other sites
Sytha Report post Posted April 23, 2015 Nah there is a height where you can recover from but it's bit higher up than TK'd Share this post Link to post Share on other sites
Graque Report post Posted April 27, 2015 I have a mechanics question. Why do: 6HS > c.S > f.S > 3HS 6HS > f.S > 3HS both combo, but: f.S > 3HS c.S > f.S > 3HS don't combo? Or at least I tried a few times and couldn't get the bottom two working, while the timing on 6HS > f.S > 3HS seems pretty generous. Also, I had an unrelated question about 2HS anti-air combos starting with 2HS > j.S. In general will those work except on counter-hit? If it's not a counterhit, the j.S often won't connect for me after the 2HS. Also, while watching some videos it seems sometimes players start the combo with 2HS > c.S > 2HS. Is that a character-specific variation? Share this post Link to post Share on other sites
tuka Report post Posted April 27, 2015 f.S > 3H is crouching only, 6H forces crouch. 2H has a lot of untech time so it's pretty easy following it up even non-CH, if you cant reach with j.S try super jumping. 2CH > c.S works only on CH. Share this post Link to post Share on other sites
PozerWolf Report post Posted April 30, 2015 Anyone have that video displaying the mid-dash VT combos? Share this post Link to post Share on other sites
Tong Report post Posted May 3, 2015 Anyone have that video displaying the mid-dash VT combos? You probably mean this right? https://www.youtube.com/watch?v=ORdz0cycGRg I personally wouldn't bother with them until 1.1 (easier there) Share this post Link to post Share on other sites
tuka Report post Posted May 8, 2015 Dash VT combos are indeed easier post patch Share this post Link to post Share on other sites
Sytha Report post Posted May 8, 2015 All those corner throw combos I listed now do like 13-17 more points of damage. Because of the fixed throw GB- Share this post Link to post Share on other sites
Kizzercrate Report post Posted May 8, 2015 Boy I wish I could read Japanese so I could read the specific notes. Anybody cares to translate, please? Edit: for the dash VT corner carry video above Share this post Link to post Share on other sites