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Koozebanian Fazoob

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Everything posted by Koozebanian Fazoob

  1. Koozebanian Fazoob

    [Xrd] Potemkin Combo Thread

    At midscreen 5D6 is a little touchy since you have to get them to roll into the corner to get the pickup. But from a little closer than starting position you can just do something like: c.S 2S 6K RRC 5D6, 2H 2H 6H Heat Extend, it's a really solid way to get them to the corner with a good knockdown. BTW for anyone wondering about weight/hitboxes for the new characters so far: Character c.S 2S 6K 5P 2P 2K Johnny: Y - Y Y Jacko: - Y Y - Jam: Y Y Y - Johnny has a very jank hitbox/weight combo that makes stuff tricky on him. Jacko is a typical lightweight so all your normal lightweight stuff works on her. Jam is both lightweight and has a terrible hitbox so you can actually do most light AND mid weight combos on her. I need to finish fleshing out my Rev combos still, most of them are the same but the new 5D6 options are a pretty significant change. FAB auto-dizzy combo as an example off CH FDB: CH FDB, HFB, 5D 6, 2H 2H HFB, 6H Trisula, 6K Giganter, 6H HFB ...
  2. Koozebanian Fazoob

    [Xrd] Potemkin Combo Thread

    That combo works on Zato too, but much like May it's extremely fidgety and you have to wait until the last moment to get their hitbox low even. Here's something else clever you can do: CH 6P, f.S/5H Heat(2), sj |> c.S f.S Heat Extend CH 6P, Heat(2), sj |> 5P c.S f.S Heat Extend That gets you 10 hits for a hard knockdown and a fair bit more damage than the other safe version.
  3. Koozebanian Fazoob

    [Xrd] Potemkin Combo Thread

    Megafist wiff combos only work on these guys: Faust, Millia, Sol, Chipp, Slayer, Venom Don't know about the new cast members yet. A 'safe' combo that works on everyone and gives hard knockdown is just: CH 6P Heat(1) RRC, sj over, c.S Heat Extend. You can do some ICPM combos instead but they are very character specific.
  4. Koozebanian Fazoob

    Kenshiro make your head asplode

    I use a lot of Ken these days, and the threads here and on GC are gone, so I figured I'll at least keep a running thread on all of his known stuff. I don't know most of his really tricky combos myself, so I'm going to need help here. Command Normals Ganzenryozanha: 6A It's a karate chop overhead. Very loud, but probably usable in mixups. You can combo off of it with some boost trickery. Hokuto no Backhand: 6B A backhand attack, it has 1-hit super armor on upper body and will blowback on CH. Unblockable Strike: AB Nothing special here AFAIK. It's unblockable and does -1 stars. Blowback Strike: CD Nothing special again. Short range distance so it's not great, but easy to combo into and sets up into big damage. -1 stars and wallbounce ahoy. Launcher: AC Interesting launcher. Ken strikes very high (about 45 degree angle with his body), which means this launcher can easily miss people who are ducking (even in combos). However, since it still works against targets in the air, it can still be used to setup some combos. The launcher also has a weird launch effect. The enemy goes up and comes back down, and has a very long untechable time. It is possible to launch the other person and continue with a ground combo in the right situations. Command Throw: BD Standard command throw, -1 star and only hits standing people. This command throw is very long so it is good to punish certain moves with (like Juda's dam break super). Gives Ken a stupid chunk of meter for connecting. Also, you can combo off this command throw naturally, giving it some neat possibilities. Specials Hokuto Ryugekiko: 214A High parry, may be possible to reflect some projectiles as well. Only can remove a star on CH (easy to do or not?). Can be used like a blowback if you boost it on CH. Touki: 236A A very small projectile that only travels a short distance. It's more useful than it sounds. Good for catching people randomly. Does not normally remove stars. Hikou Seieikou: 236C Short range punch attack. When it connects, the enemy will take block damage even from normals. A staple in combos for Ken, as it will let his rushdown be effective even if the other person blocks it. Also removes -1 star on hit. Hokuto Hieiken: 623B (air+) Anti air fly kick, flys at roughly a 45 degree angle. While the move isn't invincible, Ken can air dash during the recovery, making the move much safer. On counterhit, this move wall slams. Using it as AA, if Ken can score a CH against an airborne enemy, he can setup for very high damage wallbounce combos. Tenha no Kamae: 214C Powerup move. The next attack Ken throws will knock off -1 star if it connects, but Ken loses the charge even if the attack misses or is blocked. Remember that this star bonus STACKS, so you can use it with an unblockable or heavy strike or super to knock off -2 stars. Guard Cancel will also still remove a star. Hokuto Ujou Moushouha: 623A/C (air+) Uppercut. Ground A version is not invincible but is very safe and knocks off -1 stars. Possible combo material in the event you need an extra -1 star or cannot finish with a super. Ground C version has small invincibility (this isn't Vulcanic Viper guys) but travels far into the air. Still boostable to make it more safe. Air version properties are unknown, but even the A version moves Ken upwards. Hokuto Jaraikou: 236D Dashing punch. Fast, reletively safe. Jump Cancelable on hit. A staple in combos, but also can help Ken get 'in' on an opponent. Hokuto Shichishiki Heizan: 214A (air) Diving punch attack. Very, very unsafe without boost. It's an overhead and you can TK it, so it can be useful as a mixup. Can be used to end a few combos, but not really an ideal move to use. Supers Hokuto Zankaiken: 214214C (?) Ken jumps into the air and strikes pressure points on the enemy's head. If he actually manages to connect, the enemy loses -1 stars and gains a 3 second counter. If the counter hits 0, the enemy dies instantly. First of all, this super uses 2 Aura stocks, making it expensive. Second, it's impossible to hit someone who isn't comatose (or at least Dizzied) with the super because it is so slow and obvious. Third, it doesn't even guarentee you win the match... the time says 3 seconds but is actually much, much slower (maybe 10+ seconds?). Forth, it doesn't work on Thouther, period. Do not use this super. If you dizzy the other person, just do a big damage -3 star super combo. If you use it randomly during a match, people will laugh at you. Tenha Kassatsu: 236236A Beam super. Your mainstay combo ender and a decent source of star damage. You'll pretty much use this every chance you get. Uses up 1 Aura so it's cheap too. Musou Tensei: 214214B Same as Raoh's super. Gives Ken the ability to parry high attacks by hitting Forward as the attack strikes him. Teleports him behind the other person to possibly let him punish attacks. Note that teleporting isn't instant. Ken can teleport 7 times before this wears off. Very good super to use, it just gives Ken additional options to deal with pressure. He doesn't need it as much as Raoh, but it still helps. Instant Kill Hokuto Hyakuretsuken: 236CD Ken strikes again at a 45 degree angle above his head (looks a lot like his launcher). Of course if this connects, the enemy is hit with a 100 hit combo that kills them. The angle of this IK makes it a little difficult to connect with. It doesn't seem to like OTGing very well, so you need to be a bit more tricky getting into it. Combos In particular I need more of these. I don't have easy access to the game so please help me out in this section. [Mid/Anywhere] IAD j.A C |> etc. Start most any of the other combos here with this, for your high/low mixup. 2B 2B 2D 623B Standard mid screen combo when you have no boost or aura. 2B 2B 2D 236236A, 236236A Combo for if you only have Aura, second one will give you extra damage but won't remove another star of course. 2B 2B 236CE 6CDE 6, 2C D 236D > IAD j.C |> 66 D 236D > IAD j.B/C |> B D 236236A Standard combo if you have 1 Boost stock. High damage, -3 stars. If you don't have 1 Aura stock by the end, you can cancel the j.C into 214A to at least end with something. I tend to cut off the final B D at the end just to make buffering to the super easier. 2B 2B 236CE 6CDE 6, D 236D > IAD j.C |> 236D > IAD j.A |> D 236D > IAD j.C |> 66 D 236D > IAD j.D? |> 236236A Alternate version, more damage? CD 6, D 236D > IAD j.C |> 236D > IAD j.C |> 236D > IAD j.C |> 236D > IAD j.A |> D 236D > IAD j.C |> 236D > IAD j.D |> 6CDE 6E D 236D > sjc.A B A B D |> 236236A, 236236A, 6E 2B Uses 3 Boost stock and 2 Aura stock, it's 100% life on Rei and probably others. CH 623B, 66 j.B |> D 236D > IAD j.C |> 236C, 66 D 236D > IAD j.C |> 66 D 236D > IAD j.C |> 236D > IAD j.B |> 236236A Combo off CH 623B, does a LOT of damage. CD 6, 2C 236C 6E, D D 236D > IAD j.C |> etc. If you start from the blowback, you can do this version instead. BD, 236236A Sounds silly, but you get -2 stars and 33% life from Kens regular command throw. 623C(3) ACE, D, |> 236D > etc. Odd glitch with Ken's uppercut. Try boosting the third hit and you will do his ground launcher, and retain some ground properties until you hit the ground (allowing you to do a standing D in the air). Very strange. [Mid, VS Heart or Standing Opponent Only] 2B 2B D 236D > IAD j.C |> D 236D > hjc.A B A B C |> 236D or 236236A Similar combo. More damage/more reliable? VS Jagi and Mamiya, you must delay the initial IAD j.C slightly. VS Toki or Kenshiro, you may follow up the combo with a 623A for -1 extra star. [Corner] 2B 2B 2D AC, D 236D > hjc.A B A B C |> 236D or 236236A It's a corner specific juggle. May be possible to get extra hits ... BD, B D 236236A Same as mid, with two extra hits. (Low in the air) j.214A, |> 2A D 236D > etc. If you TK the 214A or otherwise connect with it very low to the ground, you can score a combo off it in the corner. Just go into your usual loop. Throw, 2A D 236D > IAD j.C |> D 236D > sjc.A B A B D |> 236D/CD/236236A [Combos into IK] (Standing) 2B 2B D 236D > IAD j.C |> 236CD (0 Star) (Close) 2B 2B 236CD (0 Star) (Corner) Throw, 2A, 236CD (0 Star) (High) 236236A, 236CD (-1+ Star) 2B 2B 236CE 6CDE 6, 236CD (-2 Star) 2B 2B 236CE 6CDE 6, 623A 6E, 236CD (-3 Star) 2B 2B D 236D > IAD j.C |> D.c CD 6E~D 623A 6E~D 236C 6E~D, 236CD (-3 Star) Exe A/D Dmg FaV Etc c5A 5 -3 9 4 -- c5B 8 +3 9 5 -- c5C 9 0 10x2 6+7 -- c5D 7 -16 20 7 -- f5A 5 -3 7 4 -- f5B 7 +3 7 5 -- f5C 11 -4 18 7 -- f5D 7 -13 18 8 -- 2A 5 -3 6 4 -- 2B 7 +8 6 6 hit low 2C 11 -4 17 7 -- 2D 9 -4 14 8 hit low JA 3 -- 6 5 overhead JB 4 -- 6 6 overhead JC 10 -- 15 7 overhead JD 9 -- 5x3 6x3 overhead A+C 17 +3 20 8 -- C+D 18~33 -8 20 7 -1 star Max C+D 34~38 -8 20 7 -1 star GC 9 -1 10 7 doesn't KO A+B 39 -- 6 7 unblockable, -1 star, doesn't KO N. Throw 4 -- 14x2 6x2 -- B+D 9 -- 0+3x8 8x2+7x6+8 -1 star
  5. Koozebanian Fazoob

    Juda Megathread

    Juda is the strongest and most beautiful man in the world, to quote Juda. Discuss. Ok seriously, Juda has a surprising number of excellent defensive options, and probably some of the cheapest and easiest ways to remove stars without doing much of a combo. jump A is a solid air-to-air move... if it gets blocked, continue chaining jump B chains into jump A chains into jump B jump C is a less good air-to-air... also works as a jump in jump D is probably the best jump-in the dives (jump d+A/C) will take off a star on counter hit and sometimes seem to be able to cross-up people in the corner a la May's dive. However, this move is generally very unsafe on block, and I'm not sure if it's fast enough to be an effective bait for anti-airs. far standing C is a good anti-air (will clash with Heart's body splash), but will whiff many (all?) crouchers far standing D is cancellable but doesn't really combo from much (not counting wall slam)... takes off a star on counter hit. QCBx2+C (FINGER!) can hit people that seem to be behind him. Yeah, all the big projectiles have WTF hitboxes in this game. This move will counter most anything that can be thrown at you for nice dmg and 2 stars. This super is unsafe on block, air or ground. QCFx2+C (Dam goes boom) is what you do when you don't know what to do. Seriously. The big damage on this moves comes from the dam blowing up, but if your opponent is blocking the water it's just as well. Has significant invulnerability that seems to be full body. The thing the little guy throws will hit people that are trying to do meaty jump ins, and then they will likely get hit by the exploding dam. Probably the best screen spammer in the game. Note that if they are just getting hit by the water, they can try to alpha counter and will avoid the remaining hits that come from JUST THE WATER. Note that you cannot do this super if the little guy's meter is not full (same as assist call). In general, if this move connects and your opponent has no stars left (or it takes off the last of their stars), it's a free FKO. d.B and d.A chain into each other d.A chains and combos into d.C d.C chains and combos into d.D any chain ending in d.C (and maybe d.D) will combo into FATAL KO QCB+B is a guard cancel or a counter when not blocking, but seems to be of limited use against people who are just doing a series of low jabs to you. QCF+A is the hotness. It can hit people in the air or on the ground, will hold for a pretty long time allowing for a free hit (FKO!) and poisons them. The poisoning lasts for a long time, and is not removed if you get hit. C+D followed FKO is a combo against people who have been grabbed by this move in the air... maybe on the ground as well? QCF+B is good for keeping people down and seems to be easy to combo. QCF+C (ground fireball) is very unsafe on block if done close to the opponent. If either you (NOT SURE ON THIS ANYMORE) or your helper are hit during the special move involving the helper, their meter will empty out. I think it's just if the helper gets hit, actually. Note that this applies if the helper is hit AT ANY TIME while on the screen (incl. before doing the assist, while doing the assist, or after the assist is done). So yes, someone like Mamiya with her piercing arrows is likely to knock out your helpers frequently and randomly. It also seems that many moves can still hit you even after hitting the helper, and the converse seems true as well (i.e. many moves can hit your helpers after hitting/blocked by you). Your throw will give you a free hit (C+D or FKO are good... you could probably do something better). I do not know if you can throw your opponent when the little guy is already out on the field. I do believe you can throw your opponent even if the little guy's meter is empty or recovering. I don't know if the intense damage scaling on your attack comes from the throw being a throw or from the number of hits which the little guy deals. FKO projectile and the follow-up psycho crusher weirdly hit behind you. DP+A is a very good anti air (i think it takes a star on counterhit as well), but can miss people that are right on top of you. Be aware of this especially when you are cornered. Unless they are very high in the air, counterhit DP+A is a free FKO. Brain-dead way to play Juda: Get them to block something. Anything. Then proceed to do basic chains cancelled into either assist calls or fireball. Build meter. If you think you've really got their number, mix in some A+B or C+D's into your rush. At any rate, once you have meter you will either use it to finger an attacking opponent or you can just dam super. If they block dam super, boost over to them and QCF+B if you can... this guy will help shield you from alpha counters (if it counter hits them, they lose a star) while you do an A+B. If you haven't got time for either, just A+B them (from the furthest range you can to make it harder to alpha counter) Whee! Star removal! Using your supers are vital to your success with Yuda. Keep an eye out on your meter since it builds just so fast in this game. If they are rushing you, FINGER them. If you are scared they'll block the FINGER, dam them. If they're blocking your ground chain, dam super them anyway; they'll be forced to block it and you can take a star from them. If they are a full screen away and you have two meters, dam super (the other meter can be used to finger them as they try to hit you). If you get knocked down and are wondering about whether to alpha counter or wakeup super, do the wakeup super. If you don't know what the hell to do, dam super. Juda is good at taking stars seemingly at random. However, dealing big damage without supers midscreen seems to be an issue... at least for me. Calling QCF+A while you are cornered is funny, since your opponent can't see the little guy behind you at the startup of the move. Also, since you are already cornered, you can't be pushed back further, and thus it's harder to hit the little guy through you. Things I need, in descending order of importance: Actually good midscreen combos (d.B, d.A, d.C, d.D xx QCF+C is a lousy combo). Combos from A+B and C+D. Tricky uses of the helpers. More combos into FKO. Exe A/D Dmg FaV Etc c5A 5 +1 9 4 -- c5B 6 +3 9 5 -- c5C 9 0 19 7 -- c5D 8 -4 9 8 -- f5A 6 +1 7 5 -- f5B 7 +6 7 6 -- f5C 8 -10 17 7 -- f5D 16 -5 17 8 CH –1 star 2A 5 +1 6 5 -- 2B 5 +3 6 6 hit low 2C 8 -2 16 7 -- 2D 11 -2 16 8 hit low JA 5 -- 6 5 overhead JB 5 -- 6 6 overhead JC 9 -- 14 7 overhead JD 10 -- 14 8 overhead A+C 15 +3 15 7 -- C+D 18~33 -8 15 7 -1 star Max C+D 34~38 -8 15 7 -1 star GC 9 -1 8 8 doesn't KO A+B 41 -- 6 7 unblockable, -1 star, doesn't KO N. Throw 4 -- 4x15 5x14+8 -- B+D 23 -- 9x2 8x3 -1 star
  6. Koozebanian Fazoob

    [Xrd] Potemkin Combo Thread

    Use this variation: 2K f.S 2D RRC, 6K HFB, 6K Trisula, 6K Trisula, j.K jc.H ICPM This combo works on everyone except the superheavy weights and is very reliable. Important notes: - Delay your first 6K to let them fall as much as possible before you continue your combo, this helps keep them low enough to finish the combo with. - j.K hits way the heck higher up than it looks like, so even on character's like I-No where it looks like it won't work, it will. - On 3 or more hit starters (like above) you only get 2 reps of 6K before the first Trisula. On 1 or 2 hits, you get 3 (such as Slidehead or CH FDB). - As with all Trisula loops, you don't want to Trisula ASAP, let Potemkin continue to slide forward a bit before you start Trisula. On Mid Height starts on lightweights you aren't going to be able to do this, like for example off CH FBD on I-No it'll miss because she's too high. You can improvise with just 6K reps instead, or do variations like this: CH FDB, 6K HFB, 6K HFB, 2S 6K Trisula, j.K j.H ICPM or if you are deep enough to connect it: CH FDB, 6K Trisula, 6K Trisula, j.K j.H ICPM Off High Height starts you can just raw 6K loop as hard as possible.
  7. Koozebanian Fazoob

    [Xrd] Potemkin Combo Thread

    Yeah those work on everyone, but you have to be pretty deep on most characters to do it. You also have to adjust based on weight so like for example on Elphelt it's easier to do c.s f.S > sjc.P j.K j.S ICPM Couple extras, on Potemkin you can get these extra reps: Corner PB, c.S 2S 6K HFB, 6K Trisula, 6K Trisula, j.K jc.H ICPM Similarly on regular combos you can do dumb stuff like this to him: 2K 2D RRC, 6K HFB, 6K HFB, 6K Trisula, 6K Trisula, 6K Trisula, Heat Extend
  8. Koozebanian Fazoob

    [Xrd] Potemkin Combo Thread

    I have updated the list of corner PB combos in it's post here: http://www.dustloop.com/forums/index.php/topic/9851-xrd-potemkin-combo-thread/#entry873232 Includes 5P starters and who they work on, and also 2P 5P f.S starters. Also a bunch of new routes using Trisula and ICPM. There are a bunch of other metered options I still need to play with though.
  9. Koozebanian Fazoob

    [Xrd] News & Gameplay Discussion 2 - Console is Out!

    I think you are fundamentally misunderstanding how YRC works or something. As soon as you input the RC motion, you immediately stop whatever you were doing. So any physical hit (like 2P > 2H example) the hitbox never comes out at all because the 2H was canceled. It isn't 'without the 6F of startup', the YRC startup is it's own animation with no hitbox so there's no way anything could hit. The reason you get weird stuff like having hit people with a projectile and still gotten a YRC is because the color of the RC is determined at the time you start it, and on top of that some projectiles will continue to spawn/exist regardless of if you YRC the startup or not. So in the VCL case, you are inputting the YRC before the projectile connects at all, but it continues to exist and go active and hits the other person during the YRC startup time. Ky's CSE is one of the easiest places to see this in action. How projectiles behave during a YRC is on a per-move basis. Sometimes you get funny stuff like "you can YRC before the projectile exists and it still comes out" and sometimes you get stuff like Trisula where "The projectile doesn't come out unless you cancel the move after the projectile is already active."
  10. Koozebanian Fazoob

    Rei Megathread

    So this be Rei thread for combos and mix-ups. Key: A= Light Punch C= Hard Punch B= Light Kick D= Hard Kick E= Boost AB= hitting Light Punch and Light Kick at the same time enables Rei's unblockable CD= hitting Hard Punch and Hard Kick at the same time pushes the opponent to the other side of the screen. I call it Blow Back. AC= hitting both Punches will launch the opponent in the air (hold 8 for homing). When you use a special after AC you will knock off a star which is why it will be used in a lot of blow back combos. BD= Rei's command grab sort of speak. It takes off one star and is pretty useless. Cant grab a crouching opponent and cant grab someone in AB stun. It can be comboed after which make it somewhat usable, but not abusable. 236CD= Rie's Fatal KO. Move List: (note that all of these take off a star on Counter Hit or after AB) 623A or 623C= this is an uppercut. The A version is used the most because it can be used to continue combos, the C version however can not but has more hit. 214C= Rei dashes toward the opponent with jabbing knife hands. Can launch opponent afterward with another 236C. Air 236A= Rei throws a projectile that bounces off the floor Air 236B= Rei throws a projectile that hits the floor and glides across it. Air 236D= Rei dose a dashing kick that hits the opponent (pushes the opponent to the other side of the wall on counter hit). This is good to use (TKing it) after AB in a blow back combo because it has more combo potential and takes off a star. Air 214D= Same as 236D except Rei dose a dashing kick away from the opponent. I havent thought of a good use for this unless you are trying to run away. Air 214C= Rei makes a circular wall around him that last till he hits the ground (acts like a projectile). Really good for mixups. Air 2B= a diagnal strike, hits once and bounces off after wards. Good if you want to annoy your opponent. Air 236C= Rei dashes toward opponent like hes about to hug them. On counter hit or after an AB blow back combo you can repeat by pressing 2369C at the right time. After you get too far you can boost it at the same time to continue the combo. Specials: 236236A= Rei throws several little projectiles. Takes off one star and two stars on counter hit. It is good on wakeup and practically safe on block. Used in lots of combos too. 236236C= Rei jumps up and throws a bunch of projectiles that bounce off the top of the screen and the floor. You can charge it as well. Not too many uses for it but can be used in some combos. Air 2363214D= Rei dashes toward opponent like he dose in Air 236C and throws projectiles at the opponent. It is pretty good in an air combo, but the pros dont use it that much. COMBOS Note That All Damage Is Calculated On Roah. ...2D, IAD, JC, 5C, 623A(2 Hits), J2369C, 9C, 5A, 5C, 236236A *(If you are too far away IAD jC and continue combo the you can jC+E at the same time to boost you forward and continue the combo) STARS: 1 BOOST: NONE * FKO: NO TENSION: 1 BAR DAMAGE: 98(45) STRIKES: 27 ...2D, IAD, JC, 5C, IAD, JA, JC, 5A, 5C, 236236A, 2B, 236236A STARS: 2 BOOST: NONE * FKO: NO TENSION: 2 BARS DAMAGE: 124(69) STRIKES: 44 ...2D, IAD, JC, 5C, JA, JC, J236D, 66, JB, JC, 5A, 5C, 236236A STARS: 1 BOOST: NONE * FKO: NO TENSION: 1 BAR DAMAGE: 83(38) STRIKES: 25 ...c5D, CD(Link), 6, 5C, AC, 2369D, JB, 2C, IAD, JD, J2369C, J2369D, JB, 236236A (On Shin You Must End With 236236A After The First J2369D, JB) STARS: 3 BOOST: 1 FKO: NO TENSION: 1 BAR DAMAGE: 92(52) STRIKES: 28 ...CD, 6, 5C, AC, 2369D, JB, 2C, IAD, JD, J2369Cx8, J2369D, 236236A STARS: 3 BOOST: 1 FKO: NO TENSION: 1 BAR DAMAGE: 80~90% LIFE STRIKES: 34 ...CD-6-5C-2C-jD-2369Cx4-2363214D (More 2369C's Can Be Done) STARS: 2 BOOST: 1 FKO: NO TENSION: 1 BAR DAMAGE: 92(53) STRIKES: 27 ...2D, IAD, JC, 5C, JB, JC, 236D, 66, JB, JC, 5C, 623A(2 HITS), 2369C, 9C, CD (CAN 236236E~A AT THE END) STARS: 1 BOOST: 0 FKO: NO TENSION: 0 DAMAGE: 52(46) STRIKES: 15 ...CD, 6, AB, AC+E, 2368D, JA, Land, JB, J236D, JB, J2369Cx5, J2369D, JA, J2369D, JB, 236236E~A STARS: 3 BOOST: 1 FKO: NO TENSION: 1 BAR DAMAGE: 103(62) ON SHIN [Can be 100% if more 2369C are done] STRIKES: 35 ...2D, IAD, JC, 5C, AC, 23693214D (USE IF THEY ARE ABOUT TO DIE) STARS: 2 BOOST: 0 FKO: NO TENSION: 1 BAR DAMAGE: 59(34) STRIKES: 12 623C(5 HITS), E, JA, JC, 5A, 5C, 236236A (2 STARS ONLY ON COUNTER HIT) STARS: 2 BOOST: 1 FKO: NO TENSION: 1 BAR DAMAGE: 47(19) STRIKES: 22 THROW, IAD, JB, JC, 5C, JC, J236D, 66, JB, JC, 5C, 236A(2 HITS), J2369C, 9C, CD, 236236E~A STARS: 1 BOOST: 1 FKO: NO TENSION: 0 BARS DAMAGE: 75(41) STRIKES: 32 6A, CD+E, E~5A, 5C, JA, JC, J236D, 66, JA, JC, 5A, 5C, 236236A, 2B, 236236A STARS: 3 BOOST: 1 FKO: NO TENSION: 2 BARS DAMAGE: 115(71) STRIKES: 46 Fatal KO COMBOS THROW, IAD, JB, JC, 5C, CD, AC+E, JA, 236E~A, 5A, 5C, 236CD STARS: 2 BOOST: 1 FKO: YES TENSION: 0 BARS DAMAGE: - STRIKES: 11 THROW, JA, JC, 5A, 5C, 236CD STARS: 0 BOOST: 0 FKO: YES TENSION: 0 BARS DAMAGE: - STRIKES: 7 ...CD, 6AB, E, 5C, AC, 2369D, JB, 236CD STARS: 3 BOOST: 1 FKO: YES TENSION: 0 BARS DAMAGE: - STRIKES: 8 COMBOS FROM TUT VIDEO from what i saw on the video (in order) so you all have something written for you. i tried them and i need to practice more. http://www.youtube.com/watch?v=xi9z94yks8M On Heart JC, Air Throw, AC, JB, E~J236A, 5C, CD, E, 236CD STARS: 3 OFF: AIR THROW FKO: YES BOOST: 2 BARS TENSION: NONE On Rei BD, E+CD, E+AC, JD~E, 214C, E~5C, AC, JA~E, J236A, 5A, 5C~E, 236AC STARS: 4 OFF: UNIVERSAL THROW FKO: YES BOOST: 3 BARS TENSION: NONE On Souther J2369Cx18, 2369C~E, J2369Cx2, E~2369C, E~2369C STARS: 2 OFF: COUNTER HIT J236C FKO: NO, 100% LIFE BOOST: 3 BARS TENSION: NONE On Mamyia JD, J2369Cx4, J2369D, 66, JB, JD, 5C, 623A(2 hits), J236C, 9, JA, JC, 5C, 236236A, 2B, 236236A STARS: 2 OFF: JD FKO: NO, 100% LIFE BOOST: NONE TENSION: 2 BARS On Crouching Rei 2C-(c.5D-IAD-jD)xuntil end of screen-IAD-jD-boost-2Ax2-boost-2Ax2-boost-2Ax3- (c.5D-IAD-jD)x until end of screen-IAD-jD-boost-2Ax2-boost-2Ax2-boost-2Ax3- (c.5D-IAD-jD)x until end of screen-IAD-jD-boost-2Ax2-boost-2Ax2-boost- c.5D-2D-IAD-jC-5C-jC-j236D-jB-jC-5C-236236A-2B-236236A STARS: 2 OFF: Crouching Rei FKO: no, 100% life BOOST: 3 BARS TENSION: 2 BARS On Toki IAD, J236C(Cross Up), J236C, 9C, 5C, 623A(2 HITS), J2369C, 9A, JC, 5A, 5C, 236236A, 2Bx5, E, 2Bx6, E, 2Bx9, 2Bx6, E, 2Bx9, E, 2Bx7, E, 2B7, 2D, IAD, jD, J236C, 5C, JA, JD, J214C, J214C, JC, 5C, 236236C, runover, 5C, 236236C STARS: 2 OFF: CROSS UP J236C IN THE CORNER FKO: NO, 100% LIFE BOOST: 3 BARS TENSION: 3 BARS FRAME DATA (Thanks to tianyuan2k4) Exec Dur Rec Adv/Dis FV Etc c5A 5F 3F 4F +2F 4 f5A 5F 3F 4F +4F 5 2A 6F 3F 7F +1F 5 6A 24F 4F 16F -4F 7 Overhead c5B 8F 4F 4F +3F 5 f5B 7F 4F 5F +4F 6 2B 7F 3F 4F +6F 6 Hit low c5C 7F 6F 13F -3F 7 f5C 12F 4F 16F -4F 7 2C 12F 4F 14F -2F 7 c5D 9F 4F 18F -3F 8 f5D 14F 3F 16F +/- 0F 8 2D 14F 5F 20F -5F 8 Hit low JA 4F 16F 2F -- 5 Overhead JB 5F 20F 5F -- 6 Overhead JC 9F 6F 10F -- 7 Overhead JD 11F 5F 14F -- 8 Overhead J throw 21F 4F 12F -- 7 unblockable Throw 4F 4F 16F -- ?? unblockable B+D 9F 4F 16F -- 8×2+7×2 unblockable A+C 16F 7F 13F -4F 8 A+B 41F 4F 20F -- 7 unblockable, -1 star C+D 18~33F 4F 20F -8F 7 - 1 star maxC+D 34~38F 4F 20F -8F 7 - 1 star
  11. Koozebanian Fazoob

    [Xrd] Potemkin Combo Thread

    That's what I was afraid of. It's likely that 6K (or maybe the wallsplat specifically?) causes more tech scaling than other normals. It might make a small difference, but at some hitcounts it's a deciding factor. I'm guessing the cause behind all of this is simply a balance between Gravity scaling (more hits = better) and hitstun decay (more hits = worse) along with some moves causing more tech scaling than others. Here's another example, on Millia: 5K c.S 2S 2D RRC, 6K HFB, 6K HFB, 6K HFB, 2S Heat Extend (12 hits) 5K c.S 2S 2D RRC, 6K HFB, 2S 6K HFB, 2S Heat Extend (12 hits) First one doesn't knock down, second one does. The only difference there is one extra 6K in the first combo. Okay, I seriously can't figure out why some combos knockdown SOMETIMES and others they don't. What the hell is going on. On Sol: 2P 2K 2D RRC, 6K HFB, 6K HFB, 2S 6K HFB, 5H Heat Try picking Sol vs Potemkin, record Potemkin doing this combo. Now just reset position into the corner, and try playing with the positioning of Sol and Potemkin, and see how sometimes you can tech and sometimes you can't. The best I can tell? Seems to be if Sol is too close to Potemkin, it won't cause a hard knockdown. Corner doesn't seem to matter, can't determine anything else that matters. As Potemkin try doing this combo in the corner on Sol: 2H Heat Extend Then try doing 2H RRC, pause, Heat Extend If you adjust the timing on the Heat in the second one, eventually it will no longer cause a hard knockdown. What the hell is going on here?
  12. Koozebanian Fazoob

    [Xrd] Potemkin Combo Thread

    I can't find the info in the Wiki, do certain moves alter the amount of hitstun decay that happens in a combo? Or is it always just raw hit-count that determines it?
  13. Koozebanian Fazoob

    [Xrd] Potemkin Combo Thread

    The challenge mode combo doesn't work on Faust, he floats up too high. Rejected state counts as a form of hitstun as far as I know, so no, you can't throw them during it. You can Heat and HPB though, because those aren't grabs. But Heat can be counter BSed.
  14. Koozebanian Fazoob

    [Xrd] Potemkin Combo Thread

    Oh, you can sneak in an extra hit between Double Heat combos on the extra fat characters (Faust, Sol, Slayer, Potemkin, Axl): Heat, 2S Heat Extend And on the fattest of the fat you can even do this after an initial hit (Faust, Potemkin, Axl): 6K Heat, 2S Heat Extend Hammerfall RRC, Heat, 2S Heat Extend etc. You don't have to be super close for these but you do have to be a little bit closer than normal. Worth knowing that Double Heat is mostly just useful for building meter, if you want to go for high damage you should just RRC a Heat Extend. Didn't mention it before but you can get extra damage in the corner using 6H instead: Corner .. Heat(1) RRC, 6, 6H HFB, 6K HFB, 6K HFB, 6K HFB, 2S Heat Extend Gets you like 30+ more damage. Since there's basically no scaling, it's still worth it to end with a super if you need to finish up the round.
  15. Koozebanian Fazoob

    [Xrd] Potemkin Combo Thread

    Kinda useful double-heat combo on Faust: Corner PB, 2K f.S Heat, Heat Extend Thanks to his gigantro large hitbox you can land this on him from pretty far away, and it gives you a hard knockdown and 55% meter. It won't work from the absolute max range, but it'll cover a decent part of the midrange. You can double heat anyone from PB who you'd normally be able to, but it's usually not useful because you are either too far or you are too close and thus could get a better combo.
  16. Koozebanian Fazoob

    [Xrd] Match Finder/GG Thread

    I played against some very good Sol and Chipp players today, I have no idea if you guys post here but GG if you do.
  17. Koozebanian Fazoob

    [Xrd] Potemkin Combo Thread

    That first one is useful, I guess without the second 6K there's less pushback to make this work on more characters? It also works on: Ky, Venom, Bedman, Leo And it should work on Slayer, Chipp, and Faust too but you can use the longer version on them. Second one, it's actually better to do the combo I listed above: PB, c.S 2S 6K HFB, 6K Giganter, 6H Heat Extend For some reason this gives a hard knockdown where only using one 6K doesn't?? I don't know, combos are weird. Fun fact, this combo builds about 45% meter so it only costs you 5% to do, awesome. It's probably worth noting though, that doing this combo: .. c.S 2S 6K Giganter -> Blit, 5K 2H Heat Only does about ~10 more damage than doing this one: .. c.S 2S 6K HFB, 6K Giganter, 6H Heat And that second one 1) Gives you about ~5% more Tension, 2) Gives you a hard knockdown, 3) Is easier, 4) Works on more characters So I'll probably stick with the second one for the most part myself. On the other hand, on the three characters that this version works on (Faust, Slayer, Chipp): .. c.S 2S 6K HFB, 6K Giganter -> Blit, 5K 2H Heat This does about ~20 more damage, and gives the same tension gain. So it's pretty good! Alright, here's a few more juicy bits I missed earlier. Too far from the corner to get free PB combos but got meter burning a hole in your pocket? Well good news, you can do these bad boys from far away: Far: .. RRC, 6, 6H HFB, 2S 6K HFB, 6K HFB, 6K HFB, 6K Heat Even Farther: .. RRC, 6, 6K HFB, 2S 6K HFB, 6K HFB, 6K Heat .. RRC, 6, (6K HFB)*5, 2S Heat Adjust number of 6K reps to your taste.
  18. Koozebanian Fazoob

    [Xrd] Potemkin Combo Thread

    It seems to be pretty worthless this time around, due to how strong RRC after Heat Extend is, that seems like the way to go, it's easier and you build a lot more meter, and the damage is almost exactly the same. If you DID cancel it on the first hit (Heat OS attempt or something), best I know of is: Mid .. Heat(1) RRC, j.S j.H j.41236H Mid .. Heat(1), 6, 6H Heat Extend (this is character specific I think?) Corner .. Heat(1) RRC, 4, 6K HFB, 6K HFB, 2S 6K HFB, 6K HFB, 2S Heat Extend Corner .. Heat(1) RRC, 6, 6H HFB, 6K HFB, 6K HFB, 6K HFB, 2S Heat Extend The trick to those second two ones there is the same as other combos of this nature, you MUST wait until right before they hit the ground to hit them, otherwise RC proration will effect your combo and you'll lose 20-25% of your damage total. But if you just want to spend bar for extra damage, you're better off doing these: Mid .. Heat Extend RRC, sj, j.41236H Corner .. Heat Extend RRC, 6H Heat Extend RRC These will build you more meter first, before kicking in tension gain reduction.
  19. Koozebanian Fazoob

    [Xrd] Potemkin Combo Thread

    Double Heat Knuckle combos work on a few characters in the corner. They're mainly for building up super meter, as they'll get you almost 50% by themselves. They scale damage poorly though, so if you want bigger damage you should RRC an Extend or on the first hit of Heat. Double Heat Knuckle Combos: (Faust, Sol, Potemkin, Slayer, I-No, Axl) Heat, Heat Extend 2H Heat, Heat Extend 5K 2H Heat, Heat Extend Extra Wide Characters: (Faust, Sol, Slayer, Potemkin, Axl) Heat, 2S Heat Extend Ultra Fat Characters: (Faust, Potemkin, Axl) 6K Heat, 2S Heat Extend Hammerfall RRC, Heat, 2S Heat Extend
  20. Koozebanian Fazoob

    [Xrd] News & Gameplay Discussion 2 - Console is Out!

    You need 50%. They have to be in hellfire and you have to be on match point. Typically you will need 100% meter to combo into them as you will need an RRC to slow time long enough to land the IK itself.
  21. Koozebanian Fazoob

    [Xrd] Potemkin Combo Thread

    Also keep in mind that using RCs kills your Tension gain for longer than supers do. You can frequently make back a decent chunk of your meter by using a Super to extend a combo, instead of an RRC. Anyway, Potemkin Buster combos! I sat down and figured out vaguely everyone's size/weight and what combo options you have against them. Please suggest any other good combos or character specific stuff to try. Oh yeah, and I don't have Elphelt unlocked, so if you do please let me know what works on her. Notes: Deep: Close to maximum possible depth into the corner. On fatter characters (Like Potemkin) this range extends a little farther from the corner. Close: Just a hair farther out from where hitting Forward+Reset in training mode puts you. Far: A Potemkin sized character length out from the corner. Very Far: About 3 or so Potemkin sized character lengths out from the corner. Weights: Please note these are respective to just this combo set, may not be accurate for anyone else. < >: Characters marked with this the combo can be performed on, but there is a directly superior alternative (ie: on Faust doing 2K f.S instead of 5P f.S) 1a. Deep, Light to Heavy w/Supers: (Sin, Faust, Sol, Ky, May, Chipp, Potemkin, Slayer, Axl, Venom, Bedman, Leo) .. c.S 2S 6K HFB, 6K Giganter, 6H Heat .. c.S 2S 6K HFB, 6K HFB, 2H Heavenly 1b. Deep, Very Heavy or Very Tall w/Supers: (Potemkin, Axl, Bedman) .. c.S 2S 2K HFB, 6K HFB, c.S 2H Heavenly 1c. Deep, Semi-Tall or Wide w/Supers: (Sol, Ky, Venom, Bedman, Leo) .. c.S 2S 6K Giganter -> Blit, 5K 2H Heat 1d. Deep, Very Tall/Wide w/Supers: (Faust, Chipp, Slayer) .. c.S 2S 6K HFB, 6K Giganter -> Blit, 5K 2H Heat 1e. Deep, Very Light w/Supers: (Everyone) .. c.S 2H Heavenly 2a. Deep, Heavy or Tall: (Sin, Sol, Ky, Chipp, Potemkin, Axl, Venom, Bedman, Leo, Faust, May, Slayer) .. c.S 2S 6K HFB, 6K Trisula, Heat Extend .. c.S 2S 6K HFB, 6K Trisula, j.K jc.H ICPM 2b. Deep, Very Light and Very Tall: (Zato) .. c.S 2H Heat 3a. Close: (Everyone) .. c.S 2S Heat 3b. Close, Easier: (Everyone except Bedman) .. 2P c.S Heat 4a. Far, w/Meter: (Anyone) .. RRC, 6, 6H HFB, 6K HFB, 6K Trisula, 6K Trisula, j.K jc.H ICPM 4b. Far, Floaty: (Faust, Elphelt, Potemkin, Axl, Ramlethal, Zato) .. 2K f.S Heat 5a. Very Far, Lighter: (Sin, Millia, Sol, May, Chipp, Slayer, I-No, Venom, Bedman <Faust>, <Elphelt>, <Potemkin>, <Axl>, <Ramlethal>, .. 5P f.S Heat 5b. Very Far, Fat or Heavier: (Works on everyone except Bedman, but only useful on Ky and Leo) .. 2P 5P f.S Heat 5a. Very Far, w/Meter: (Anyone) .. RRC, 6, 6K HFB, 2S 6K HFB, 6K HFB, 6K Heat .. RRC, 6, (6K HFB)*5, 2S Heat And here's a handy chart to remember what works on who: Character Weight c.S 2S 6K 5P 2P 2K Sin: Heavy Y Y Y - Faust: Light+Fat+Tall Y Y Y Y Millia: V.Light - Y Y - Sol: Heavy Y Y Y - Ky: Heavy Y - Y - May: Light Y Y Y - Chipp: Heavy Y Y Y - Elphelt: Light - Y Y Y Potemkin: V.Heavy+Fat Y Y Y Y Slayer: Light Y Y Y - I-No: V.Light - Y Y - Axl: Heavy+Tall Y Y Y Y Ramlethal: V.Light+Fat - Y Y Y Venom: Heavy Y Y Y - Zato: V.Light+V.Tall - - Y Y Bedman: V.Heavy Y Y - - Leo: Heavy Y - Y -
  22. Koozebanian Fazoob

    Kenshiro make your head asplode

    Can you give me a video of the specific combo you're trying to do, because I'm not clear on exactly what it is. Hitboxes are funny in this game but I might be able to figure out a more stable route.
  23. Koozebanian Fazoob

    Kenshiro make your head asplode

    You just don't have enough hits most likely, that's basically the key to getting them to bounce. I don't recall the exact value you need to start infinite OTG hits but I believe it's into the 40s or so. Watch a Rei player do his B&B into super into infinite and that's about how many hits you need. So you need to do another rep or two of mashing P on them before you get into the super. The important part you are missing there is that you are boosting the active/hitstop part of your punches. When you Boost the active/hitstop/recovery of a move it takes something like 50% of a boost bar to do, which is why you are running out so fast. The trick is you need to instead Boost the startup of a punch, which consumes dramatically less bar, around 20% I think. I'm not sure if there are better strategies for doing that, but the way I do it is: ... Mashing AAAA, do a brief pause to let hitstop run out, then drum A~E to get a punch that's startup is boosted forward. Once you practice it a little it's not too hard. You'll be able to get a lot more reps of stuff in with a single Boost bar, which should get you the hits you need. You could also try doing the combo completely without the super. Just do enough reps of punches and let them drop and you should have more than enough hits. Edit: Double checked and actually the number of hits you need for OTG infinites can be pretty low (can be less than 30 even) but I think it depends on some other factor.
  24. Koozebanian Fazoob

    [Xrd] Elphelt Gameplay Discussion "The True Best Girl"

    Apparently it is hard because that attachment doesn't work. :I
  25. Koozebanian Fazoob

    [Xrd] Elphelt Gameplay Discussion "The True Best Girl"

    If nothing else, I bet she could do that on tall characters or as a fuzzy guard break on the way up from a jump. I wonder if it's fast enough to do something like, j.N RC, Pull Pin, j.N ... as a solid combo. Could be a Potemkin/Raml only trick maybe.
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