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Zappa AC Combos

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I don't see this thread floating anywhere, so I thought I'd start it. I'm still trying stuff out, so I don't have any to post at the moment.

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Hmm glad someone made this topic I was thinking it would be nice to have one. Some of these combos I'm posting are old but I'm putting them just for completeness. I'll put an asterisk with * at the start of combos that are character dependant. If there are any problems with my combos or you have a more reliable/damaging version let me know. Normal mode: 2P2K2D 236P (B&B combo) D > homing jump jD jD jKSKS jSD CH 6P/5K > 2HS jc jPS dj jPSD or 2H jc jPKS dj SD (more damage, less reliable at distance) f.S low hit stagger > dash 2P/2K into B&B combo (if close enough this is guaranteed even on max stagger recovery) throw (bounce) 236P throw (bounce) 6P/c.S jPS jPSD air throw > 236P iad jPS(delay)jD (land) jPS dj jPSD (tall characters) fails if not close enough Dog mode: 2P2K c.S f.S 6D,D dash 2P2K c.S f.S (just a simple one) 2D 214D 236P (7 orb combo) Ghost mode: PPP c.S f.S 236S (simple one) throw/air throw > 236K f.S 236S frc > dash 2K2D 236P (oki setup) Sword mode: S/2S > 5H (1 hit) 63214H (range dependant) corner 2S/S 5H (2 hits) 63214H 6H (1st hit) 63214H Jump in jH > air 236H (3 of 4 hits) RC *land* S2H jc jS dj jSD 236H FRC 63214H (near corner) dash 2S/S 2H(1 hit) jS jSjH/jD air 236H CH 63214H (no corner needed) dash 2S/S 2H(1 hit) jS jSjH/jD air 236H D homing jump jD jD jKSKS jSD air 236H Raoh mode: *2S5H > 236S-K (otg launch) dash 2S 214S *2S5H > 236S-K (otg launch) iad SH (land) jH (land) 214S CH 5H 236S-K (otg launch even at max range) iad jSH (land) jH 214S CH 6P/5K > 236S-K > dash 2S 214S 236S-P/S/K > jSjH > jH > land 214S D ID jH (land) jSH (land) jH (land) 214S RC 6H 236S-K dash 2S 214S *D ID jH (land) 6H 236S-K > dash 6H 236S-K > dash 6H 236S-K > dash 6H 236S-K > dash 2S 214S *(near corner) 214S RC dash > 6H loop x3 > 6H Bellows Malice Throw (wall bounce) > 6P jc jSH land 214S 214S Normal/Dog/Ghost/Sword: *214D 236P CH 6P/5K 214D 236P I'll add combos to this post as I find them. I have some I haven't added yet I'll put up later.

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unsummon Dust combos i prefer to do 5d 236p homing jump k then a bunch of Ps, dj another bunch of Ps then D Ps because u never know what you'll get and ghost/sword cannot catch up to you after your homing jump to hit if u did k s should work on everybody... if not, do ID combos 5d homing jump D dj D land (2hs) 236p, 2hs is sometimes hard to land so i usually just leave it out or if you have the tension 5d homing jump D dj D land 214D otg 236p, 4 orb dust combo

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Hmm I like that first one I didn't know you could homing jump after going directly into 236P

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jumping after dust and going into that combo mode. Zeero - depending on the character you can get a (semi)full combo off of sword/ghost after jumping up and hitting k. and thankfully now its easier to do raoh combos with that, cause everytime I do dust summon I hit up, get raoh and panic w/ 5d 236p homing j. k, s, hs falling hs 214s rc into combo.

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one of the combos from "song for" that i think is pretty useful/cool:

SWORD+25% tension - c.5S, jc, j.S, j.HS(FRC), j.p, j.D (land) j.S, j.k, j.S, jc, j.S, j.D

except problem is when i try to pull it off in matches, since i usually have to run in to punish with a sword c.5S, the running velocity makes me jump really far forward and the j.s or the j.hs misses or maybe even the p after the frc

or maybe im just doing it wrong.

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Here's a flashy one with Raou for midscreen, does about 360-ish: j.H 2H 236SK 6H 632146S run foward 6H 236SK etc etc etc

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Yeah, that's a pretty basic Raou combo. They tend to be simple and not involve much input, since they do so much fucking damage. Which is why you tend to not see 'em in some combo videos, unless they're showin' off new tweaks in a new version. j.S j.HS 214S /RC/ 66 6HS 236S|K| 6HS 236S|K| 66 214S Shit like that.

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except problem is when i try to pull it off in matches, since i usually have to run in to punish with a sword c.5S, the running velocity makes me jump really far forward and the j.s or the j.hs misses or maybe even the p after the frc

or maybe im just doing it wrong.

yeah, that runnning velocity is probably throwing things off for that combo. i have noticed, though, that after the frc the j.p cannot be an immediate input, it must be slightly delayed. Maybe try that? *shrugs*

...or you can always just do the j.HS FRC, j.HS, 236+HS ender - that might work better, and if you have another 50% tension, RC the 236 ender after 3 hits to continue the combo.

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Here's a flashy one with Raou for midscreen, does about 360-ish:

j.H 2H 236SK 6H 632146S run foward 6H 236SK etc etc etc

for 50% tension raoh, u can probably kill the guy =P

and for the sword combo, i usually delay the j.hs after the j.s... if you delay it long enough u can even connect j.s after the frc

the problem that velocity causes is the first j.s missing

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Okay guys I think its time to update the Love threads. We shouldn't put this off like we did with Slash. Theres too much new stuff to not have posted in those threads. So whos up for it?

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Well, I kind of have to do it. I've just been busy all summer at training for my new job. In August I should be able to spend a couple of hours moving this stuff over to the Love Threads.

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can someone explain to me how 5s, 2hs works?? i see ppl using it in match videos and it combos but i cannot do it?? most the time i see it its w/ the dog, but not sure if im doing something wrong or if im missing something please help me

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2Hs combos from 2s and 5s on crounching oponenets,or if the s is counter!!

yep go for it with the dog for huuuuuge damage,and delay the 5d slightly cause 2hs causes stagger :)

in this link i learn a lot about zappa even the grammar isn't perfect "google translation" :)

http://translate.google.com/translate?u=http%3A%2F%2Fhomepage3.nifty.com%2FSERGEANT%2Fguilty%2Fguilty.html&langpair=ja%7Cen&hl=en&ie=UTF-8

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it also used to be the infinite of rape back in #R =D then again, there was like 10 different ways to do the infinite to your liking

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Yeah, but the infinite is basically pointless in AC, not just because it's not infinite anymore, but because of proration. You can get more damage (and even dizzy status if done right) by doing 2HS 2D into something. The advantage to this setup, in my opinion, is a counterattack will hit the dog and not you, the 2HS connects and you can sweep into summon; so it's almost failproof (unless your fighting someone who has a lot of multihits). If you're fighting an aggressive player, though, you can poke with 6P or 5K and go into a semi infinite if you like. It's all about getting through the defense. Kanom, that site is pretty neat. The strange translations on the home page are almost intriguing (Foul eyes? Can't mean souls because it goes way past 8). I'll look more into it and see what they have up there. Thanks.

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i was there since the movie "song for " was out, i also had corrected many corrupt translations there and saved in a text document on my hd but i don't know where it is now :)

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