grove03 Report post Posted August 27, 2014 This is the combo thread, when combos are discovered, post them here. I will update the proper section as combos are posted NOTATIONS [table]Move Name Command Other names Raging Lion 214A/B xxx Swift Strike 214C/D Slide Zio 236C/D xxx Brave and Daring 236A/B Yumou Big Gamble B+D DP All out Attack 5A+B AoA Throw 4/6C+D Grab Shiden Issen 236236A/B/A+B Shiden, Issen Ziodyne 236236C/D/C+D xxx Cross Slash 214214C/D/C+D XSlash, CS Raijin Enbu 214214A+B... Secret Super (High) Jump Cancel 7 or 8 or 9 during the move (HJC) or (JC) (Back) Dash Cancel 44 or 66 during the move (BDC) or (DC) One More Cancel A+B+C during the move OMC One More Burst A+C+D during the move OMB Instant Air Dash 956 ( ) IAD Counter Hit xxx CH Fatal Counter xxx FC [/table] Notations that include an asterisk (*) mean that the normal/special is optional 236A is easier to combo after a CH confirm or a crouch confirm 236A will drop on standing confirms if spaced and will drop on a heavily spaced crouch confirm. For now, assume damage is from non-CH value, unless it is stated at the start by CH or FC! Safejumps Collapsed: Safejumps: CH DP>neutral jump> j.B etc>Sweep>C-slide> 669 or neutral jump>j.B etc>214B> 214[b or neutral jump]>j.B etc>(air confirm)> 236A>214 Throw or 236B> 669> j.b sweep> delay 214 C-CS> 669> j.b, will lose to fast reversals etc> j.214A > jump> j.b SHADOW ONLY: air confirm 5AAA> very slight delay jump j.b Midscreen Collapsed: Midscreen: 2A>2B>5B>5C>236A>214C> dash jump for safejump, damage :1527 notes: 2a needs to be point blank 2A>5AA>2B>5B>2AB>214C> dash jump for safejump, damage : 1250 notes: 2a needs to be point blank, consider spacing and adjust accordingly 5AA> 2B>5B> 5C> 214D, Damage:1846 j.B> 5AAA (JC)> j.C> j.214A> 5A> 5C> 2C> 214B, Damage:2551 Notes: Can only be done on starting position or near to the corner. 2B> 5C> j.BB (JC)> j.B> j.C> j.214B, Damage:2185 CH 5C DC> 5A*>2A*>5AAA> j.C> j.214A damage: ~2500 +28/29m gain CH 2B> 5C> IAD j.A> j.2B> 5C > j.B(1)> j.BB> j.B> j.C> j.214B, Damage:2648 CH 5C IAD> j.BB> 662B>5C>5B>2AB>214C Damage: 3043 Standing confirm AoA~C> j.BB (JC)> j.A> j.B> j.C> j.214B, Damage:2861 CH Throw> dash 5C> delay IAD j.A> delay j.C> j.214A> 5A> 5C> 2C> 214B, Damage:2976 Notes: Can only be done on P1 starting position or near to the corner.50% Meter 2B 5C *236A 214D OMC 5B 5C j.2B j.B j.C j.214B damage: 3501 5B 5C *236A 214D OMC 3214B 2B 5B 5C j.BB j.B j.C j.BD damage: 3895 5B> 5C> 214D (OMC)> 5C> delay IAD j.A> delay j.C> j.214A> 5A> 5C> 2C> 214B, Damage:3782 Notes: Can only be done on P1 starting position or near to the corner. CH 5C DC> 2B>5B>5C>236A>214D>OMC>214B>5B>j.C>214A>5A>5C>2C>214B, damage 5190 75% 5B>5C>214CD>DP(1)> B-issen> 662b> j.C>j.214A>5A>5C>2C>214B Damage: 4366 CORNER Collapsed: Corner: 2A>5AAA>j.C>j.214A damage 1302, +25m gain 2A>2A>2B>5C>5B>2AB>214C> Safejump, damage :1527 2A>2B>5C>5B>2AB>214C>5A>5C>2C>214B Damage : 2377 j.B> 5AAA> j.C>j.214A>5A>5C>2C>214B damage: 2551, +40m gain (j.B)> dash 5B>2B>5C>5B>2AB>214C>5A>5C>2C>214B, Damage: 2981 (j.B)> dash 5C>2B>5B> 5C>236A> 214C> 5A> 5C> 2C> 214B, Damage:3182 *crouch confirm combo AoA~D (DC)> 5C> IAD j.BB> 5C> j.214A> 2B> 5C> 2C> 214B, Damage:3680 Throw> 5B> j.C> j.214A> 5A> 5C> 2C> 214B, Damage:2691 Airthrow> j.2B> 5C> 2C> 214B, Damage:2937 236B>2B>JC>J214A>5A>5C>2C>214B(delay) Damage: 2673 236B>fastest 5C>IAD j.A> j.C>J214A>5A>5C>2C>214B(delay) Damage 2866 CH 2B> 5C> delay IAD j.A> delay j.C> j.214A> 2B> 5C> 2C> 214B, Damage:3174 CH 5C DC> 2B>5C>5B>2B>5C>5B>2AB>2AB>214C>5A>5C>2C>214B, damage :4215 FC 2C (BDC or DC)>5B*> 5C>DC> 5AAAA>2A>5C>2C>214B, damage: 3663/3569, meter gain +45/+44 FC 2C (BDC or DC)> 5B> 5C> IAD j.BB> 5C> j.214A> 2B> 5C> 2C> 214B, Damage:4034 FC 2C> 214B>5B>5C>IAD j.2B>5B>5C>tk A-lion> 2A>5C>2C>delay 214B. damage 4127 FC 2C (BDC or DC) 5C> IAD j.2b> 5B>slight delay 5C> IAD j.2B> 5B>5C>j.214A>2a>5C>2C>214B damage: 421050% 5B> 5C> 236A> 214D (OMC)> j.C> j.214A> 2B> 5C> 2C> 214B, Damage:3844 5B> 5C>236A> 214D (OMC)> 214B> 2B> j.C> j.214A> 5A> 5C> 2C> 214B, Damage:411150% OMB 5C>236A>214D>Burst>5D>66B>5DD>TK214A>5A>5C>2C>214B>2B>5C>236A>DP>236236B. damage 6363 5C>236A>214D>OMB>214B>5B>5C>iad j.A>j.C>j.214A>5A>5C>2C>214B>DP(1)>236235B damage 6316 5C> 236A> 214D> omb> 214b> 5B>5C> iad j.A> j.C> j.214A> 5A>5C>2C>backdash> dash 5C> sj.b(2)> j.BD > C-ziodyne damage 6516100% 5B>5C>214D> B-issen>omc> 5D> 2B>5B>5DD>214B>5B>5C>2C>214B damage 5088 5C>214D> B-issen>omc> 5D> 2B>5B>5DD>214B>5B>j.C>j.214A>5A>5C>2C>214B damage 6383 100% OMB 5c>236a>214d>236236b>OMB>214b>5c>IAD j.a>(delay)j.c>j.214a>5a>5c>2c>214b>DP(1)>236236B damage: 7266 CH 5c>236a>214d>236236b>OMB>214b>5b>5c>IAD j.a>(delay)j.c>j.214a>5a>5c>2c>214b>DP(1)>236236B damage:7433 5c>236a>214d>236236b>OMB>5D>2B>5DD>214B>5B>5C>2C>214B>DP(1)>236236B damage: 7479150% OMB 5B 5C>214D>C-CS> A-Issen> OMB>5D>2B>5DD>214B>5B>5C>2C>214B>C-CS damage:7914 5C>236A>214D>C-CS> A-Issen> OMB>214B>5C IAD j.A> j.C>j.214A>5A>5C>2C>214B>C-CS damage:9233 5C>236A>214D>214214C>236236A (S-Hold)>omb>5D>5B/(2B)>5DD>214B>2B/(5B)>j.C>J214A>5A>5C>2C>214B>214214C dm9520/9514 Back-To-Corner Collapsed: Cornered: FC 5AAA>delay j.236C>5B>5C>DC>5A>j.C>j.214A>2A>5C>2C>214B damage 3053 CH 5C DC>2B>5B>5C>236A>214D>OMC> dash 5C>IAD> j.A>j.C>j.214A>5A>5C>2C>214B damage 5141 Full-Screen Carry, there needs to be a gap between Corner and Yu. 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grove03 Report post Posted August 27, 2014 Shadow Narukami Combos SHADOW FRENZY COMBOS Back Throw> SB> 236CD> 236236C (OMC)> dash 214B> 214214C> 236236AB, Damage: ~3900 Back Throw> SB> dash 2AB> 236C> 214AB> 214CD> 214214C> 2B(1)> 5C> 236A> B+D(1)> 214214C> 236236AB, Damage: ~4800 Throw> SB> dash 5B> 5C> 214AB> 214CD> 214214C> 2B(1)> 5C> 236A> B+D(1)> 214214C> 236236AB, Damage: ~4600 Back Throw> SB> j.236CD> j.236C> j.214A> 214CD> 214214C> 2B(1)> 5C> 236A> B+D(1)> 214214C> 236236AB, Damage: ~5090 FC 2B> 5C> j.236C> SB> j.236C> j.214A> 214C> 214AB> 2AB> 236C> 214AB> 2AB> 236C> 236CD> B+D(1)> 236236B> 214214C> 236236AB, Damage:~5900 FC 2B> 5C> j.236C> SB> j.236C> j.214A> 214D> 214214C> 2B(1)> 5C> 214AB> 214CD> 214214C> 2B(1)> 214214CD, Damage: ~6200 2A> 2B> 5C> 214D> SB> dash 5C> 236CD> 214B> j.214A> 5C> 214AB> 2AB> 236C> 236CD> B+D(1)> 236236B> 214214C> 236236AB, Damage: ~5400 5B> 5C> 214D> SB> dash 5C> 214AB> 2AB> 236C> 236CD> B+D(1)> 236236B> 5C> 2C> 214B> 214214C> 236236AB, Damage: ~5700 5B> 5C> 214D> SB> dash 5C> j.236C> j.214A> j.236D> 5C> 214AB> 2AB> 236C> 214AB> 2AB> 236C> B+D(1)> 236236B> 214214C> 236236AB,Damage: ~6100 5C> 214D> SB> dash 5C> 214AB> 2AB> 236C> 236CD> 214B> j.214A> 5C> 214AB> 2AB> 236C> B+D(1)> 236236B> dash 5C> B+D(1)> 236236B> 214214CD, Damage: ~7300 So this Char has some dirty resets/gimmicks that force the opponent to block high/low during shadow rampage, i'll update the Shadow post soon (As soon as possible, school is starting to interupt) As well as brush up on Zio Canceling during Shadow rampage, you can also Check out Issen's quick vid on the topic : https://www.youtube.com/watch?v=SkVH40TFraY Share this post Link to post Share on other sites
Tong Report post Posted August 28, 2014 (edited) SHADOW FRENZY COMBOS Back Throw> SB> 236CD> 236236C (OMC)> dash 214B> 214214C> 236236AB, Damage: ~3900 Back Throw> SB> dash 2AB> 236C> 214AB> 214CD> 214214C> 2B(1)> 5C> 236A> B+D(1)> 214214C> 236236AB, Damage: 4884 Throw> SB> dash 5B> 5C> 214AB> 214CD> 214214C> 2B(1)> 5C> 236A> B+D(1)> 214214C> 236236AB, Damage: 4827 Back Throw> SB> j.236CD> j.236C> j.214A> 214CD> 214214C> 2B(1)> 5C> 236A> B+D(1)> 214214C> 236236AB, Damage: ~5090 FC 2B> 5C> j.236C> SB> j.236C> j.214A> 214C> 214AB> 2AB> 236C> 214AB> 2AB> 236C> 236CD> B+D(1)> 236236B> 214214C> 236236AB, Damage: ~5900 FC 2B> 5C> j.236C> SB> j.236C> j.214A> 214D> 214214C> 2B(1)> 5C> 214AB> 214CD> 214214C> 2B(1)> 214214CD, Damage: ~6200 2A> 2B> 5C> 214D> SB> dash 5C> 236CD> 214B> j.214A> 5C> 214AB> 2AB> 236C> 236CD> B+D(1)> 236236B> 214214C> 236236AB, Damage: 5498 Notes: Timing on the last SB Shiden is tight. Auto-Hold can be used (Hold A during Cross Slash until a yellow bar appears, and then release) to make the combo easier. A Shiden will be used instead and total damage will be 5372. 5B> 5C> 214D> SB> dash 5C> 214AB> 2AB> 236C> 236CD> B+D(1)> 236236B> 5C> 2C> 214B> 214214C> 236236AB, Damage: 5953 Notes: You can add dash 2B(1) just before 5C> 2C to make the combo easier and deal more damage (5957). 5B> 5C> 214D> SB> dash 5C> j.236C> j.214A> j.236D> 5C> 214AB> 2AB> 236C> 214AB> dash 2AB> 236C> delay B+D(1)> 236236B> 214214C> 236236AB, Damage: 6138 5C> 214D> SB> dash 5C> 214AB> 2AB> 236C> 236CD> 214B> j.214A> 5C> 214AB> 2AB> 236C> delay B+D(1)> 236236B> dash 5C> B+D(1)> 236236B> 214214CD, Damage: 7356 Notes: - 5C> B+D(1) is character specific - dash 5C> B+D(1) can be replaced with dash 2B(1)> B+D(1) to decrease the difficulty and make it universal on all characters. Damage: 7255 Will post the exact damage values when I: 1- Get the game, 2- Get good enough to execute them Edited September 5, 2014 by Tong Share this post Link to post Share on other sites
xlolxlolx Report post Posted August 28, 2014 combos from p4u2 wiki http://seesaawiki.jp/p4u_matome/d/P4U2%a1%a1%cc%c4%be%e5%cd%aa%a1%a1%a5%b3%a5%f3%a5%dc%a5%ec%a5%b7%a5%d4#content_3_4_1 Midscreen/Back facing corner Meterless: 5AAA(jc)>JC>J214B dm1542 5A>5B>5C>214C dm1248 5A>5B>5C>236A>214D dm1875 5B(crouch hit)>5C>2C>236C dm1831 AOA>C Followup(FC)>JBB(jc)>JB>JC>J214B dm2905 2B(air hit)>5C>JBB(jc)>JB>JC>J214B dm2185 Throw(ch)>dash 5B>JBB(jc)>JB>JC>J214A dm2219 Air Throw>J2B(delay)>dash 5B>JBB(jc)>JB>JC>J236C dm2773 25%: 5A>5B>5C>236A>214CD>BD dm2445 214AB(FC)>dash 5B(delay)>5C(dc)>5A>5C(dc)>5A>5C>IADJB>JC>J214A>5A>5C>2C>214B(delay)>236A dm4274 236D(FC)>214AB>2B(1)>5C(dc)>5A>5C(dc)>5A>5C>IADJB>JC>J214A>5A>5C>2C>214B(delay) dm4415 50%: 5A>5B>5C>236A>214D>J236236C dm2820 5A>5B>5C>214D(omc)>6>214B>2B>5C>JB(jc)>JB>JC>J214A dm3289 AOA>C Followup(FC)>JBB(jc)>JB>JC>BD>J236236C dm3692 Throw(omc)>dash 5B>5C>JBB(jc)>JB>JC>J214A dm2355 236D(FC)>[214AB>fastest dash 2B>5C](×2)>IADJB>JC>J214A>5A>5C>2C>214B(delay) dm4958 75%: 5A>5B>5C>236A>214CD>BD>J236236C dm3356 214AB(FC)>dash 5B(delay)>5C>214AB>fastest dash 2B(1)>5C>214AB>fastest dash 2B>5C>IADJB>JC>J214A>5A>5C>2C>214B(delay) dm4992 100%: 5A>5B>5C>236A>214D>214214C(delay)>236236A dm4299 150%: 5A>5B>5C>214D(omc)>6>214B>2B(1)>5C>236A>BD(1)>214214C>236236A dm5041 5A>5B>5C>214D(omc)>6>214B>214214C(crossup)>2B(1)>5C>236A>BD(1)>214214C dm5802 AOA>D Followup(FC)>214CD(1)>214214C(crossup)>2B(1)>5C>236A>BD(1)>214214CD dm5223 150%+Burst: 5A>5B>5C>236A>214D>omb>dash 214214C(crossup)>2B(1)>5C>236A>BD(1)>214214C>236236A dm6731 5B>5C>236A>214D>omb>dash 214214C(crossup)>2B(1)>5C>236A>BD(1)>214214C>236236A dm6946 5C>236A>214D>omb>dash 214214C(crossup)>2B(1)>5C>236A>BD(1)>214214C>236236A dm8057 Throw>omb>dash 214214C(crossup)>2B(1)>5C>236A>BD(1)>214214C>236236A dm5587 Air Throw>J2B(delay)>omb>dash 214214C(crossup)>2B(1)>5C>236A>BD(1)>214214C>236236A dm5994 2B(air hit)>5C>omb>dash 214214C(crossup)>2B(1)>5C>236A>BD(1)>214214C>236236A dm7298 Corner Meterless: 5AAA(jc)>JC>J214A>5A>5C>2C>214B(delay)>236A dm2627 5A>5B>5C>214C>5A>5C>2C>214B(delay)>236A dm2411 5B(crouch hit)>5C>2C>214B(delay)>2B>5B>5C>hjJB>JC>J236C dm2961 JD>2B>JC>J214A>5A>5C>2C>214B(delay) dm2979 AOA>D Followup(FC)>214B>2B>JC>J214A>5A>5C>2C>214B(delay) dm3400 Throw>2B>JC>J214A>5A>5C>2C>214B(delay)>236A dm2773 Air Throw>J2B(delay)>5C>2C>214B(delay) dm2937 236B>2B>JC>J214A>5A>5C>2C>214B(delay)>236A dm2828 236B>fastest 5C>JC>J214A>5A>5C>2C>214B(delay) dm2835 25%: JD>5B>5C>214AB>fastest 2B>JC>J214A>5A>5C>2C>214B(delay) dm3914 Throw>5B>5C>214AB>fastest 2B>5C>2C>214B(delay)>236A dm3147 Air Throw>J2B(delay)>5C>214AB>fastest 2B>5C>2C>214B(delay) dm3545 50%: 5A>5B>5C>214D(omc)>2B>JC>J214A>5A>5C>2C>214B(delay)>236A dm3525 5A>5B>5C>236A>214D(omc)>fastest 214B>2B>JC>J214A>5A>5C>2C>214B(delay) dm3861 AOA>D Followup(FC)>[214AB>fastest 2B>5C](×2)>2C>214B(delay)>236A dm3832 2B(air hit)>5C>hjJB>JC>J214A(omc)>JD>2B>5C>2C>214B(delay)>236A dm3535 50%+Burst: 5A>5B>5C>236A>214D>omb>214B>2B>JC>J214A>5A>5B>5C>hjJB>JC>BD>J236236C dm4967 5B>5C>236A>214D>omb>214B>2B>JC>J214A>5A>5B>5C>hjJB>JC>BD>J236236C dm5169 5C>236A>214D>omb>214B>2B>JC>J214A>5A>5B>5C>hjJB>JC>BD>J236236C dm5942 5C>236A>214D>omb>214B>[2B>5C>214AB](×2)>2B>JC>J214A>5A>5C>2C>214B(delay)>236A dm6112 75%: 5B>5C>214D(omc)>5C>214AB>fastest 2B>JC>J214A>5A>5C>2C>214B(delay) dm4312 Air Throw(omc)>2B>5C>214AB>2B>5C>2C>214B(delay) dm3635 75%+Burst: 5C>236A>214D>omb>214AB>2A>5C>214AB>2B>5C>214AB>2B>JC>J214A>5A>5C>2C>214B(delay)>236A dm6760 100%: Throw>2B>JC>J214A>5A>5C>2C>214B(delay)>214214C>236236A dm4581 236B>fastest 5C>JC>J214A>5A>5C>2C>214B(delay)>214214C>236236A dm4743 100%+Burst: 5A>5B>5C>236A>214D>omb>214B>2B>JC>J214A>5A>5C>2C>214B(delay)>214214C>236236A dm5964 5B>5C>236A>214D>omb>214B>2B>JC>J214A>5A>5C>2C>214B(delay)>214214C>236236A dm6234 5C>236A>214D>omb>214B>2B>JC>J214A>5A>5C>2C>214B(delay)>214214C>236236A dm6967 150%: 5A>5B>5C>214D(omc)>2B>JC>J214A>5A>5C>2C>214B(delay)>214214C>236236A dm5296 5A>5B>5C>214D(omc)>fastest 214B>2B>JC>J214A>5A>5C>2C>214B(delay)>214214C>236236A dm5571 AOA>D Followup(FC)>[214AB>fastest 2B>5C](×2)>2C>214B(delay)>214214C>236236A dm5740 Throw(omc)>214214C(crossup)>2B(1)>5C>236A>BD(1)>214214C dm4661 2B(air hit)>5C>hjJB>JC>J214A(omc)>JD>5A>5C>2C>214B(delay)>214214C>236236A dm5309 150%+Burst: 5B>5C>214D>214214C(delay)>236236A>omb>214B>2B>JC>J214A>5A>5C>2C>214B(delay)>214214C dm7965 5C>236A>214D>214214C(delay)>236236A>omb>214B>2B>JC>J214A>5A>5C>2C>214B(delay)>214214C dm9127 5C>236A>214D>214214C(delay)>236236A>omb>5D>5B>追加D>214B>2B>JC>J214A>5A>5C>2C>214B(delay)>214214C dm9520 Throw(ch)>214214C(crossup)>2B>5C>omb>dash 214214C(crossup)>2B(1)>5C>236A>BD(1)>214214C dm6432 AOA>D Followup(FC)>214214C>236236A>omb>214B>2B(1)>5C>236A>BD(1)>214214C dm6222 Share this post Link to post Share on other sites
grove03 Report post Posted August 29, 2014 that's alot of combos lol, i'll go through them and see which ones to keep, some could be repetitive or obsolete Share this post Link to post Share on other sites
Elochai Report post Posted August 29, 2014 Has anyone been able to get down S.Narukami xx>rampage>5C>214AB>2AB? I can't seem to get sweep to connect. Share this post Link to post Share on other sites
Tong Report post Posted August 29, 2014 Has anyone been able to get down S.Narukami xx>rampage>5C>214AB>2AB? I can't seem to get sweep to connect. I'm also having issue with this. Whenever I watch the video I can see that he for some reason has like, no recovery? http://www.nicovideo.jp/watch/sm23732550 Share this post Link to post Share on other sites
grove03 Report post Posted August 29, 2014 i'll try looking into the issue for that string Share this post Link to post Share on other sites
Tong Report post Posted August 29, 2014 Ah got it, it's just an Air Zio whiff Cancel sorta thing. Gotta do 214AB~236C/D (it's technically j.236C/D), this way you can cancel the recovery frames and land in time to combo into Sweep afterwards. Also works with j.214A> 5C! It can also be used to cancel 214A and 214B (214A/B/AB~j.236C/D/CD) recovery frames. Share this post Link to post Share on other sites
Elochai Report post Posted August 29, 2014 Thank you so much! Share this post Link to post Share on other sites
grove03 Report post Posted August 29, 2014 so far i edited in corner meterless combos, i've optimized what was there and have included some from xlolxlolx's post like the corner command grabs. i'll try to get through all this, but i probably won't be able to seeing as i'll be attending Summer Jam and won't be home for the weekend. Also i'm not able to do the ender 214B>236A for some reason, apparently its listed in xlolxololx's post as a combo, but i kinda dont believe it. if someone else can confirm, thanks! Share this post Link to post Share on other sites
Bloo561 Report post Posted August 29, 2014 It can combo but can only in corner and hitstun isn't tight Edit: I only cause yellow combo no matter how early the combo is Share this post Link to post Share on other sites
grove03 Report post Posted August 29, 2014 i'll be sure to put in some combos i found using 5C to punish using up all our resources for high damage. unfortunately i'll be away so be patient! Share this post Link to post Share on other sites
xlolxlolx Report post Posted August 30, 2014 pretty sure most practical high damage combos off ch 5c midscreen are air hit ch 5c>dc>(5b)>5c>burst>dash c cs>[2b(1)>5c>214ab]x2>dash 2b(1)>5c>236a>dp>c cs ch 5c>236a>214d>burst>dash c cs>[2b(1)>5c>214ab]x2>dash 2b(1)>5c>236a>dp>c cs unless you can get the new sandwich 5dd which is pretty awkward to do Share this post Link to post Share on other sites
grove03 Report post Posted August 30, 2014 pretty sure most practical high damage combos off ch 5c midscreen are air hit ch 5c>dc>(5b)>5c>burst>dash c cs>[2b(1)>5c>214ab]x2>dash 2b(1)>5c>236a>dp>c cs ch 5c>236a>214d>burst>dash c cs>[2b(1)>5c>214ab]x2>dash 2b(1)>5c>236a>dp>c cs unless you can get the new sandwich 5dd which is pretty awkward to do ok if its midscreen, i cant connect 2b(1) 5c 214AB series, unless you need to microdash EACH 2b(1), but if i get to the corner, and CS so that they get the corner, you only get about 8.4k for the first one and 8.9k with the 2nd combo if you use the same combo, however, if i land omb C CS to cross up, and using the same loop and finishing with 5C 2C 214b DP CS gets 9.4k, but it requires you to be close enough to the corner, but not reach the corner so that CS can cross up and getting cross up cross slash to connect consistently is kinda tough . theres other combos using the same resources that does 200 less along with lower execution. Share this post Link to post Share on other sites
xlolxlolx Report post Posted August 30, 2014 woops yeah i forgot to put type dash before the 2nd 2b in the loop haha also if you know you're at least from p1 starting position when land ch 5c, you might as well just do the easy mode 9.6k combo, those 2 combos are strictly for midscreen that is far away from the corner you're facing, but there are probably similar damage no slide sideswap ones Share this post Link to post Share on other sites
Impulse1 Report post Posted August 30, 2014 https://www.youtube.com/watch?v=ijHTCex52rU Side swap/FC stuff I recorded. Check for practicality. Some of them are probably a bit unoptimized. I like 5AAA>delay j.236C|>5B... for confirming FC 5A, j.B, etc without meter (stuff>236A>214AB). It's helpful for punishing FC recovery stuff like Kanji's grab or IB'd droit. The delay took me some practice but I think it's practical. If ...delay j.236C|>5B/2B is too hard you can do 5A instead but it seems to limit your combo potential afterwards. The 5AAA>delay j.236C side swap route out of the corner can go into 5C>2C>B Lion ender but it doesn't really give you the slide knockdown so I go for 236A ender. Share this post Link to post Share on other sites
x AJ x Report post Posted August 31, 2014 5C>236A>214D>Burst>5D>66B>5D>TK214A>5A>5C>2C>214B>2B>5C>236A>DP>236236A. 6315 Optimal 5C starter mid screen/corner Burst 50 meter? Share this post Link to post Share on other sites
grove03 Report post Posted September 2, 2014 5C>236A>214D>Burst>5D>66B>5D>TK214A>5A>5C>2C>214B>2B>5C>236A>DP>236236A. 6315 Optimal 5C starter mid screen/corner Burst 50 meter? you might be able to do more damage if you end with air ziodyne, but seeing as how you can easily get punished off a highly prorated combo that ends in air ziodyne its a good combo but little tough to execute, i'm assuming this is off CH 5C and 5D(1)? if so, then theres another combo that doesnt require you to time 5D nor tk 214a while getting 1 point of damage higher lol with the B issen ender, so if you're comfortable going for that combo, then go for it. but here's an easier, slightly harder to drop 5C 235A 214D OMB 214B 5B 5C IAD j.A j.C j.214A 5A 5C 2C 214B DP(1) 236236B, non-CH: 6,226, CH: 6316 note: non-CH is easier to drop 5A 5C 2C portion as either 5A may hit too high, resulting in izanagi to 2C the opponent behind you or whiff, or 5A may whiff as you try to hit the opponent at a low height to avoid any problems with 2C. edit: apparently you could do B-issen ender in your combo to get more damage. good stuff. Share this post Link to post Share on other sites
grove03 Report post Posted September 2, 2014 updated, added in cornered 5C omb 150% and omb 50% punish combos, cornered combos starting with FC 5AAA combos, included safejumps, and optimized a few combos. Next on the agenda are the following: going to continue adding in combos with specific resources as well as position and multiple starters with and without awakening add in corner maxe damage that leads into oki utilizing more safejumps, 5D, 2D, and 236[D], add in combos utilizing 2A+C (hop cancel combos) lab up FC combos with non-FC moves (similar to FC 5AAA, nice find btw) look into guard cancel omb setups include burst safe setups and combos dig through optimal shadow rampage combos so ya i hope to get this done by next week maybe? not sure cause school is starting up again so if you guys wanna help out feel free to post your findings Share this post Link to post Share on other sites
xlolxlolx Report post Posted September 2, 2014 even easier and higher damage route is just to b shiden burst early, both routes work from about the same distance from the corner 5c>236a>214d>b shiden>burst>5d>5b>5dd>214b>2b>j.c>j.214a>5a>5c>2c>214b 6661 Share this post Link to post Share on other sites
x AJ x Report post Posted September 2, 2014 you might be able to do more damage if you end with air ziodyne, but seeing as how you can easily get punished off a highly prorated combo that ends in air ziodyne its a good combo but little tough to execute, i'm assuming this is off CH 5C and 5D(1)? if so, then theres another combo that doesnt require you to time 5D nor tk 214a while getting 1 point of damage higher lol with the B issen ender, so if you're comfortable going for that combo, then go for it. but here's an easier, slightly harder to drop 5C 235A 214D OMB 214B 5B 5C IAD j.A j.C j.214A 5A 5C 2C 214B DP(1) 236236B, non-CH: 6,226, CH: 6316 note: non-CH is easier to drop 5A 5C 2C portion as either 5A may hit too high, resulting in izanagi to 2C the opponent behind you or whiff, or 5A may whiff as you try to hit the opponent at a low height to avoid any problems with 2C. edit: apparently you could do B-issen ender in your combo to get more damage. good stuff. Yes sir. Oh sweet its easier to do thanks. !!!. keep me posted. Also which do you prefer the Safe FC combos or non. Really not sure which one to go with at the moment? Share this post Link to post Share on other sites
Bloo561 Report post Posted September 3, 2014 Found a 100% OMB corner combo that extends grovers's combo by using lol's opening 5c>236a>214d>236236b>OMB>(delay)214b>5b>5c>IAD j.a>(delay)j.c>j.214a>5a>5c>2c>214b>DP(1)>236236B Non-CH: 7343 CH:7432 Share this post Link to post Share on other sites
TheHitmarkersPro Report post Posted September 3, 2014 even easier and higher damage route is just to b shiden burst early, both routes work from about the same distance from the corner 5c>236a>214d>b shiden>burst>5d>5b>5dd>214b>2b>j.c>j.214a>5a>5c>2c>214b 6661 j.C won't seem to hit Sho because Izanagi is still on the ground when you do the move and it misses hit hitbox, and 5DD tends to completely miss a few characters, i've tried delaying it but couldnt get it off. On the chars it works on w/o delay, its a hell of a lot easier than the other stuff edit: instead of doing j.C, on Sho & Mitsuru you can do 2B > 5C > 2C > B Lion for 6229 Share this post Link to post Share on other sites
xlolxlolx Report post Posted September 3, 2014 interesting, didn't know about this, but it seems you can fix the height by doing 2b(1) or 5b instead of 5b(2) for about 60 less dmg. some characters float a little too high from the 5d but you can almost always delay the 5b so that 5dd connects either way, if it's too finicky i'd say burst straight into b dive combo is the safest option Share this post Link to post Share on other sites