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bbq sauce

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Posts posted by bbq sauce


  1. Okay, here are some more combos along those lines, I'm not going to figure out what's optimal on every character tonight, but this should help with the science a bit.

    Axl 6H, 623S FRC, 5H-6H, 2S-sj.HD-Bomber, sj.HD-Bomber, Rensen-2 229 w/ knockdown

    Chipp 6H, c.S-5H, Rensen FRC 66 5H-6H, 2S-j.D-Bomber, 66 2S-j.D-Bomber, Rensen, 2 280 w/ knockdown

    Is the link from 623S frc to 5H char specific or just reallyyy tight? I couldn't land that on -anyone-

    I'm probably just ass


  2. been messing around with 6H, 236S FRC into corner loops a little.. trying to maximize char specific combos.

    what I got so far (might be able to be optimized further??)

    (all combos listed end in knockdown)

    Dizzy:

    6H, 236S FRC jHD>Bomber, jD>Bomber x3 - 233 damage

    6H 236S FRC jHD>Bomber, jD>Bomber, dash 2S jc jD>Bomber, [4]6S~2 - 235 damage

    yes, sadly, the easier and less hype looking route actually does more damage (by a whopping 2 points!) but, always remember -the stylish combo hurts them in real life, too.

    Chipp:

    6H, 236SFRC, jHD>bomber, jD>bomber, TK bomber, [4]6S~2 - 252 damage

    Kliff:

    6H, 236S FRC, jHD>bomberx2, VERY slight dash, jHD>bomber, [4]6S~2 - 216 damage

    6H, 236S FRC, jHD>bomberx2, dash 2S jD bomber [4]6S~2 - 213 damage < more consist, close in damage, less stylish

    Anji:

    6H, 236S FRC, jHD>bomber x2, VERY slight dash, jHD>bomber, [4]6S~2 -216 damage

    6H,236S FRC, jHD>bomber, jHD>bomber, dash 2S jc jD>bomber - 213 damage

    May:

    6H, 236S FRC, jHD>bomber x2, VERY slight dash, jHD>bomber, [4]6S~2 -217 damage

    6H, 236S FRC, j.D> bomber, jHD> bomber, dash 2S jc jD>bomber, [4]6S~2 - 214 damage

    Jam:

    6H, 236S FRC, jHD> bomber, jD> bomber, dash 2S jc jK>bomber, [4]6S~2 - 210 damage

    Johnny

    6H, 623S FRC, dash c.S jc jHD>bomberx2, dash 2S jc jD>bomber, [4]6S~2 - 208 damage

    Axl:

    6H, 623S FRC, jD>bomber x3, dash 2S jD>bomber [4]6S~2 - 209 damage

    really tough to land, you can do j.D>bomber x2 for only slightly less damage, though

    Sol:

    6H, 623S FRC, jD>bomber x2, dash 2S jc jD (very slight dash may be necessary) 5H> 623P < [4]6S~2 feels hella inconsistent on Sol

    Millia:

    6H, 623S FRC, jHD>bomber, jD>bomber, dash 2S jc jD>bomber [4]6~2 - 241 damage

    6H, 623S FRC, dash c.S jc jD>bomber, jD>bomber, dash 2S jc jD>bomber - 236 damage

    second route is more consistent for slightly less damage

    Slayer:

    6H, 623S FRC, jHD>bomber x3 [4]6~2 - 197 damage

    Zappa:

    6H, 623S FRC, jHD>bomber x2, dash 2S jc jD>bomber [4]6~2 - 206 damage

    Eddie:

    6H, 623S FRC, dash cS jc jD> bomber, tk bomber, (dash) 2S jc jD> bomber, [4]6S~2 - 200 damage

    Testament

    6H, 623S FRC, jHD> bomber, (dash) 2S jc jD> bomber x2, [4]6S~2 - 204 damage

    *and yeah, I am aware that some charas share the same routes, and when I'm sure these are all optimal, I'll probably re-do the post in the opposite order, with the varying routes and who they work on

    ** any combo part where (dash) << is written in parenthesis, implies that it may or may not be needed

    ***also note that the combo part [236S FRC, jH] is an OS burst grab if you hold 4 during the initial jH ^_^


  3. tried out the fuzzy set up a lil more and got it working

    turns out you can do j.S MAD deep and still get a double jump to come out.. like Kliff practically appears to be standing when the jS connects, then do double jump K-S-H with the SLIGHTEST of pauses between.

    from what I've tested it should hit everyone besides

    Kliff

    Buri

    Faust

    Zappa

    also due to the incredible shittiness of jK's horizontal range - FDing the initial jS will make the rising jK wiff in most, if not all situations.

    edit: what button do you guys use for anti air. 6P is so shitty and he doesn't seem to have much alternative 5P maybe?


  4. The loc test thread here on DL is the only place to get info that I know of.

    edit: ninja'd by horokei

    5P6K is something I've wanted for a long time..

    I'm hoping maybe if bomber isn't overhead it will start up faster. hopefully enough that, say, late air dash jPK>bomber combos.. so his high option is still meterless, even if it grants less damage for the starter. his offense is already so meter reliant, taking his one good source of meterless damage is soo.. ughn.

    Still hype for this new Axl though.

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