SwordsNStuff Report post Posted October 16, 2014 How does kameten do those jump combos in the corner ? Share this post Link to post Share on other sites
9:02 PM Report post Posted October 16, 2014 How does kameten do those jump combos in the corner ? The one that ends in sweep? You have to super jump cancel IAD after the 2C. Share this post Link to post Share on other sites
GreekAngel Report post Posted October 16, 2014 Its character specific. Mostly tall characters. I like to think of it like this: If Sho can jump loop a character, Yosuke can do IAD JAJBJA on them. Share this post Link to post Share on other sites
Shadow_BCE Report post Posted October 18, 2014 the fact that yosuke cant combo with 236B when he is back-side in the corner is a bug ? Share this post Link to post Share on other sites
heavymetalmixer Report post Posted October 18, 2014 the fact that yosuke cant combo with 236B when he is back-side in the corner is a bug ?If the oppponent is completely against the wall use 236B > j.236C > j.2C.If there's a gap between the opponent and the wall use 236B > j.214C > j.2C. Share this post Link to post Share on other sites
Shadow_BCE Report post Posted October 19, 2014 If the oppponent is completely against the wall use 236B > j.236C > j.2C. If there's a gap between the opponent and the wall use 236B > j.214C > j.2C. That is not the question =p when yosuke is completely against the wall, the simple combo like 5a > 5b > 5c > 2c > 236b miss and the FC j2C (yosuke lands against the wall) > 5c > 236b also miss. Anyway, sad that this thread dont like shadow yosuke, i really prefer him over normal yosuke =/ im looking for combos in shadow frenzy Share this post Link to post Share on other sites
GreekAngel Report post Posted October 19, 2014 I will get to work on the shadow combos when I have the time. Until then, we still have the unblockable which is universal. I SHALL WORK ON IT SOON!!! Share this post Link to post Share on other sites
Shadow_BCE Report post Posted October 19, 2014 how is this unblockable setup ? *.* Share this post Link to post Share on other sites
Pssych Report post Posted October 19, 2014 (edited) That is not the question =p when yosuke is completely against the wall, the simple combo like 5a > 5b > 5c > 2c > 236b miss and the FC j2C (yosuke lands against the wall) > 5c > 236b also miss. Anyway, sad that this thread dont like shadow yosuke, i really prefer him over normal yosuke =/ im looking for combos in shadow frenzy It's how 5C works in the corner. It's moved forward to compensate being in the corner for whatever unexplained reason. Since 2C has ALOT of knockback in this version..Jiraiya's placement when in the corner is much further forward. Take note of Jiraiya's placement: Corner 5A > 5B (1) > 5C > 2CMidscreen 5A > 5B (1) > 5C > 2C Edited October 19, 2014 by Pssych Share this post Link to post Share on other sites
heavymetalmixer Report post Posted October 21, 2014 (edited) Some combos I got today in the lab:1) 5A > 5B > 5C > 2C > 236B > j.214C > j.2C (It needs dash momentum and zero distance. The 5B can be replaced with 5AA).2) 236C/D/C+D > RC > dc > dl > 2B > 2C > jc > j.BB > j.A+B > jc > j.B > j.236C > j.2C: 2.4K Damage(Omit the dash cancel for zero distance with 236C. Omit the delay after the dash cancel for 236C at zero distance, and 236C+D).3) 236C/D/C+D > 214214C > dc > 5C > dc > 5AAAAA > j.2C > 236A > 214214D: 3.6K Damage, pretty good for corner carry and esay to do.(Omit the first dash cancel if close enough with 236C. Omit the 5C for max range 236C+D).4) (After 214214D) 5AAAAA > j.236B~B > j.214B~B > j.236D > j214B~B > j.214214D Edited October 21, 2014 by heavymetalmixer Share this post Link to post Share on other sites
OGRachel Report post Posted October 26, 2014 http://youtu.be/LxrjqD6Sdf0?t=3m15s In this Sukaja combo after the downwards slash I can't get it to cancel into Moonsault, Yu will just fall to the ground and Yosuke won't even be able to finish doing it before he hits the ground too Share this post Link to post Share on other sites
Pssych Report post Posted October 26, 2014 You can buffer it when Yosuke reaches the peak of the downward slash. Share this post Link to post Share on other sites
heavymetalmixer Report post Posted October 26, 2014 http://youtu.be/LxrjqD6Sdf0?t=3m15sIn this Sukaja combo after the downwards slash I can't get it to cancel into Moonsault, Yu will just fall to the ground and Yosuke won't even be able to finish doing it before he hits the ground tooThat combo isn't possible anymore, you can only do three Moonsaults and then the super, if you do four of them, not even a super can follow them, the combo ends there. Share this post Link to post Share on other sites
GreekAngel Report post Posted October 26, 2014 That combo isn't possible anymore, you can only do three Moonsaults and then the super, if you do four of them, not even a super can follow them, the combo ends there. Combo is still possible if you D suku. Its just that you won't be using it in neutral alot due to D suku's recovery. Share this post Link to post Share on other sites
SwordsNStuff Report post Posted October 28, 2014 The one that ends in sweep? You have to super jump cancel IAD after the 2C. Can't get it to work. I jump too high and the dash comes out too late. It has to be a super jump? Has anyone else done this? I've yet to see anyone other than kameten do it. Share this post Link to post Share on other sites
OGRachel Report post Posted November 4, 2014 That combo isn't possible anymore, you can only do three Moonsaults and then the super, if you do four of them, not even a super can follow them, the combo ends there. Ah, that makes a lot of sense now. Although the problem I was having was confirming the Moonsault, turns out I was doing the wrong version, I was doing the A version. Also, what's the mechanics about canceling Moonsault out of V slash? Many times I've taken it to practice and can't confirm Moonsaults out of V slash unless I'm just doing 236C > Moonsault, and can't do it in a combo, same with ScoreAttack However, I was playing with a friend yesterday and had no problem confirming them in long combos (no, I wasn't even yellow dropping my combos) ex: 5A > 5B > 5C > 2C > 236B > 214C > Moonsault can be done in a versus against a friend but not in training/scoreattack Share this post Link to post Share on other sites
heavymetalmixer Report post Posted November 4, 2014 (edited) Ah, that makes a lot of sense now. Although the problem I was having was confirming the Moonsault, turns out I was doing the wrong version, I was doing the A version. Also, what's the mechanics about canceling Moonsault out of V slash? Many times I've taken it to practice and can't confirm Moonsaults out of V slash unless I'm just doing 236C > Moonsault, and can't do it in a combo, same with ScoreAttack However, I was playing with a friend yesterday and had no problem confirming them in long combos (no, I wasn't even yellow dropping my combos) ex: 5A > 5B > 5C > 2C > 236B > 214C > Moonsault can be done in a versus against a friend but not in training/scoreattack The combos that I usually use are these: 1) 5A > 5B(or 5AA) > 5C > 236B > j.214C > j2C (The combo doesn't change if you start it with 5B) 2) 5A > 5C > 2C > 236B > j.214C > j2C (A little more damage than the first one, usually for non-CH punishes) 3) 2A > 5B (or 5A) > 5C > 236B > j.214C > j.2C 4) 5A > 5B(or 5AA) > 5C > 2C > 236A > j.236AB > j.236A~B > j.214D > delayed j.2C (A 2.7k combo if you want to spend 25SP, I use this one a lot. In the corner replace 236A with 236B, in some characters you can only use 236236C after j.2C) 5) 2A > 5B(or 5A) > 5C > 236A > j.236AB > j.236A~B > j.214D > delayed j.2C 6) 236AB > j.236B~B > j.214B~B > j.236D > delayed j.2C (Not fullscreen, but it works agaisnt proyectiles, mostly against zoners) 7) AoA > 13~18 hits > C > jc > j.B > j.236C > j.2C 8) AoA > 18 hits > D > 236A > j.236A~A > j.214B~B > j.236D > delayed j.2C 9) 2AB > 236B > j.214C > j.2C 10) 2AB > 236A > j.236AB > j.236A~B > j.214D > delayed j.2C 11) 5A > 5AA/ or 5B / or 2B / or 5A > 2B > jc > j.B > j.BB > djc > j.B > j.AB > j.236C > j.2C (For opponents in the air, while Yosuke is on the ground. This combo also works if while you're jumping you hit them with j.AAA > djc > j.B > j.AB > j.236C > j.2C) 12) 5A > 5AA/ or 5B / or 2B / or 5A > 2B > jc >j.B > j.BB > djc > j.B > j.AB > j.236AB > j.236B~B > j.214D > delayed j.2C 13) 5A > 5AA/5B > 5C > 236AB > j.236D > delayed j.2C > 214214C > 5AAAAA > j.236B~B > j.214B~B > j.214214D 14) Sukukaja > 5AAAAA > j.236B~B > j.214B~B > j.236D > delayed j.214214D (This combo can be started with Tentarafoo > 214214C) 15) FC j.2C/D (close opponent) > 2C > delayed 2B > 5B > jc > j.BB > djc > j.B > j.AB > j.236A~A > j.214B~B > j.236D > delayed j.2C 16) FC j.2D (far opponent) > 2C > jc > j.BBB > djc > j.B > j.AB > j.236A~A > j.214B~B > j.236D > delayed j.2C Edited January 21, 2015 by heavymetalmixer Share this post Link to post Share on other sites
OGRachel Report post Posted November 5, 2014 The combos that I usually use are these: 1) 5A > 5B(or 5AA) > 5C > 236B > j.214C > j2C (The combo doesn't change if you start it with 5B) 2) 5A > 5C > 2C > 236B > j.214C > j2C (A little more damage than the first one, usually for non-CH punishes) 3) 2A > 5B (or 5A) > 5C > 236B > j.214C > j.2C 4) 5A > 5B(or 5AA) > 5C > 2C > 236A > j.236AB > j.236A~B > j.214D > delayed j.2C (A 2.7k combo if you want to spend 25SP, I use this one a lot. In the corner replace 236A with 236B) 5) 2A > 5B(or 5A) > 5C > 236A > j.236AB > j.236A~B > j.214D > delayed j.2C 6) 236AB > j.236B~B > j.214B~B > j.236D > delayed j.2C (Not fullscreen, but it works agaisnt proyectiles, mostly against zoners) 7) AoA > 15~18 hits > C > jc > j.B > j.AB > djc > j.B > j.236C > j.2C 8) AoA > 18 hits > D > 236A > j.236A~A > j.214B~B > j.236D > delayed j.2C 9) 2AB > 236B > j.214C > j.2C 10) 2AB > 236A > j.236AB > j.236A~B > j.214D > delayed j.2C 11) 5A > 5AA/ or 5B / or 2B / or 5A > 2B > jc > j.B > j.BB > j.AB > djc > j.B > j.236C > j.2C (For opponents in the air, while Yosuke is on the ground. This combo also works if while you're jumping you hit them with j.A > j.AA, just follow it with j.AB > djc > j.B > j.236C > j.2C) 12) FC j.2C/D > 236B (Depending at which distance, you have to see where the opponent is) > j.214D > delayed j.2C > 2A > 2C > jc > j.B > j.AB > j.236A~A > j.214B~B > j.236D > delayed j.2C EDIT: New Sukuklaja combo 5A > 5AA > 5AAA > 5AAAA > 5AAAAA > j.236B~B > j.214D > delayed j.2C > 214214D: 3.6K Damage Same damage as the others but if Sukukaja ends before the combo, you still get the knockdown. Sukukaja is only needed until the j.236B~B part. How does one exactly get the 18 hit AoA? My highest is 15 and that was once Share this post Link to post Share on other sites
GreekAngel Report post Posted November 5, 2014 How does one exactly get the 18 hit AoA? My highest is 15 and that was once You just mash A+B around 7 to 8 times. Just gotta really mash it. Share this post Link to post Share on other sites
heavymetalmixer Report post Posted November 5, 2014 After hitting with AoA, mash AB 6 times, then the ender (C or D). Share this post Link to post Share on other sites
Launchpad_Atl Report post Posted November 6, 2014 Ok I'm having trouble connecting B flip after the sb run to 1236 d and also when do omc the ex super gar. To connect the combo I'm both modes Share this post Link to post Share on other sites
heavymetalmixer Report post Posted November 6, 2014 Ok I'm having trouble connecting B flip after the sb run to 1236 d and also when do omc the ex super gar. To connect the combo I'm both modes The first one is just a matter of practice, there'e no weird timing on it. I don't know about the second one, I haven't practiced or discovered a Garudyne RC combo yet. Share this post Link to post Share on other sites
OGRachel Report post Posted November 7, 2014 What's the mechanics on the Sukaja combo: 5A > 5AA > 5AAA > 5AAAA > 236B~B > 214B~B > 236C > (Super) It seems the controls for the super don't flip even after you V slash, it confuses me greatly Share this post Link to post Share on other sites
heavymetalmixer Report post Posted November 7, 2014 What's the mechanics on the Sukaja combo: 5A > 5AA > 5AAA > 5AAAA > 236B~B > 214B~B > 236C > (Super) It seems the controls for the super don't flip even after you V slash, it confuses me greatly If you want to do a super after j.236C you have to do it in the same direction you were before j.236C. If you do j.236D (that you can do in that combo after j.214B~B), you can wait a little moment and then do the super in the other direction. Share this post Link to post Share on other sites
heavymetalmixer Report post Posted November 10, 2014 First, two new combos: 1) CH 236A > j.236A~A > j.214A~B > j.236D > delayed j.2C 2) CH 236B > j.214A~B > j.236B~B > j.214D > delayed j.2C 3) FC j.2C/D > 2C > delayed 236A > j.2C > 2A > 2C > jc > j.AB > j.236A~A > j.214B~B > j.236D > delayed j.2C Second, a question: What FC j.2C/D combo do you use in the corner? When I use FC j.2C/D > 236B > j.236D > delayed j.2C > 2A > 2C > jc > j.B > j.AB > j.236A~A > j.214B~B > j.236D > delayed j.2C, after the second j.2C, the 2A is impossible to link. Share this post Link to post Share on other sites