Sakaku Report post Posted December 8, 2014 Information If you'd like to contribute, please feel free to do so! When posting combos, please write them properly. If you are unsure on how to write combos properly, then read the wiki page here. Make sure to read the Notation Used section in this post so that you understand the specific notations used for Ramlethal. Please refrain from going off topic in this thread. This thread is for posting and discussion of combos only. Only practical combos will be listed in this thread. Collapsed: General Notations Used: [table] >Progress from the previous move to the following move.,Link the previous move into the following move.>> or ->Cancel the previous special into a follow-up special.|>After landing.jJumphjHigh Jumpad or ADAir Dashiad or IADInstant Air Dashjc or (JC)Jump Cancelhjc or (HJC)High Jump Cancelji or (JI)Jump InstallCHCounter HitMCMortal CounterRC or (RC)(Red) Roman CancelYRC or (YRC)Yellow Roman CancelPRC or (PRC)Purple Roman Cancel[ ]Hold Input(X)X is optional.(N)Attack must deal N amount of hits.[???] xNRepeat ??? N amount of times.[X] or [Y]Perform series of actions X or Y.[/table] Collapsed: Guide Specific Notations Used: [table][AA]Anti AirdashDashToranshi632146HS with both swords deployed.(sword hits)A sword that has been deployed hits.PP~PDelay the second follow-up of the PPP string.[s+]Slash Sword Equipped[H+]Heavy Slash Sword Equipped[sH+]Both Swords Equipped[s-]Slash Sword Deployed[H-]Heavy Slash Sword Deployed[sH-]Both Swords Deployed[/table] Challenge Mode Combos Collapsed: Challenges: No.1 6S/H, 4S/H No.2 6S, 2S No.3 6H, 2HS No.4 PK No.5 PPP No.6 PPK No.7 KPP No.8 KKK No.9 2KPK No.10 2.KPP No.11 2KK No.12 623P No.13 623+P No.14 236K No.15 214K No.16 214P No.17 632146HS (with both swords equipped) No.18 6S and 6H, 632146HS No.19 2363214K No.20 Instant Kill Mode, 236236HS No.21 c.S > 2D No.22 f.S > 6S/HS No.23 2S > 2HS No.24 [AA] 6P > c.S > jc > j.8D No.25 CH f.S > 623P, PPP No.26 CH 6S/HS, dash throw No.27 IAD j.K > j.P > j.K |> c.S > 2D No.28 PPP > RC , c.S > 2D > 623P No.29 c.S > 2D > 623P, KPP, PPP No.30 [AA] 6P > c.S > jc > j.P > j.S > jc > j.K > j.S > j.D No.31 236K, dash c.S > jc > j.P > j.K > j.S > j.8D No.32 6K, PPK, dash PPP No.33 [s+] CH 2S, PK, dash PK, dash PPP No.34 KKK, f.S > 214K No.35 [sH+] 214K, PPP, IAD j.P > j.K > j.S |> 632146HS No.36 214P > RC, c.S > 623P, c.S 623P, c.S > jc > j.8D No.37 5D > Homing Jump > j.D > j.D > j.K > j.S > j.K > j.S > j.D No.38 [sH+] 5D > Homing Dash > c.S > 5HS > 6S, dash c.S > (sword hits) > 6H, 5HS > (sword hits) > jc > j.HS |> 2D > 623P, PPP No.39 2D > 623P, c.S > jc > j.8D, IAD j.K > j.S > j.8D |> dash KPP, PPP, f.S > 214K No.40 c.S > 2D > 623P, dash PK, dash PK, dash PPP, dash c.S > 5HS > 6S, dash f.S > (sword hits) > 6H, 5H > (sword hits) > 214K, Toranshi, 3K > Toranshi hits No.41 Deploy swords, c.S > 2D > 623P, PPP, dash c.S > 5HS > jc > j.2HS |> c.S > (2HS sword hits) > 2S, IAD j.HS > (2S sword hits) |> j.8D, dash PPP, 2363214K Midscreen Collapsed: Mid Starters: P Starters 5P > 4P > 1K > 2K [57 dmg] Note: You need to input 4P and 1K in order to bypass Ramlethal's combination strings. [AA] 6P > c.S > jc > j.K > j.S > jc > j.K > j.S > j.D [147 dmg] [AA] 6P > c.S > 623P, dash PK, dash PK, dash PPP [137 dmg] Note: the c.S lets you confirm whether you hit the opponent in the air or on the ground. c.S Starters Note: Combos leading into 623P also work with (CH f.S) or (crouching opponent f.S). c.S > (2D >) 623P, dash PK, dash PK, dash PPP [130 dmg] c.S > (2D >) 623~P, dash PK, dash PK, dash PPP [131 dmg on Millia] c.S > (2D >) 623P, dash PK, KPP, PP~P [163 dmg on Millia] Note: Vs feather weights. 623~P is normal Dauro. c.S > (2D >) 623P, dash c.S > 623P, KPP, PPP [148 dmg on Potemkin] c.S > (2D >) 623P, dash PK, KPP, PPP [125 dmg on Potemkin] Note: Vs heavy weights. c.S > (2D >) 623P, delay c.S > 623P, KPP, PPP [171 dmg] Note: Character specific. See this post's "Double Dauro" section for character specific notes. c.S > 623P > slight delay c.S > 623P > slight delay c.S > 623P > KPP > PPP [171 dmg] Note: Only works on Potemkin. Note: 3rd dauro crosses under. c.S > 623P > delay c.S > 623~P > delay c.S> 623P > KPP > PPP [167 dmg] Note: Only works on Potemkin and Bedman. [s+] 2S Starters [sH+] 2S > 2HS [114 dmg] [sH+] 2S > 2HS > RC, dash PK, dash PK, dash PPP [150 dmg] [s+] CH 2S, dash PK , dash PK , dash PPP [120 dmg] PPP Starters PPP > RC > see c.S starters Requires: 50% Tension Collapsed: Low Starters: 2K Starters 2KK [44 dmg] 2KPK [47 dmg] 2D Starters 2D > 623P, dash PK, dash PK, dash PPP [118 dmg] 2D > 623~P, dash PK, dash PK, dash PPP [141 dmg on Millia] 2D > 623P, dash PK, KPP, PP~P [167 dmg on Millia] Note: Vs feather weights. 623~P is normal Dauro. 2D > 623P, dash 623P, KPP, PPP [150 dmg on Potemkin] 2D > 623P, dash PK, KPP, PPP [127 dmg on Potemkin] Note: Vs heavy weights Collapsed: Overhead Starters: 6K Starters Note: Linking 6B, 5P does NOT work on Potemkin, May and Bedman. 6B, 5P combos require the opponent to be crouching. 6K, 5P > 1K > 2K [73 dmg] Note: You need to input 1K in order to bypass Ramlethal's combination strings. 6K, 5PPK, dash PPP [88 dmg] KPP Starters KPP, dash PK, dash PK, KPP, PP~P [147 dmg] 5D Starters 5D > Homing Jump > j.D > j.D > j.K > j.S > jc > j.K > j.S > j.D [144 dmg] Collapsed: Sword Mix-up Starters: 6S/6HS Starters Note: Starter includes 6K and 2K. Starter > (sword hits), c.S > 623P, dash PK, dash PK, dash PPP [135 dmg] (6K) [97 dmg] (2K) Collapsed: Throw Starters: Command Grab Starters 236K, dash 6P > c.S > jc > j.K > j.S > jc > j.K > j.S > j.D [126 dmg] 236K, dash > PK, dash PK, dash PPP [93 dmg] Collapsed: Instant Kill Combos: 236K > RC, activate instant kill mode > delay 236236H Requires: 100% Tension Near Corner Collapsed: Mid Starters: c.S Starters Note: Combos leading into 623P also work with (CH f.S) or (crouching opponent f.S). c.S > (2D >) 623P, dash PK, dash PK , dash PPP, [dash c.S > 5HS] or [iAD j.S > j.HS |> (c.S >) 2D] [135 dmg] (dash c.S > 5HS) [139 dmg] (IAD j.S > j.HS |> 2D) Note: Works halfscreen from the corner away. [sH+] c.S > (2D >) 623P, dash PK, dash PK, dash PPP, dash c.S > f.S > 6S, dash c.S > (sword hits) > 6H, dash c.S > (sword hits), dash c.S > 2D [153 dmg] Note: Works halfscreen from the corner away. c.S > (2D >) 623P, delay c.S > 623P, c.S > jc > j.8D |> IAD j.K > j.S > j.8D |> dash PPP, dash c.S > 5HS [213 dmg] Note: Character specific. See this post's "Double Dauro Halfscreen away/corner" section for character specific notes. Note: Works halfscreen from the corner away. c.S > (2D >) 623P, delay c.S > 623P, delay c.S > jc > j.8D |> j.K > j.P > j.S > j.8D |> dash PPP, [dash c.S > 5HS] or [iAD j.S > j.HS |> (c.S >) 2D] [183 dmg on Potemkin] (dash c.S > 5HS) [184 dmg on Potemkin] (IAD j.S > j.HS |> 2D) Note: Vs heavy weights. Note: Works halfscreen from the corner away. c.S > 623P > delay c.S > 623~P > delay c.S > 623P > c.S jc > j8D |> IAD j.K > j.P > j.S > j.8D |> dash PPP >dash c.S > 5HS [192 dmg] Note: Only works on Potemkin. [s+] 2S Starters [s+] CH 2S, dash PK, dash PK, dash PPP, [dash c.S > 5HS] or [iAD j.S > j.HS |> (c.S >) 2D] [141 dmg] (dash c.S > 5HS) [147 dmg] (IAD j.S > j.HS |> 2D) Note: Works halfscreen from the corner away. [sH+] MC 2S, 2S > 2HS > RC, c.S > 5HS > jc > j.8D |> IAD j.K > j.S > j.8D |> dash PPP, [dash c.S > 5HS] or [iAD j.S > j.HS |> (c.S >) 2D] Requires: 50% Tension j.P Starters [Air to air] IAD j.P xN > j.8D |> 623P, dash PP~P, [dash c.S > 5HS] or [iAD j.S > j.HS |> (c.S >) 2D] [132 dmg] (j.P x3) (dash c.S > 5HS) [135 dmg] (j.P x3) (IAD j.S > j.HS |> 2D) Collapsed: Low Starters: 2D Starters 2D > 623P, dash PK dash, PK, dash PPP, [dash c.S > 5HS] or [iAD j.S > j.HS |> (c.S >) 2D] [137 dmg] (dash c.S > 5HS) [141 dmg] (IAD j.S > j.HS |> 2D) Note: Works halfscreen from the corner away. [sH+] 2D > 623P, dash PK, dash PK, dash PPP, dash c.S > f.S > 6S, dash c.S > (sword hits) > 6H, 5H > (sword hits) 214K [156 dmg] Note: Works halfscreen from the corner away. Collapsed: Overhead Starters: 2KPP Starters 2KPP, dash PK, c.S > jc > j.8D |> IAD j.K > j.S > j.8D |> dash PPP [dash c.S > 5HS] or [iAD j.S > j.HS |> (c.S >) 2D] [197 dmg] (dash c.S > 5HS) [199 dmg] (IAD j.S > j.HS |> 2D) Collapsed: Sword Mix-up Starters: 6S/6HS Starters Note: Starter includes 6K and 2K. Starter > (sword hits), c.S 623P, dash PK, dash PK, dash PPP, [dash c.S > 5HS] or [iAD j.S > j.HS |> (c.S >) 2D] [147 dmg] (6k) / [107 dmg] (2K) (dash c.S > 5HS) [149 dmg] (6K) / [107 dmg] (2K) (IAD j.S > j.HS |> 2D) Note: Works halfscreen from the corner away. [s+/H+] Starter > (sword hits), c.S 623P, dash PK, dash PK, dash PPP, dash c.S > f.S > 6S/6HS, dash > c.S > (sword hits) > 2D [156 dmg] (6k) / [113 dmg] (2K) Note: Works halfscreen from the corner away. Collapsed: Throw Starters: Command Grab Starters 236K, delay [iAD j.K > j.S > j.8D |>]x2, dash PPP, [dash c.S > 5HS] or [iAD j.S > j.HS |> (c.S >) 2D] [146 dmg] (dash c.S > 5HS) [147 dmg] (IAD j.S > j.HS |> 2D) [s+] 236K, [iAD j.K > j.S > j.8D |>]x3, dash PPP, dash c.S > f.S [155 dmg] Collapsed: Instant Kill Combos: 236K > RC, activate instant kill mode > delay 236236H Requires: 100% Tension Corner Starters Collapsed: Mid Starters: S Starters Note: Combos leading into 623P also work with (CH f.S) or (crouching opponent f.S). c.S > (2D >) 623P, dash PPP, [dash c.S > 5HS] or [iAD j.S > j.HS |> (c.S >) 2D] [129 dmg] (dash c.S > 5HS) [137 dmg] (IAD j.S > j.HS |> 2D) c.S > (2D >) 623P, dash PK, c.S > jc > j.8D |> IAD j.K > j.S > j.8D |> dash PPP, [dash c.S > 5HS] or [iAD j.S > j.HS |> (c.S >) 2D] [181 dmg] (dash c.S > 5HS) [181 dmg] (IAD j.S > j.HS |> 2D) c.S > 2D > 623P, c.S > jc > j.8D |> IAD > j.K > j.S > j.8D |> dash > PPP, [dash c.S > 5HS] or [iAD j.S > j.HS |> (c.S >) 2D] [196 dmg] (dash c.S > 5HS) [198 dmg] (IAD j.S > j.HS |> 2D) Note: 2D is necessary in order to get a c.S consistently after 623P. c.S > (2D >) 623P, delay c.S > 623P, c.S > jc > j.8D |> IAD j.K > j.S > j.8D |> dash PPP, dash c.S > 5HS [213 dmg] Note: Character specific. See this post's "Double Dauro Halfscreen away/corner" section for character specific notes. [s+] c.S > 2D > 623P > c.S > jc > j.8D |> [iAD > j.K > j.S > j.8D] x2 dash PPP, [dash c.S > 5HS] or [iAD j.S > j.HS |> (c.S >) 2D] [214 dmg] (dash c.S > 5HS) [214 dmg] (IAD j.S > j.HS |> 2D) Note: Character specific. See this post for character specific notes. [sH+] c.S > (2D >) 623P, dash PPP, dash c.S > f.S > 6S , dash c.S > (sword hits) > 6H , dash c.S > (sword hits) > dash c.S > 2D [173 dmg] [sH+] c.S > (2D >) 623P, dash PK, c.S > jc > j.8D |> IAD j.K > j.S > j.8D |> dash PPP, dash c.S > f.S > 6s, dash c.S > (sword hits) > 6HS dash c.S > (sword hits) > dash c.S 2D [193 dmg] [sH+] or [s+/H-] c.S > 623P, dash c.S > 5HS > jc > j.8D |> [iAD j.K > j.S > j.8D |>]x2, dash PPP, dash c.S > 5HS [225 dmg] Note: Character specific. See this post's "c.S > 623P, dash c.S > 5HS > jc > j.8D |>" section for character specific notes. [sH-] c.S > (2D >) 623P, dash PK, KPP, PPP, dash c.S > 5HS > Toranshi, c.S > Toranshi hits, PPP [201 dmg] Requires: 50% Tension Note: Wait for Toranshi super to be almost over before you do PPP in order to get a knockdown. [s+/H+] c.S > (2D >) 623P, dash PPP, dash c.S > f.S > 6S/6HS, dash 2P > 4P > (sword hits), Toranshi, 2K > Toranshi hits > PPP [186 dmg] Requires: 50% Tension Note: Wait for Toranshi super to be almost over before you do PPP in order to get a knockdown. [sH+] c.S > (2D >) 623P, dash PPP, dash c.S > f.S > 6S, dash c.S > (sword hits) > 6H, dash 2P > 4P > (sword hits), Toranshi, 2K > Toranshi hits > PPP [202 dmg] Requires: 50% Tension Note: Wait for Toranshi super to be almost over before you do PPP in order to get a knockdown. [s+] 2S Starters [s+] 2S > RC, 5HS > jc > j.8D |> [iAD > j.K > j.S > j.8D] x2 dash PPP, dash c.S > 5HS [197 dmg] Requires: 50% Tension [sH+] 2S > 2HS RC, 5HS > jc > j.8D |> [iAD > j.K > j.S > j.8D] x2 dash PPP, dash c.S > 5HS [223 dmg] PPP Starters PPP > RC > see c.S starters Requires: 50% Tension Toranshi Starters (Toranshi blocked) > (opponent gets hit during the remaining ~1/4 active frames) > PPP, dash c.S > 5HS > jc > j.2HS |> immediate c.S > (2HS hits) > jc back > j.2S > IAD j.H > (2S hits) |> j.8D |> dash PPP [~230 dmg] (6K) [~250 dmg] (2D) Collapsed: Low Starters: 2D Starters Note: Same as c.S starters. 2D > 623P, dash PK, c.S > jc > j.8D |> IAD > j.K > j.S > j.8D |> dash > PPP, [dash c.S > 5HS] or [iAD j.S > j.HS |> (c.S >) 2D] [182 dmg] (dash c.S > 5HS) [182 dmg] (IAD j.S > j.HS |> 2D) 2D > 623P, c.S > jc > j.8D |> IAD > j.K > j.S > j.8D |> dash > PPP, [dash c.S > 5HS] or [iAD j.S > j.HS |> (c.S >) 2D] [195 dmg] (dash c.S > 5HS) [197 dmg] (IAD j.S > j.HS |> 2D) 2D > 623P, dash PPP, IAD > j.S > j.HS |> (c.S >) 2D [136 dmg] [sH+] 2D > 623P, dash PPP, dash c.S > f.S > 6S, dash c.S > (sword hits) > 6H, 5H > (sword hits) 214K [175dmg] [sH-] 2D > 623P, dash PK, KPP, PPP, dash c.S > 5HS > Toranshi, c.S > Toranshi hits, PPP [201 dmg] Requires: 50% Tension Note: Wait for Toranshi super to be almost over before you do PPP in order to get a knockdown. [s+/H+] 2D > 623P , dash PPP, dash c.S > f.S > 6S/6HS, dash 2P > 4P > (sword hits), Toranshi , 2K > Toranshi hits > PPP [228 dmg] Requires: 50% Tension Note: Wait for Toranshi super to be almost over before you do PPP in order to get a knockdown. [sH+] 2D > 623P, dash PPP, dash c.S > f.S > 6S, dash c.S > (sword hits) > 6H, dash 2P > 4P > (sword hits), Toranshi, 2K > Toranshi hits > PPP [204 dmg] Requires: 50% Tension Note: Wait for Toranshi super to be almost over before you do PPP in order to get a knockdown. Collapsed: Overhead Starters: 6K Starters Note: Linking 6B , 5P does NOT work on Potemkin, May and Bedman. 6B , 5P combos require the opponent to be crouching. 6K, PPK, dash c.S > 214K, c.S > 623P, PP~P [135 dmg] [s+] 6K, PPK, f.S > 214K, c.S > 623P, PP~P [137 dmg] 6K, PPK, dash PPP, 2D (> 623P, PPP) [106 dmg] [128 dmg] (> 623P, PPP) 6K, PPK, KPP, PP~P [126 dmg] Note: Vs Feather Weights. 5D Starters [H-] 5D > Homing Dash c.S > 5HS > 214K, c.S > 623P, PP~P [118 dmg] [sH+] 5D > Homing Dash c.S > f.S > 6S, dash c.S > (sword hits) > 6H, dash c.S > (sword hits), dash c.S > 2D [119 dmg] 2KPP Starters 2KPP, KPP, c.S > jc > j.8D |> dash PPP, [dash c.S > 5HS] or [iAD j.S > j.HS |> (c.S >) 2D] [203 dmg] (dash c.S > 5HS) [207 dmg] (IAD j.S > j.HS |> 2D) 2KPP, dash c.S > 5HS > jc > j.8D |> [iAD j.K > j.S > j.8D |>]x2, dash PPP, dash c.S > 5HS [278 dmg] [sH+] 2KPP, dash c.S > 5HS > jc > j.8D |> [iAD j.K > j.S > j.8D |>]x2, dash PPP, dash c.S > f.S > 6S, dash c.S > (sword hits) > 6H, dash 2P > 4P > (sword hits), Toranshi, 4P xN~Toranshi hits > PPP [~315~330 dmg] Requires: 50% Tension Note: Wait for Toranshi super to be almost over before you do PPP in order to get a knockdown. 2KPK Starters [sH+] 2KPK > RC, dash c.S > 5HS > j.8D > IAD j.K > j.S > j.8D |> dash PPP, dash c.S > f.S > 6S , dash c.S > (sword hits) > 6H , dash c.S > (sword hits) > dash c.S > 2D [128 dmg] Collapsed: Sword Mix-up Starters: 2HS Starters Note: 2HS Starters include IAD j.K (> j.S/j.HS), 6K, 2K and 2D. [s+/H-] Starter > (2HS sword hits), dash j.8D |> [iAD j.K > j.S > j.8D |>]x2, dash PPP, [dash c.S > 5HS] or [iAD j.S > j.H |> (c.S >) 2D] [231 dmg] (j.K) (dash c.S > 5HS) [214 dmg] (6K) (dash c.S > 5HS) [237 dmg] (2D) (dash c.S > 5HS) [160 dmg] (2K) (dash c.S > 5HS) [s+/H-] Starter > (2HS sword hits), dash j.8D |> dash c.S > jc > j.8D |> IAD j.K > j.S > j.8D |> dash PPP, [dash c.S > 5HS] or [iAD j.S > j.HS |> (c.S >) 2D] [231 dmg] (j.K) (dash c.S > 5HS) [215 dmg] (6K) (dash c.S > 5HS) [236 dmg] (2D) (dash c.S > 5HS) [162 dmg] (2K) (dash c.S > 5HS) Note: Use this combo if you think they'll be too low for the IAD j.K > j.S > j.8D route. [H-] Starter > 2HS sword hits), c.S > jc > j.8D |> IAD > j.K > j.S > j.8D |> dash PPP, [dash c.S > 5HS] or [iAD j.S > j.HS |> (c.S >) 2D] [195 dmg on Potemkin] (j.K) (dash c.S > 5HS) [178 dmg on Potemkin] (6K) (dash c.S > 5HS) [201 dmg on Potemkin] (2D) (dash c.S > 5HS) [132 dmg on Potemkin] (2K) (dash c.S > 5HS) Note: Vs Heavy Weights. [sH-] Starter > 2S (2HS sword hits), 6K > (2S hits), j.8D |> dash KPP, PPP, Toranshi [~246 dmg] (j.K) [~251 dmg] (2D) [~181 dmg] (2K) Requires: 50% Tension Collapsed: Throw Starters: Normal Throw Starters Throw > Toranshi > 2K (Toranshi hits) [96 dmg] Requires: 50% Tension Note: Once you activate Toranshi you need to OTG with 2K so that Toranshi hits. Note: This will let them tech in the air. Only do if you know it's gonna kill. Command Grab Starters 236K, delay [iAD j.K > j.S > j.8D |>]x2, dash PPP, [dash c.S > 5HS] or [iAD j.S > j.HS |> (c.S >) 2D] [146 dmg] (dash c.S > 5HS) [147 dmg] (IAD j.S > j.HS |> 2D) 236K, dash > jc > j.8D |> [iAD j.K > j.S > j.8D |>]x2, dash PPP, [dash c.S > 5HS] or [iAD j.S > j.HS |> (c.S >) 2D] [151 dmg] (dash c.S > 5HS) [152 dmg] (IAD j.S > j.HS |> 2D) [sH+] 236k, dash c.S > jc > j.8D |> [iAD j.K > j.S > j.8D |>]x2, dash PPP, c.S > f.S > 6S, dash c.S > (sword hits) > 6h, dash c.S > jc > IAD j.HS |> 2D [165 dmg] [sH-] 236K > dash c.S > jc > j.8D |> dash PPP, dash c.S > 5HS > Toranshi > 2P > Toranshi hits, PPP [175 dmg] Requires: 50% Tension Note: Wait for Toranshi super to be almost over before you do PPP in order to get a knockdown. Collapsed: Instant Kill Combos: 236K > RC, activate instant kill mode > delay 236236H Requires: 100% Tension c.S > 623P, dash PPP > RC, activate instant kill mode > 236236H Requires: 100% Tension Share this post Link to post Share on other sites
Killey Report post Posted December 9, 2014 Alternate Corner Combo Enders: [sH+] combo starter ~ dash PPP , dash c.S > f.S > 6S , dash c.S > (sword hits) > 6H , dash c.S > (sword hits) > dash c.S > 2D I usually prefer this combo ender for oki and you can set up resets in between the combo. combo starter ~ dash PPP, dash c.S > 5HS > j.2HS |> c.S > (sword hits) > j.2S > air dash j.HS > (sword hits) |> j.8D, dash PPP Corner Throw Starter: Throw > Toranshi > 2K (Toranshi hits) Requires: 50% Tension Note: Once you activate Toranshi you need to OTG with 2K so that Toranshi hits. RC Combos: PPP > RC > see c.S starters Requires: 50% Tension 3K > RC > see c.S starters Requires: 50% Tension Corner RC Combos: [sH+] 2KPK > RC > dash c.S > 5HS > j.8D > IAD j.K > j.S > j.8D |> dash PPP, dash c.S > f.S > 6S , dash c.S > (sword hits) > 6H , dash c.S > (sword hits) > dash c.S > 2D Requires: 50% Tension 2KPK > RC > dash c.S > 5HS > j.8D > IAD j.K > j.S > j.8D |> dash PPP, dash c.S > 5HS > j.2HS |> c.S > (sword hits) > j.2S > air dash j.HS > (sword hits) > j.8D, dash PPP Requires: 50% Tension Something that might need to be noted about the below combo that you posted. c.S > (2D >) 623P , c.S > jc > j.8D |> IAD > j.K > j.S > j.8D |> dash > PPP , IAD j.S > j.H |> 2D This combo might not work on Potemkin and Elphet. I end up getting far S after a just frame 623P. You can dash c.S, j.8D but then you won't have the right height to get the IAD stuff to work. I compensate by doing dash PK, c.S, j.8D, etc... Share this post Link to post Share on other sites
C0R Report post Posted December 10, 2014 Cmd grab optimization - [sH+] 236k > c.s > j.8d (> iad j.ks8d)x2 > ppp > c.s > f.s > 6s > c.s > 6h > c.s > iad j.h > 2d Should be univsersal, tested and confirmed on sin(all mediums) pot, bedman, millia, ino, ram. Don't have elphelt. Notes for timings: Heavies- can do j.kps8d on the second rep if you think they're too low. Feathers- try to get them low on the very first c.s, and with every follow up iad do j.k as late as you can. You can do the j.k's later if you get a good j.8d late chain, letting you recover faster. It seems you can simply add the double Set iad ender whoever people were instead doing splat>iad j.s stuff or 214k knockdown. Share this post Link to post Share on other sites
streak Report post Posted December 10, 2014 Cmd grab optimization - [sH+] 236k > c.s > j.8d (> iad j.ks8d)x2 > ppp > c.s > f.s > 6s > c.s > 6h > c.s > iad j.h > 2d Should be univsersal, tested and confirmed on sin(all mediums) pot, bedman, millia, ino, ram. Don't have elphelt. Notes for timings: Heavies- can do j.kps8d on the second rep if you think they're too low. Feathers- try to get them low on the very first c.s, and with every follow up iad do j.k as late as you can. You can do the j.k's later if you get a good j.8d late chain, letting you recover faster. It seems you can simply add the double Set iad ender whoever people were instead doing splat>iad j.s stuff or 214k knockdown. Don't you need to dash between 236k > c.S ? IIRC cmd grab always puts you a fix distance away from the other character, which is out of c.S range even in the corner Share this post Link to post Share on other sites
Sakaku Report post Posted December 13, 2014 Something that might need to be noted about the below combo that you posted. c.S > (2D >) 623P , c.S > jc > j.8D |> IAD > j.K > j.S > j.8D |> dash > PPP , IAD j.S > j.H |> 2D This combo might not work on Potemkin and Elphet. I end up getting far S after a just frame 623P. You can dash c.S, j.8D but then you won't have the right height to get the IAD stuff to work. I compensate by doing dash PK, c.S, j.8D, etc... Strange, I've been getting a c.S just fine against both of them. If you have H sword equipped you can also do 623p, dash c.S > 5HS > jc > j.8D |> loop. But as K0r mentioned, against heavy chars getting a 2nd rep with the normal j.K > j.S > j.8D route isn't working too well. I haven't written character specific notes as of now, but I'm planning to after next week. Don't you need to dash between 236k > c.S ? IIRC cmd grab always puts you a fix distance away from the other character, which is out of c.S range even in the corner Yes, you do. Share this post Link to post Share on other sites
C0R Report post Posted December 13, 2014 Just a note, if your execution is up to it, Gdauro > (no sword) H > Gdauro > (no sword) H > j.8d adds some damage in the corner. It also autotimes to hit when the launch from dauro is at its lowest, letting you get two greens on not-feathers easily. Share this post Link to post Share on other sites
AdmiralKorngold Report post Posted December 18, 2014 Sorry for stupid question, but I'm only on cell phone and trying to get the combos down in this vid. Seem pretty practical but my phone quality is sub potato and I can't transcribe them. http://youtu.be/0FjskguLzw4 Share this post Link to post Share on other sites
Gekido Report post Posted December 20, 2014 Can someone test out this combo I believe it should work.. mid screen close 5s>2D>623p>5kpp>dash>5ppp>wall splat>IAD>corner combo etc.. right now all I have is the dual shock 4 controller and my input for dashing needs work I can't seem to dash quick enough I would like to know if this will connect. Share this post Link to post Share on other sites
SIne Report post Posted December 20, 2014 Yes the combo works, does around 193 damage with IAD j.p j.k j.s or variations of that ender even with 2d. but yea its easier on light characters , you have to micro dash super fast to get the ppp to connect, IMO, not even worth it cause regular bnb is easier Share this post Link to post Share on other sites
Gekido Report post Posted December 20, 2014 Cool, thx for the input and trying it out.. I was trying to come up with a meterless wall carry combo, good to know it at least worked lol. Share this post Link to post Share on other sites
Sakaku Report post Posted December 20, 2014 Char specific notes regarding the corner (c.S >) 2D > 623P, c.S > jc > j.8D |> [iAD j.K > j.S > j.8D |>] x2 dash PPP > [ender] combo Tested this combo against the whole cast, and there are more char specific timings/variations to be considered than I thought. I might be wrong somewhere, so if anyone knows better feel free to correct me. Basically the more you delay j.8D in both reps of the loop, the easier it is to not drop it. If you have the S sword equipped you can delay j.8D by A TON. But in case you haven't, there's not much room for delaying it, making 2 reps into dash PPP against normal weight characters very hard. Millia, May, Chipp, I-no, Elphelt and Ramlethal: Do the standard loop, no need to delay j.8D by much. Easy even without S sword equipped. PP~P instead of PPP. Ky: need to do (c.S >) 2D > 623P, dash PK, c.S > jc > j.8D |> IAD j.K > j.S > j.8D |> dash PPP > [ender]. j.8D will whiff after c.S > jc Sin, Faust, Sol, Axl: 2nd rep without S sword equipped either very hard or impossible (?). Slayer: doing (c.S >) 2D > 623P, dash c.S > 5HS > j.8D makes the loop easier. This might be true for the characters stated above as well, didn't have time to test it. Potemkin: Double Dauro into one rep is easier. (c.S >) 2D > 623p, c.S 623p, c.S > jc > j.8D |> IAD > j.K > j.P > j.S > j.8D |> dash PPP > [ender] Venom: For some reason he'll always be very low after the 2nd rep, making it hard to get a PPP > dash c.S > 5HS wallsplat ender. (c.S >) 2D > 623P > delay > c.S > 623P > delay c.S > jc > j.8D |> IAD j.K > j.S > j.8D |> dash PPP > [ender] Zato: Starting the loop doesn't seem to work at all. Same combo as Venom. Bedman: Basically the same as Potemkin, but with delays. (c.S >) 2D > 623P, delay c.S > 623P > delay c.S > jc > j.8D |> IAD j.K > j.P > j.S > j.8D |> dash PPP > [ender] Share this post Link to post Share on other sites
SIne Report post Posted December 20, 2014 Oh, damn i was trying to do that combo the wrong way, i was trying to do c.S 2d dauro, ppp, dash 5s j.8d iad , which was giving me hell to connect Share this post Link to post Share on other sites
Zerosleep Report post Posted December 21, 2014 Is there any reason to RC a normal throw(midscreen or corner) to follow up with a combo? or is it better to just take the throw and set sword and go for oki? Share this post Link to post Share on other sites
SIne Report post Posted December 21, 2014 yes if you want the damage. Especially if you are going to win the round. or if you want to keep momentum and pin them in the corner. otherwise if you have no meter or wanna save it just go for oki Share this post Link to post Share on other sites
MTHopton Report post Posted December 21, 2014 So I've been watching the footage of the 'Daiji Combo' and been trying to grind it out in training mode, but I end up far too high after the j.pks8d to IAD and continue the combo. Is there any advice or just straight notation anyone could give? Share this post Link to post Share on other sites
SIne Report post Posted December 22, 2014 This has been mentioned before, but for that combo to work, you have to delay air the normals and delay the j.8d in order be as low as possible so you can do iad j.k, j.s really quickly Share this post Link to post Share on other sites
MTHopton Report post Posted December 22, 2014 This has been mentioned before, but for that combo to work, you have to delay air the normals and delay the j.8d in order be as low as possible so you can do iad j.k, j.s really quickly Thanks, sorry for treading old ground. I'll go back to lurking until I actually find something worthwhile Share this post Link to post Share on other sites
Zerosleep Report post Posted December 22, 2014 yes if you want the damage. Especially if you are going to win the round. or if you want to keep momentum and pin them in the corner. otherwise if you have no meter or wanna save it just go for oki Well right I mean you definitely want to if you'll win the round but I'm talking about just general you get a grab and have the meter to rc and get extra damage, or is it better to save it for other things Share this post Link to post Share on other sites
VictoryThief Report post Posted December 22, 2014 Well right I mean you definitely want to if you'll win the round but I'm talking about just general you get a grab and have the meter to rc and get extra damage, or is it better to save it for other things It's situational or playstyle dependent. Some players will happily burn meter to put their opponent in the corner every time, but it's not very efficient meter usage especially since the damage is prorated by the throw. Share this post Link to post Share on other sites
Sakaku Report post Posted December 22, 2014 Updated almost all combos with damage values (tested on Sol unless stated otherwise) and added several video examples. Also made a tutorial video for people that rather want to work with visual clues instead of text. https://www.youtube.com/watch?v=UVEaXqhrgtI Share this post Link to post Share on other sites
SIne Report post Posted December 22, 2014 I know personally, what i would do is go for throw rc all the time, unless i have both swords deployed and i wanna dash toranshi for oki Share this post Link to post Share on other sites
Mal Report post Posted December 22, 2014 So, midscreen c.S > Dauro > dash c.S > j.P j.K j.S j.8D (delayed) -> IAD loops > etc is easier and much more reliable (also hits on anyone not named Venom) than the microdash j.P stuff. Is there any reason not to use that instead of the normal daiji combo routes? Share this post Link to post Share on other sites
ChaseRLewis Report post Posted December 22, 2014 Think the Ky version of the airloop combo works on Zato also. Zato is my combo dummy of choice and I know I've hit a full airloop into wallsplat combo on him several times, think I used PK though after Daruo. I know it is possible with Sword, but without sword not 100% sure. Share this post Link to post Share on other sites
Zerosleep Report post Posted December 22, 2014 Updated almost all combos with damage values (tested on Sol unless stated otherwise) and added several video examples. Also made a tutorial video for people that rather want to work with visual clues instead of text.https://www.youtube.com/watch?v=UVEaXqhrgtI Godlike! Thank you so much I've been waiting for a video like this. Share this post Link to post Share on other sites
Phrekwenci Report post Posted December 23, 2014 Made this just now, for when you don't get a green Darou. Edit: Apparently you can add a 214K directly after the j6D for 3 more points of damage and a better knockdown (since you land quicker). Not easy since you are going from 6 to 4 in a few frames. Edit again: I should have tested this on more characters. The 2PPK works on characters that fall fast (so no lightweights). You can also delay the 2PPK just a bit on some other characters to make it work (Axl, Ram, Sol). After the slide, you can jump for a small jK, jS, j6D to ensure corner carry. Share this post Link to post Share on other sites