Murray Report post Posted February 11, 2015 I came up with another "not-as-good-as-other-options-but-easier-to-do" combo: (Awakened/Mid-Screen) 5AAA, SB Bufu, 2D, 5BB, Sweep, SB Garu (6), 5C, 2C, SB Zio, run to corner, 5B, 2B, j.C. 3.8K (plus most of poison), fear, shock, and 1HSM stocked Or for 25 meter less you can do: (Awakened/Mid-Screen) 5AAA, SB Bufu, 2D, 5B (just before they hit the ground), 5C, 2C SB Zio, run to corner, 5B, 2B, j.C for 3.1K (and all previously mentioned goodies) Share this post Link to post Share on other sites
OmnixTSC Report post Posted March 11, 2015 This is one of the ideas I was working with recently (now that I'm grinding the game). It's a safejump route that gives us fear for minmal or sometimes no resources and still does good damage. Liz Safe Jump Idea(?) Share this post Link to post Share on other sites
TastyPancakez Report post Posted April 3, 2015 not sure if anyone found out but if you delay 236cd after 2ab in a combo like 5aa > 2ab > 236cd, the garu will have more "jump" (like minazuki's hitbox) this makes sb garu > garu easier and more consistent at the sacrifice for about ~200 damage since the opponent will be in the air like minazuki letting you do sweep it also makes it possible to do this combo midscreen with 1hsm for those without minazuki like hitboxes (for example, yu, elizabeth, kanji) 5aa > 2ab > delay 236cd > 5b > 5c > iad j.5b > j. C > 2a > 5b > 5c > 2c > 214ab > 214d > 2ab which does 4.1k without any ch. i tested this on yu, kanji, liz, and rise. so if people found out cool, if not it's here for people to see. the delay after 2ab is not very long and it's very easy. if you mistime you can always do 2a > 2b > jc j.b > j.a > j.c route Share this post Link to post Share on other sites
firedraco Report post Posted June 7, 2015 Some random AoA combos (as if we hit with it ever) I was messing with, not sure how good they are: Non-Awk: AoA D (FC) > B Mind Charge > 5A > 5AA > Sweep > D Garu > j.C > SB Garu [4] > 2C > SB Zio 4k ish (idr the exact damage) Awakening setup + blue health recovery, gets you back to about 50% hp (effectively 6.1k ish) Needs 50 meter Awk: AoA D (FC) > B Bufu > 2D > 5B > 5BB > Sweep > SB Garu [4] > 2C > SB Zio Like 3 or 4k + poison damage (idr the exact damage) Needs 50 meter Are these actually good or am I bad? lol Share this post Link to post Share on other sites
ZodiarkSavior Report post Posted June 10, 2015 https://www.youtube.com/watch?v=Sq-mrt1UElw Video I found. Most seem impractical. But otherwise, very flashy. Share this post Link to post Share on other sites
firedraco Report post Posted June 11, 2015 Oh yeah, that video's fun. I think the Garu starter off CH in Awakening is the only one I stole and use though. Share this post Link to post Share on other sites
ZodiarkSavior Report post Posted June 11, 2015 Like I said, the combos are seemingly impractical. However, with the advent of P4U2 2.0, more of them may perhaps be viable due to the fact Hama will no longer be your Instakill BnB along with other avenues to pursue if you manage to run the opponent's defenses. Example include: • AoA -> SB Garudyne [7-9~2] -> j.C -> 2A -> 5C -> Garudyne D [7-9~ 2] -> 2B -> j.C -> Garudyne C = 4000~ Damage, 25 Meter. Non-Awakening. • Garudyne D -> j.2B -> j.C -> Garudyne SB [2] -> 5B -> 5C -> Ziodyne SB (Wallrush) -> 5B -> 5C -> 2C -> Bufudyne SB > Ziodyne D > 2AB (Grounded opponent) > 2B > j.C > Garudyne C = 6000~ Damage, 75 Meter. Awakening only. I'd like to note that the video could also be used as a reference point in terms of Elizabeth's combo theory. Share this post Link to post Share on other sites
Elochai Report post Posted June 11, 2015 If you're looking to get an idea of viable combos in 2.0, then I think you should just watch 2.0 videos. Shiyuchan already made two of them. The video thread's OP hasn't been updated in like a year since the mods for this forum are kinda inactive but you can find this stuff if you're willing to dig through some posts. https://www.youtube.com/watch?v=n_XksRyjHgM http://www.nicovideo.jp/watch/sm25861698 (I'm not sure if this one has a YouTube mirror) Share this post Link to post Share on other sites
ZodiarkSavior Report post Posted June 14, 2015 Thank you for the videos. If there is one thing I'm really liking about 2.0 for Liz is that she is seemingly a lot less meter reliant. Minus the OMC Ghastly Wail combo strings, anyways. On the topic of combos, for strings such as (Awakening) Garudyne -> 2D -> 2A -> 5B, etc, is there any note or rules of thumb I can use in terms of Garudyne positioning...? I've been dabbing at it for days, it's quite fickle. I'm aware of the inputs [8-2], but it is a tad confusing. I mean things such as , visual ques, etc, what I can look out for. Share this post Link to post Share on other sites
Beening Report post Posted August 31, 2015 I was wondering something about a combo video I saw, the link is hereIt's the combo from 0:17 to 0:27;he basically does 1HSM > 5A > 5B > 5C > 2C > 214B > 5C (first hit whiffs, 2nd hits, does not teleport behind Lizzy) > 2C > 236 AB.I cannot for the life of me get the 5C to happen without Thanatos warping behind Lizzy. I've tried doing it earlier and later and I'm starting to wonder if it is even possible in the current version. Does anyone know if this can be done but I just suck or is this something that is no longer possible ? Thank you in advance for any help. Share this post Link to post Share on other sites
Atarax Report post Posted September 1, 2015 There really isn't any trick to performing that combo; you just input it exactly as it's notated. I can't really think of all that many reasons why you're having this problem. I've only been able to replicate your issue by using the wrong version of Bufu, or by delaying the second 5C by a pretty lengthy amount of time. Share this post Link to post Share on other sites
TastyPancakez Report post Posted September 4, 2015 I was wondering something about a combo video I saw, the link is hereIt's the combo from 0:17 to 0:27;he basically does 1HSM > 5A > 5B > 5C > 2C > 214B > 5C (first hit whiffs, 2nd hits, does not teleport behind Lizzy) > 2C > 236 AB.I cannot for the life of me get the 5C to happen without Thanatos warping behind Lizzy. I've tried doing it earlier and later and I'm starting to wonder if it is even possible in the current version. Does anyone know if this can be done but I just suck or is this something that is no longer possible ? Thank you in advance for any help.Uhh you aren't doing it in awakening are you? That's the only way I can see it not working lol Share this post Link to post Share on other sites
Atarax Report post Posted September 4, 2015 Even in awakening, Thanatos doesn't have that kind of behavior. 5C will whiff; but he's not warping behind Liz, he just 5C's right past em. Unless I misunderstood the "Thanatos warping behind Lizzy" part as teleporting after the 5C, the mystery continues! Share this post Link to post Share on other sites
TastyPancakez Report post Posted September 4, 2015 Even in awakening, Thanatos doesn't have that kind of behavior. 5C will whiff; but he's not warping behind Liz, he just 5C's right past em. Unless I misunderstood the "Thanatos warping behind Lizzy" part as teleporting after the 5C, the mystery continues!I just thought he meant Thanatos went behind Lizzy lol. Warping... :o Share this post Link to post Share on other sites
Beening Report post Posted September 13, 2015 Yeah, dunno what happened that day but when I went back to it later it worked no prob. Sorry but I really was having a problem and it seems to be solved, wish I could explain why it seemed to not work when I first tried it since it seems so easy now.There really isn't any trick to performing that combo; you just input it exactly as it's notated. I can't really think of all that many reasons why you're having this problem. I've only been able to replicate your issue by using the wrong version of Bufu, or by delaying the second 5C by a pretty lengthy amount of time.IDK then, as I said, when I do it normally/fast Thanatos warps behind Lizzy instead of staying in place and doing 5 Share this post Link to post Share on other sites
Beening Report post Posted September 14, 2015 I think this concern may fall under the same category but whenever I try Lizzie's hama combos, I usually get to the end where it's 236 AB > (dash) 5AA> 5B > 2B > j.C >236D and the move goes over the downed opponent. I have a few quesses as to why this happens and would greatly appreciate any confirmation:1) 5A is hitting the opponent at the wrong time, either too close/ not close enough or hitting too high off the floor,2) Lizzy is too close for wind's hitbox or too high, probably from 2B, or3) My timing for the last three or so hits is off, either inputing too slow or too fast.I'm not sure what the problem is but if anyone else has encountered this problem please give me any tips on how to make the last part connect the j.C hits and I fly over the opponent every time. Share this post Link to post Share on other sites
Atarax Report post Posted September 14, 2015 I still have no clue what could be going wrong with your Thanatos problem. Are you certain you inputted the combo exactly as you had transcribed it?Regarding your hama issue, I'm assuming you're referring to the corner hama combo. In that case, your issue is that you're simply using the wrong version of Magarudyne. You should use 236C instead of 236D. Share this post Link to post Share on other sites
Beening Report post Posted January 15, 2016 I have a few questions regarding Lizzy's combos 1) When perforing awakening 236 CD > 2D > 2A >stuff, I have a difficult time getting the 8~2 ratio correct, any advice or helpful tips for doing this more consistently? I am kinda getting it thru trial and error but would love any advice anyone has. 2) when doing AA 2B > jc > JB > JD, I have a hard time getting the grab to connect consistently. Is the general trick to let JB hit more or less? I really like this combo path and would like to be able to do it reliably and would love any advice anyone may have. 3) Would anyone here consider Hama combos practical? I feel that I shy away from ever using them despite how threatening they are and believe them to be a strong tool for beating Boss Lizzy in score attack. This question is more to get a general consensus for how much priority I should put into learning them further. Thank you all in advance. Share this post Link to post Share on other sites
Beening Report post Posted January 15, 2016 On 9/14/2015 at 11:03 PM, Atarax said: I still have no clue what could be going wrong with your Thanatos problem. Are you certain you inputted the combo exactly as you had transcribed it? Regarding your hama issue, I'm assuming you're referring to the corner hama combo. In that case, your issue is that you're simply using the wrong version of Magarudyne. You should use 236C instead of 236D. I see. Thank you very much. The Thanatos problem was that I was using the SB version which does not allow the 5C (1) > JC since he teleports behind her. I had no idea that I needed to do the B version for it to work. Share this post Link to post Share on other sites
firedraco Report post Posted January 21, 2016 On 1/15/2016 at 10:37 PM, Beening said: I have a few questions regarding Lizzy's combos 1) When perforing awakening 236 CD > 2D > 2A >stuff, I have a difficult time getting the 8~2 ratio correct, any advice or helpful tips for doing this more consistently? I am kinda getting it thru trial and error but would love any advice anyone has. 2) when doing AA 2B > jc > JB > JD, I have a hard time getting the grab to connect consistently. Is the general trick to let JB hit more or less? I really like this combo path and would like to be able to do it reliably and would love any advice anyone may have. 3) Would anyone here consider Hama combos practical? I feel that I shy away from ever using them despite how threatening they are and believe them to be a strong tool for beating Boss Lizzy in score attack. This question is more to get a general consensus for how much priority I should put into learning them further. Thank you all in advance. 1) AFAIK, not really. You just have to figure out a timing that works for you, be it number of hits, height, etc. 2) I usually can get it if I only let the j.B hit once. I think the main thing is that the opponent needs to be close to you, otherwise they'll be able to tech out. 3) I would learn them (at least one midscreen/one corner version), if only for Shadow Mitsuru/Chie/Naoto. The corner versions are actually quite easy to do; only the midscreen ones really any timing with the microdashes. If you can get a FC in the corner, it's even easier. Sometimes you can go into it without enough meter and go for a reset since a lot of people will be super jumpy and spam FA or roll to try to get out. Share this post Link to post Share on other sites
Beening Report post Posted January 21, 2016 1 hour ago, firedraco said: 1) AFAIK, not really. You just have to figure out a timing that works for you, be it number of hits, height, etc. 2) I usually can get it if I only let the j.B hit once. I think the main thing is that the opponent needs to be close to you, otherwise they'll be able to tech out. 3) I would learn them (at least one midscreen/one corner version), if only for Shadow Mitsuru/Chie/Naoto. The corner versions are actually quite easy to do; only the midscreen ones really any timing with the microdashes. If you can get a FC in the corner, it's even easier. Sometimes you can go into it without enough meter and go for a reset since a lot of people will be super jumpy and spam FA or roll to try to get out. Awesome! Thank you very much. I will keep working on these techniques and try to get better. Share this post Link to post Share on other sites
Beening Report post Posted January 21, 2016 I have noticed that all of the Mahamoan combos end with the 236D input but after trying them it does seem as though the C version of Magarudyne works with more consistency. Is this a mistake or is there a reason for using the D version over the C version? They seem to have the same number of hits and last about the same length of time so I am unclear as to why we would use a more difficult ender. Also the combos do not seem to work for me as posted. I am not sure if this is somehow due to my using the C version of magarudyne as opposed to the D version (which I cannot seem to land after j.C) but it DOES work perfectly if I simply add 2C in between 236 CD and 236 AB, then C garu combos into hama no problem. This also works off of FC starter or 1HSM starter, no counter. Share this post Link to post Share on other sites
Atarax Report post Posted January 23, 2016 You're correct that you should be ending with C Garu instead of D garu for most hama combos. Unfortunately, the top post has not been updated it quite some time, so it's not all that reliable. Here's a slightly more updated (but still relatively outdated) hama doc, courtesy of OmnixTSC: https://www.evernote.com/shard/s401/sh/4c13a072-8e77-4ce5-9a6e-03a3d8de2920/176d111b41919c7e869b078fb9daf3b6 On another note, I do think hama's pretty useful.They can take a while to get used to, but I've stolen so many games with them. I would totally recommend at least learning the basic midscreen route and the corner route. Share this post Link to post Share on other sites
Beening Report post Posted January 23, 2016 2 hours ago, Atarax said: You're correct that you should be ending with C Garu instead of D garu for most hama combos. Unfortunately, the top post has not been updated it quite some time, so it's not all that reliable. Here's a slightly more updated (but still relatively outdated) hama doc, courtesy of OmnixTSC: https://www.evernote.com/shard/s401/sh/4c13a072-8e77-4ce5-9a6e-03a3d8de2920/176d111b41919c7e869b078fb9daf3b6 On another note, I do think hama's pretty useful.They can take a while to get used to, but I've stolen so many games with them. I would totally recommend at least learning the basic midscreen route and the corner route. Ah, thank you so much for that clarification. I was starting to think I was just terrible at executions because I could not get that to land. But I stuck with what worked and found that adding the 2C made it work perfectly for o extra cost. I did notice that if I did not take a step back after SB Garu, that the 2C launched the opponent behind me but since I was holding back during 236CD anyway I just held 4 a moment longer and input 1C then 236AB and the combo works consistently. Share this post Link to post Share on other sites
Ethralatheon Report post Posted June 22, 2016 Alright time to see what I can do here lets start with a 50 meter dia combo. 5AA>2AB>236CD 8~2>2D>2A>2B>jc>jA>jC>2A>5B>5C>2C>214AB>delay 214214A dmg:3379* poison Share this post Link to post Share on other sites