Soriphen Report post Posted August 22, 2011 Hey uhh....is it a glitch for Sanzou to have infinite jump when you rotate the stick? I'm landing on sky boxes and stuff and it's hilarious so far....dunno if found already though. Share this post Link to post Share on other sites
xlolxlolx Report post Posted August 22, 2011 ^lol i just messed around with that, looks like the jump counter gets reseted when you jump a different direction Share this post Link to post Share on other sites
KenDeep Report post Posted August 22, 2011 I thought it was kind of obvious for it to be like that, since he is a grappler. So I tried 360 in the air because I was too lazy to look for the command list and found him triple jumping. Then I solved the math by playing a little bit. Only to find out other people have found out too! Share this post Link to post Share on other sites
Soriphen Report post Posted August 22, 2011 bahahah that's exactly what happened to me.....well, there goes 360 buffering from the air LOL. Share this post Link to post Share on other sites
Akiro Report post Posted August 22, 2011 Found another Kinako combo that carries someone to the corner from anywhere, you can set up the 236C/623C oki at the end of it too. Its really hard to do and might not be practical, or there might be a easier way to do it. The 1st 6A HAS to be delayed slightly, otherwise it won't work. Cross up j.C 5B 2B 5C(1hit) 2C 6A(1 or 2 hits) IAD j.C land 6A(1 or 2 hits) IAD j.C land 6A 236B. Does anyone mind helping me test this a little bit? I'm able to get to the second 6A easily, but I keep dropping it after that. I was able to do the complete combo once though, so I know its possible. Share this post Link to post Share on other sites
AtTheGates Report post Posted August 22, 2011 was trying to find good agito combos today, and i found a lot of bizarre and awesome looking relaunches and combos, but none of them beat the basic stuff for damage, sadly. Combo into 2C,6A, j.B,j.236C,\/, [5C,6A, j.B,j.236C,\/]x2, Okizeme > all other stuff. Sucks, so boring. Share this post Link to post Share on other sites
Aftermath Report post Posted August 22, 2011 I've worked out a few Agito combos. Tested on Rouga. Anywhere, 3116 damage: j.C -> j.236A -> 5C -> 2C -> j.C -> j.D -> land -> j.C -> j.D -> land -> j.B -> j.236C -> 5C -> j.C -> j.D -> land -> j.B -> j.236C -> 5C -> j.C -> j.D -> land -> j.B -> j.236X Mid-screen only, 2446 damage: Throw -> j.A -> j.C -> j.D -> land -> j.B -> j.236C -> 5C -> j.C -> j.D -> land -> j.B -> j.236C -> 5C -> j.C -> j.D -> land -> j.B -> j.236X Also, I've noticed that his 214D, while low damage, has absurdly long untechable time, even with only one knife. Perhaps it would be a good combo extender? Share this post Link to post Share on other sites
kazukifafner Report post Posted August 22, 2011 http://www.youtube.com/watch?v=dGGCZMGd2Uo Just a quick intro video that I hastily threw together. I'll add captions for clarity sometime during the week. The first part is just a showcasing of his moves (ending with parries). The second part is basic pressure concepts. The third part is a few combos. The first two combos are the same, but with different starters (to show the difference). Share this post Link to post Share on other sites
AtTheGates Report post Posted August 22, 2011 after a throw with agito, you can link a 2B, so you can do: - 2B,5C, j.B,j.236C.... - 2B, jump, max delay j.D,\/, j.C,j.D,\/,(optional 5C,),j.B,j.236C,\/,... (200 more damage up to this point) best combo from a throw i could find that ends in a super: throw, 2B,5C, j.B,j.236C,\/, 5C,623D: 2525 1 Stock, 3048 Damage. in your combo, you can insert 5Cs after the j.C,j.D parts when you go for the j.B next (its not 100% reliable though, depends on the height). Share this post Link to post Share on other sites
stickystaines Report post Posted August 22, 2011 Well you can do Throw, 2B, 5C, j.B xx 236C, 5C, nj.CD (land) j.B xx 236C, 5C, nj.CD (land) j.BC xx 236B For 2900+ meterless at least Share this post Link to post Share on other sites
xlolxlolx Report post Posted August 22, 2011 for getting 5C after JC>JD just delay the 5C after J236C and you can actually delay JD by quite a bit, thats how you do [JC>JD]x3 off 2C throw>2B>jc>JC>JD>land>5C>jc>JB>J236C>land>[5C>jc>JC>JD>land>5C>jc>JB>J236C]x2 = 2866 on rouga edit: oh looks like just going for J236C at the start of throw combo does more dmg =/ throw>2B>5C>jc>JB>J236C>land>[5C>jc>JC>JD>land>5C>jc>JB>J236C]x2 = 3k on rouga Share this post Link to post Share on other sites
stickystaines Report post Posted August 22, 2011 Another thing to note is that after a j.236C groundbounce, you can dash under 2A to continue the combo if you would ever need to switch sides. Share this post Link to post Share on other sites
xlolxlolx Report post Posted August 22, 2011 ^you can do dash 2B also Share this post Link to post Share on other sites
Koori Report post Posted August 22, 2011 No love for kunagi here? Edited the wiki with her D move description and command normals description, will post later vids with some combos...havent found much but that must be cus i suck ^_^; max damage ive gotten with her meterless is 2.5k and around 3-3.3k with meter. Share this post Link to post Share on other sites
stickystaines Report post Posted August 22, 2011 Funny because that seems even easier than timing 2A lol. Oh wow his j.236A/B groundbounce on counter hit lol. Could be some useful setups with that considering that it gives major blockstun on block, almost instant reovery on whiff, knockdown on hit and groundbounce on CH. Share this post Link to post Share on other sites
xlolxlolx Report post Posted August 22, 2011 lol J236A/B far enough off the ground on air hit will make them float so i think its possible for low JC>J236A/B loops edit: so much for that idea, J236C>land>JC>J236A will whiff for some reason, J236B is sorta glitched i think because if theyre a little too high youll get the knockdown which is 1 hit but if you do it at the correct height youll get a really strange looking midair bounce with the wall/ground hit effect but it doesn't count as a bounce and for some reason it does 2 hits, the hitstun on it is reduced alot too but you can link into 5C>jc>JC>JD but ends up doing less damage most likely because of some weird proration thing with the glitched J236B Share this post Link to post Share on other sites
stickystaines Report post Posted August 22, 2011 lol J236A/B far enough off the ground on air hit will make them float so i think its possible for low JC>J236A/B loops You can get something going with 2C, short delay j.236B. Do it like 2C, 9, 236B. I have gotten a j.C xx j.236B to hit and still float but its hard. But while trying this i found something extremely interesting. Double Jump Drop Glitch: http://www.youtube.com/watch?v=n53yjQhxzCU Read the description on how to do it. I would test it more but i want sleep lol. Share this post Link to post Share on other sites
Negative-Zer0 Report post Posted August 22, 2011 lol Agito is looking pretty beast. A ghetto trijump, beast zoning (in theory) and crouching wakeup 236A shenanigans. I fucking love this game. Hope they don't patch that out. Makes things interesting Why can't I find anything new with Erika? I have a couple of dash over assist on wakeup mixpus, but that is kind of hit. Lemme see if i can do something with her slip and fall. Share this post Link to post Share on other sites
Cecilia Report post Posted August 22, 2011 Well, I don't know how much of this is already known (too lazy to go through the whole thread~), but I've been grinding Senna in practice mode and have come up with some stuff. Most damaging combo I could find meterless (that isn't the 214A loop), corner only. 6A starter seems to always miss Hanny at point blank. It may not be the best hitconfirm, but you get good damage from it if it hits. 6A > 5B > 2B > 5C > 2C > 236A > j.A > j.623C > link 5C > 623A Highest with meter is mostly the same, can be done anywhere: 6A > 5B > 2B > 5C > 2C > 236A > j.A > j.623A > j.623D And of course there's the default okizeme setup. Most commonly followed up by 41236C to encourage blocking, but you can probably just as well go for a mixup. xx 2C > 214C > 2C > 214C > 2C > 214C or 6A The more damaging version of the oki setup; requires good timing and doesn't seem to work at all on Nakanishi Sisters, Heita, Mecha Heita, Burai and Sanzou. Somewhat stricter timing is required on Rouga, Manbou and Agito midscreen, but they work fine in the corner. xx 2C > 214A > link 5A > 214C > 2C > 214A > link 5A > 214C > 2C > 214A > link 5A > 214C or 6A Maybe more to come. Share this post Link to post Share on other sites
lunaris Report post Posted August 22, 2011 what is the damage on those combos? and yeah, koori, the most i've been able to get so far with kunagi is about 4.1k. i'm sure more is possible but the ceiling seems relatively low. getting out the 63214d super as fast as possible rewards the most damage now; the proration for some of her attacks seems to have changed from the demo. the really long combo i had that did about 3.2k(if i recall correctly) now does something in the low-mid 2ks. i'll have to test it again to be sure i'm right. unless the damage output of other characters like rouga has been reduced significantly she seems fairly weak for everything she's lost(specifically j.c's range, j.a>22c as an instant overhead, and maybe the old 214 attacks), although i don't have a good idea of the state of other characters either relative to the previous game. the new projectiles and maybe the trajectory on her 421 seem good. Share this post Link to post Share on other sites
xlolxlolx Report post Posted August 22, 2011 old ass combos new ones: stuff>2C>214AB>2A>2C>214AB>2A>moar stuff agito only: stuff>2C>214AB>2A>5B>2B>5C>2C>214AB>2A>5B>2B>5C>2C>moar stuff Share this post Link to post Share on other sites
AtTheGates Report post Posted August 22, 2011 and yeah, koori, the most i've been able to get so far with kunagi is about 4.1k. i'm sure more is possible but the ceiling seems relatively low. getting out the 63214d super as fast as possible rewards the most damage now; the proration for some of her attacks seems to have changed from the demo. http://www.youtube.com/watch?v=AoJ79WnYGes just tested out these demo combos again, and they do the same damage in v.1.02, don't see any proration changes. about the agito fastfall: was fooling around with it yesterday when i found it, in combos you could theoretically do [combo into j.236C,] juggle after bounce with 2C, fastfall j.C,\/,5C, relaunch. the damage for some reason wasn't higher than in the simpler version of the combo though, probably because 2C adds scaling. characters that can use the fast fall: Burai Yamamoto Heita Zinnai Nakanishi Sisters Daigo Hotta Hanny Manbou Sanzou Kongoumaru Agito of the Dark Mecha Heita Share this post Link to post Share on other sites
Filia Report post Posted August 22, 2011 Hmm, random Kinako observations: 1) Command throws just don't seem to fare well in this game. Unless I'm mistaken, it seems entirely possible for the opponent to mash throw or 2a/5a on reaction to super flash at least to Kinako. I've been trying to make some command throw super setups after 236C, one of note is 6A (1hit) ~ delay, 63214D at point blank, it appears that 6A only causes few enough blockstun frames to have them at neutral before the 2nd hit. But of course, I don't know if this is entirely mashable on reaction to superflash, or two, why an opponent would fear getting hit by naked 6A in the first place... I guess to typical ground BNB. Well, did more testing, this setup is absolutely beautiful. at least on rouga, he can't mash or throw out of this setup. Not even preemptively 2Aing during Kinako's 6A as an option select works in his favor. Not even holding jump after 1st hit of 6A lets him escape. This is a inescapable setup as far as I know. I'll test DP mashes during 6A and see if anything lets them lose from a free command throw super. But hell, even if they get free by jumping, 6A will catch them into another 2k combo into oki. Beautiful. 2) Is there any way to use 623B as oki? More specifically, can it be remotely activated somehow? Or is it pretty much only a set-timed bombclaw and my ideas to use it as delayed oki into free pressure is pretty much null? Share this post Link to post Share on other sites
KenDeep Report post Posted August 22, 2011 Seems like you could use the Fastfall for agito to do an infinite. I haven't confirmed it yet, but it seems like if you do j.S for fastfall, the knockback is not high enough for any coming knives to miss. I'll update later. In theory so far, it would be like this: cr.C, f.A, [jf, j.S]xX Share this post Link to post Share on other sites
stickystaines Report post Posted August 22, 2011 j.S? You mean the knife right? Yeah i thought of that as well but i could only get 4 knives out before they could jump out. I'm terrible at doing it consistently though so maybe you can do it if you delay the knives a bit. Share this post Link to post Share on other sites