kinker Report post Posted August 8, 2010 Hey guys, anyone have any advice for when you absolutely know someone is gonna jump back after you end a string? I know IAD throw is there, but it gets predictable and easily broken. I'm just looking for some mixups in this situation. TK GH? really the only thing i can think of. unless you want to dash and try to catch them as they land. Share this post Link to post Share on other sites
Kain Report post Posted August 8, 2010 Is there a trick to 5D>22C? I can't seem to get it. I've been settling for Inferno Dividers instead :| Knockdown the opponent in the combo with either 3C or 2D, then make sure you're close enough after the 5D for the 22C to hit. Make absolutely sure that knocked the opponent down before you went for 5D>22C. If you didn't, go ahead and do DID. Otherwise, there's no excuse for missing out on an opportunity for oki/mixup. Share this post Link to post Share on other sites
Seifuuku Report post Posted August 8, 2010 for 5d (1) DC, seems like advance input does not work. input the dash on the last visible animation frame of 5D (1) which is right before 5D (2) hits still very unsafe if they expect it, though. Share this post Link to post Share on other sites
Spirit Juice Report post Posted August 8, 2010 Has anyone been able to land a double BE combo on Mu the Cow? It doesn't seem like it's possible. Share this post Link to post Share on other sites
Final Ultima Report post Posted August 8, 2010 If you're referring to the standard double Belial Edge combo, it is possible. You need to land the 6D as low as possible. I think it's a 1-framer, but don't quote me on that. Share this post Link to post Share on other sites
Spirit Juice Report post Posted August 8, 2010 I'll experiment with it some more, but most of the time I couldn't get it to work. Share this post Link to post Share on other sites
Yggjrasil Report post Posted August 8, 2010 I'll experiment with it some more, but most of the time I couldn't get it to work. Yeah I had the same problem after Proto told me, you have to time it extremely fast. In doing that the 2nd BE is very low to the ground. Share this post Link to post Share on other sites
Final Ultima Report post Posted August 8, 2010 If anything, I find that it's a very lazy delay. You're just landing from Belial Edge and it's like "Err... now." Share this post Link to post Share on other sites
Admiral Crunch Report post Posted August 10, 2010 I'm having a real difficulty with Ragna's mission 7 combo. Not only do I enjoy trying to complete challenge mode, but it seems that it's a rather useful combo in matches, too! 623C -> 236C -> 236C, 5B, 6A, (HJC), j.C, j.D, (JC), j.C, 214C, 3C I'm having trouble landing 5B, 6A. Not so much the 5B, but the 6A that follows. It whiffs very often. On rare occasions that I do land the 6A and go on with the air combo, 214C seems to hit the dummy in a weird way so that he can tech out. I'm figuring I'm not figuring out the minute spacing know-how for this combo. The computer demonstrations help, but it has too perfect of spacing and timing that I found out it's sometimes best to ask others. Oh, and finally, I do notice that there should be a delay after 623C for 236C -> 236C. I heard some say delay before each follow-up. I heard delay only before the last follow-up. I've been delaying both. Is there a significant difference? Share this post Link to post Share on other sites
Prototype909 Report post Posted August 10, 2010 Try connection with the second 236C (The wallbounce straight punch) at a timing where it seemingly connects with the opponents face, then wait until they are within optimal vertical range before throwing out 5B, 6A. Share this post Link to post Share on other sites
Seifuuku Report post Posted August 10, 2010 so, what does everyone prefer to use as combo enders 5d D. ID? 3c 5d (1) HF+followup? 3c into jump cancel? 6b or something else, to set up an air throw or attempt a 6a/6d unblockable Share this post Link to post Share on other sites
VR-Raiden Report post Posted August 10, 2010 I still like 22C when I can get it. Other than that I'm still working on figuring out which I should do when. Still need to implement that 3C > safe jump j.C stuff TitaniumBeast posted, seems like that would be the go to option in a lot of cases. Share this post Link to post Share on other sites
redsilversnake Report post Posted August 10, 2010 so, what does everyone prefer to use as combo enders 5d D. ID? 3c 5d (1) HF+followup? 3c into jump cancel? 6b or something else, to set up an air throw or attempt a 6a/6d unblockable I'd imagine it largely depends on what you want at the end of a combo. For life gain, 5D>623D is best. For okizeme, a jump-cancelled 3C is best. Though, as VR said, if you can, use 5D>22C. Not only does it give you great oki, but it does a guaranteed 400 extra damage. Share this post Link to post Share on other sites
Prototype909 Report post Posted August 10, 2010 so, what does everyone prefer to use as combo enders 5d D. ID? 3c 5d (1) HF+followup? 3c into jump cancel? 6b or something else, to set up an air throw or attempt a 6a/6d unblockable Mid-Screen off BE combo - Dash 3C -> 5D (1 hit) -> HF -> Tsuika (Almost always puts them in a corner after BE combos) Corner, no ability to do 22C, life drain will make some difference - 5D -> ID (D) Corner, no ability to do 22C, life drain is not needed - 3C -> Jump Cancel Corner, 22C is applicable - Double BE combo -> 22C ender Share this post Link to post Share on other sites
Sadeyo Report post Posted August 10, 2010 I like to end most of my combos with Hells Fang. Even after the first hit of Hells Fang depending on my recent start up I could link it into some other good shit. Majority times 22c or just giving myself time with a new approach. It's reliable in my hands no matter how risky it is. Share this post Link to post Share on other sites
Spirit Juice Report post Posted August 10, 2010 5D > 623D vs 3C > JC combo enders are purely preference. Against most characters, I just do 5D > 623D combo ender even when life drain is not needed because of the extra meter gain. Share this post Link to post Share on other sites
Zeromus_X Report post Posted August 10, 2010 I usually always go for the 3C/22C oki now unless I know I'll get over 50 heat from the D -> DID. Share this post Link to post Share on other sites
Zinc Elemental Report post Posted August 10, 2010 In general, what are the best options to try after a 22C? Share this post Link to post Share on other sites
VR-Raiden Report post Posted August 10, 2010 Plenty of good options, TK GH - overhead 2D/6C - low 5B (hits) > GH - overhead 5B (hits) > 2D - low 6B - overhead dash 2B/3C -low, catches them if they don't tech dash 2C - fatal counter if you know they like mashing out uncontrollably throw set ups bait a reversal or simply apply pressure again These aren't the only options of course. Share this post Link to post Share on other sites
FlyingVe Report post Posted August 10, 2010 Do what ever you want, that's why 22C is so good. I guess just don't do anything silly. For example don't do 6C, if you need a low do 2b or 3C. Personally I'm a big fan of going for tick throws, or tick setups afterwards, that or 6B. Share this post Link to post Share on other sites
-Ladon- Report post Posted August 10, 2010 for anyone who reads the ragna oki thread or has looked around 3C is the prefered ender unless you get 22C oki, forcing emergency tech then getting a safe jump is -miles- ahead of any other option unless you REALLY want the meter gain. Share this post Link to post Share on other sites
kusanagiryu Report post Posted August 11, 2010 I can't seem to consistently do a Tk'ed Gauntlet Hades. More than 70% of the time the ground version of GH comes out. Is there some sort of timing in pressing 2147B or something? Just so you know, I have no problems doing a TK'ed Belial Edge (just to show that I can TK) Share this post Link to post Share on other sites
TITANIUM BEAST!!! Report post Posted August 11, 2010 I'd say a lot of it depends on the matchup too, like vs Hazama where you really want the extra meter to pressure him. Even though the mixups off of 5D -> 623D etc aren't as strong as 3C oki, they're still good enough that you can force the other person to tech in a non-ideal position and still pressure them. A lot of it will depend on your opponent as well and how well they know the matchup. Share this post Link to post Share on other sites
VR-Raiden Report post Posted August 11, 2010 I can't seem to consistently do a Tk'ed Gauntlet Hades. More than 70% of the time the ground version of GH comes out. Is there some sort of timing in pressing 2147B or something? Just so you know, I have no problems doing a TK'ed Belial Edge (just to show that I can TK) My only guess is you're pressing the button too early. Put on input display in training, that will probably show your error. If going to just 7 doesn't work for you, you can always go around more to 8 or 9 to get it out. Share this post Link to post Share on other sites
Isaiah820 Report post Posted August 11, 2010 Thought this would be the best thread to ask in and I hope it hasn't been answered already: In BE combos (j.C->j.D->JC->j.C->j.214C...), is there a particular advantage to using j.C->j.214C versus using j.D->j.214C. I've been using j.D->j.214C with the same results as using j.C->j.214C but I've read in other places where it has been said that you should always use j.C. I mainly use j.D just for HP gain... Share this post Link to post Share on other sites