Skye Report post Posted August 30, 2009 I'm sure Ice Blade "D" has plenty of potential, we just need to find it, like the japanese, we can find out neat combos and what-not. Share this post Link to post Share on other sites
PozerWolf Report post Posted August 31, 2009 I think D fireball is the move i use least... even in combos... I just find it to not be consistant enough. Wait, did I read this right? No way... that can't be right. Dude, D Fireball is fuckin' amazing for combos and block strings. I dunno about you, but getting +40 on block is badass. Share this post Link to post Share on other sites
Heidern98 Report post Posted September 1, 2009 Wait, did I read this right? No way... that can't be right. Dude, D Fireball is fuckin' amazing for combos and block strings. I dunno about you, but getting +40 on block is badass. I didn't say it wasn't good, I said I was having a hard time finding a good use for it (on a personal level)... Still learning stuff Pozer but don't worry I will be perfect soon so you can be happy. I did start thinking about it more after I posted. After that, I messed with it a bit more and I understand a bit more on how to work it. Some of my recent matches are reflecting some good mixup and great guard crush potential. Just need more time with it. But thanks Pozer for always looking out with your tips. Just the coolest guy... I don't know how I would get by without you That specific combo works in the corner for really good damage + knockdown (second best damage return for that variation, with the difference being no more than 150), and can be applied to every character. Since you are doing the 6c after 6d, there will be no height adjustment required as you can just let them land, resulting in consistant height. Certain characters may have more favorable combos for them specifically, but in general, this one can be something to default to. Hey thanks for the intelligent and respectable explanation. I see exactly what you are talking about now with the 6D adjusting the height. I will definitly work with this more. Thanks bro. Share this post Link to post Share on other sites
PozerWolf Report post Posted September 3, 2009 But thanks Pozer for always looking out with your tips. Just the coolest guy... I don't know how I would get by without you I'm sexually confused. Share this post Link to post Share on other sites
vanfleihight Report post Posted September 6, 2009 Not sure if this was thought of before This is extremely situational and probably not the smartest idea, but... Wait until they've bursted. 236D (blocked), run up, offensive burst, 623D, 6C, dc, 5C, sj.C, dj.C, 214B It won't kill them but will get them low enough to kill with chip damage since it's late in the game enough that they bursted. Also for show. Share this post Link to post Share on other sites
bbq sauce Report post Posted September 6, 2009 I suppose it's cool. Since even a blocked fireball will win the round, but honestly, ig they burst already, I'd rather just go for mix up on the 236D, being htey already burst, if you succeed that's the round right there. Share this post Link to post Share on other sites
Heidern98 Report post Posted September 7, 2009 Not sure if this was thought of before This is extremely situational and probably not the smartest idea, but... Wait until they've bursted. 236D (blocked), run up, offensive burst, 623D, 6C, dc, 5C, sj.C, dj.C, 214B It won't kill them but will get them low enough to kill with chip damage since it's late in the game enough that they bursted. Also for show. Just want to say if its possible to ONLY get the 623D second hit so you can freeze them later in the combo, it should be able to setup a trap so that when they come out of the ice you can have a tick move on them to kill them. Either way, it will raise your combo damage by at least 500ish so its worth it to try to hit them with the rim of the burst. And ya I like this trap nice work Share this post Link to post Share on other sites
baohead Report post Posted September 12, 2009 What's the best follow up after 6a>214D in corner? I've seen ppl doing 6C > 6D > j.C > j.214C after that, but i could not connect that, is that a legit combo? Share this post Link to post Share on other sites
Chaxo Report post Posted September 12, 2009 How come the COM can always tech out after 6A>Sekkajin (8 ) ? Share this post Link to post Share on other sites
lxMetalSonicxl Report post Posted September 12, 2009 Are you sure you are doing it right? That shouldn't happen if you do it correctly. Share this post Link to post Share on other sites
ocdscale Report post Posted September 12, 2009 How come the COM can always tech out after 6A>Sekkajin (8 ) ? To be clear, are you launching them into the air and then they are teching. Or, are they teching after being pushed out of range on the ground? If this is happening it's because not all the sekkajin hits are landing. Last hit should launch. Share this post Link to post Share on other sites
Chaxo Report post Posted September 12, 2009 To be clear, are you launching them into the air and then they are teching. Or, are they teching after being pushed out of range on the ground? If this is happening it's because not all the sekkajin hits are landing. Last hit should launch. They tech after got launched in the air. HOw am I supposed to let all sekajin's hit ? I mean they should all connect if 6A hits , right ? Share this post Link to post Share on other sites
ocdscale Report post Posted September 12, 2009 If they're getting launched, then all the hits are connecting, I'm pretty sure. You can check the hit counter if you want to verify. I'm going to go to training mode when I get home and try to duplicate this problem and see what's going on. What character are you doing it on? Share this post Link to post Share on other sites
Chaxo Report post Posted September 12, 2009 Ragna. I did 6A>Sekkajin till 8 showed up , then Ragna flies and teched immediately. While im still doing sekkajin for the last swing. Share this post Link to post Share on other sites
slowatch Report post Posted September 12, 2009 the only thig i can think of is that youre actually hiting w too many hits. if you hit with one-too-many they can tech almost instantly. Share this post Link to post Share on other sites
lxMetalSonicxl Report post Posted September 12, 2009 I think I know what the problem is. You aren't releasing sekka-jin early enough. Don't mash all the way through the 8th hit. Stop pressing C when it is the 6th/7th hit. You will then have time to conduct your dc 5C or just a 6C for the corner. Share this post Link to post Share on other sites
PhoenixBR Report post Posted September 13, 2009 How hard are you supposed to mash C? lol... I can never get it to launch people, am I not mashing enough? I rarely use 6A though, I prefer using j.B / j.C as overheads for pressure. I'm new here, by the way Share this post Link to post Share on other sites
ryokoalways Report post Posted September 13, 2009 You need to send 5 inputs before the first hit comes out, so just start mashing it out after you do the previous move. Share this post Link to post Share on other sites
PhoenixBR Report post Posted September 13, 2009 I'm aware you need 5 inputs for it to activate. The problem is, whenever I land it, it hits them for like... 6 times then it basically whiffs, thus not getting me the launcher needed for the 5C to connect. Share this post Link to post Share on other sites
Waks Report post Posted September 13, 2009 So, need to buffer 5 C's before 6A hits in order for you to successfully do sekka-jin? Share this post Link to post Share on other sites
ryokoalways Report post Posted September 13, 2009 I think your problem may be that you are not doing it fast enough. Remember there is a fair amount of push back from (in this instance) 6a. For example, unless the move comes out immediately after 6a land (ie, you are not hit confirming. You are just mashing it out), you will not connect the launch hit on, say, Ragna. I don't see why you can't get the combo to go. Just go to training mode, do 6a, and start mashing. Then do 5b, 5c, and mash (for characters that have no vertical standing hitbox like rachel, bang, etc). Share this post Link to post Share on other sites
PhoenixBR Report post Posted September 13, 2009 I see. The thing is, I've just put my hands on my new Sanwa parts and, as stupid as it may sound, I'm kinda afraid to damage something, lol. I just hate mashing stuff >_> Share this post Link to post Share on other sites
ryokoalways Report post Posted September 13, 2009 You bought senwa parts BECAUSE they are durable. Unless you are hitting them like a hammer I don't think you need to worry about breaking anything. Share this post Link to post Share on other sites
baohead Report post Posted September 23, 2009 Need some help on finishing a combo. After 623A(CH) > 214D > 6C relaunch Is there a proper way to end the combo so they would be knock down in the corner? I tried various combinations, many who do over 4k dmg but they are able tech in air. I know if i relaunch with 2c, the combo could easily ended in a knockdown, but 6C has more range which sometimes could just cover just the extra little distance needed. Share this post Link to post Share on other sites
vanfleihight Report post Posted September 23, 2009 Did you already try 6C relaunch, dc, 5C, sj C, dj C, 214B? Share this post Link to post Share on other sites