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Teyah

AC Millia: Combo Lists

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So with Accent Core's release, once again Millia players are faced with the task of figuring out her new character-specific B&B knockdown combos. The aim of this thread is to make this transition as quickly and smoothly as possible - for this to happen, any and all contributions are encouraged! This includes ideas, testing, and also comments on the validity of said combos.

For future reference, here's some of the terminology I'll be using in this list.

| - Pauses during ADC combos. This is just my shorthand of writing out how long you should delay your next motions without having to write "small/regular/long/maximum delay" every time. Maximum = 4 |'s, or ||||.

Aerial launch - a launcher that pops the enemy into the air while they were already in the air. Examples: post-throw, or after Disc hits. Typical launchers that follow include 5P, 5K, 5Sc, and 5S-2H.

Ground launch - a launcher that pops the enemy into the air while they were on the ground. This exclusively refers to combos against grounded opponents that flow to 2H to launch.

r. - Running (eg. r.5S = running 5S).

jb. / jf. - Jump back / jump forward.

Contributors: blitz, Jjuice, Teyah, TGS

* All combos end with knockdown unless otherwise stated.

---------------------------------------------------------------------

*General, non-specific combos*

[Midscreen combos]

Conditions: Millia farther than 2/3rds from enemy corner

Throw, r.5S-2H, jf.D || ADC, j.K-D | ADC | falling j.D.

-Will work on a good chunk of the cast - exact specifics to come.

Conditions: Millia 2/3rds or closer from enemy corner, have Pin

Throw, r.5S-2H, jf.D ||| ADC, j.K-D | falling j.H xx S Pin, land 6H.

-Will work on a good chunk of the cast - exact specifics to come.

Conditions: Millia farther than 2/3rds from enemy corner

Combo to 2H (ground launch), jf.K-S-H, ADC | j.D || ADC | falling j.D.

- Works on several characters (specifics coming). Vs Sol, sj.K-S-H.

[Corner combos]

Conditions: Millia 1/3rd or closer from enemy corner

Aerial launch 5S-2H, j.D ||| ADC, j.K-D || ADC falling j.D | Bad Moon.

- The first j.D should be a ju.D or jb.D if deeper in corner. Works on most average-weight characters.

Conditions: Deep in corner

Combo to S Disc, 5P, jf.K-D |||| ADC j.K-D | ADC falling j.D (xx Bad Moon).

- Works well on many normal weights; can also end with ADC j.H xx S Pin, land 6H.

General, non-specific combos - UNTESTED

[Corner combos]

Conditions: Millia 1/3rd or closer from enemy corner

Aerial launch 5P, jb.K-D ||| ADC, j.K-D || ADC falling j.D | Bad Moon.

- The first j.D should be a ju.D or jb.D if deeper in corner. May only work on chars with larger hitboxes (needs testing). If so, omitting the last j.K may help.

[Midscreen combos]

Conditions: Millia farther than 2/3rds from enemy corner

Aerial launch (any but 5S-2H), jf.K-D ||| ADC, j.K-D | ADC falling j.D.

- May only work on chars with larger hitboxes (needs testing). If so, omitting the last j.K may help.

Conditions: Millia farther than 2/3rds from enemy corner

Aerial launch 5S-2H, jf.D ||| ADC, j.K-D | ADC | j.D.

- Should work on most normal weights.

Conditions: Millia 2/3rds or closer from enemy corner, have Pin

Aerial launch (any but 5S-2H), jf.K-D ||| ADC, j.K-D | ADC | j.H xx S Pin, land 6H.

- Should work on many normal weights.

Conditions: Millia 2/3rds or closer from enemy corner, have Pin

Aerial launch 5S-2H, jf.D ||| ADC, j.K-D | ADC | j.H xx S Pin, land 6H.

- Should work on most normal weights.

---------------------------------------------------------------------

Midscreen, character-specific combos

Ky

Conditions: Anywhere, have Pin

Combo to 2H (ground launch), ju.S-H | ADC j.D | ADC j.S-H, land, j.K-S-H | ADC j.D, ADC j.H xx S Pin, land, 6H.

Millia

Conditions: Millia (you) 2/3rds or closer from enemy corner, have Pin

Combo to 2H (ground launch), j.D || ADC j.K-D | ADC j.S-H, land, j.K-D xx S Pin, falling j.D | ADC j.D, ADC j.D.

- Can also begin this combo with j.S-H | ADC j.D.

Conditions: Millia (you) 2/3rds or closer from enemy corner, have Pin

Combo to 2H (ground launch), j.S-H || ADC j.D | ADC j.S-H, land, j.K-D xx S Pin, falling j.D | ADC j.D, ADC falling j.D.

Conditions: Fullscreen

Combo to 2H (ground launch), jc || j.K-D | ADC j.D | ADC j.S-H, land, j.K-D || ADC j.K-D, ADC j.D.

Eddie, I-No

Conditions: Close to corner after Disc hits

Combo to 2H (ground launch), jf.H | ADC, j.D, ADC j.S | j.H, land, jf.K-D ||| ADC j.K-D || ADC | j.D.

Jam

Conditions: Anywhere

Combo to 2H (ground launch) |||| j.D || ADC j.K-D | ADC j.S-H, land, j.K-D || ADC j.K-D | ADC j.D.

- The 2H -> j.D is reaaaaaaaalllllyyyyy late.

Potemkin

Conditions: Millia 1/3rd or closer from enemy corner, have Pin

Combo to 2H (ground launch), jf.H xx S Pin, j.D || ADC, j.K-D || ADC, falling j.D (xx Bad Moon).

---------------------------------------------------------------------

Corner, character-specific combos

Conditions: GROUNDED, combo to 2H

Sol

Combo to 2H (ground launch), j.K-D ||| ADC j.K-D, ADC | j.H, land 5S-2H, j.K-D | ADC j.H, ADC falling j.D xx S Pin, land 6H.

Millia

Combo to 2H (ground launch), || j.K-D, ADC | j.H || ADC j.S-H, land, j.K-D || ADC j.D | ADC j.H | xx Bad Moon.

Conditions: GROUNDED, 6K xx Lust Shaker, FB Longinus (214D)

Sol, Millia, Axl, Faust, Anji, Slayer, Zappa, I-no, Order Sol

6K, LSFB, r.5Sc(2), 2H, ju.H | ADC j.D | ADC j.S-H, land, ju.K-D xx S Pin, falling j.D.

Ky, Eddie, Chipp, Venom, A.B.A

6K, LSFB, r.5Sc(2), 2H, ju.P-K-D | ADC j.D | ADC j.S-H, land, ju.K-S-H, ADC j.D xx S Pin, land 6H.

May, Baiken, Dizzy, Jam, Bridget

6K, LSFB, r.5Sc(2), 2H, jf.K-D | ADC j.D | ADC j.S-H, land, jf.K-S-H | ADC j.D, ADC j.D xx S Pin, land 6H.

- On May jump straight up j.K-D etc. Note this is fucking hard but, it works on May.

Testament, Robo-Ky

6K, LSFB, r.5Sc(2), 2H, ju.P-K-D | ADC j.H | ADC j.S-H, land, ju.K-S-H | ADC j.D xx S Pin, land 6H.

Potemkin

6K, LSFB, r.5Sc(2), 2H, ju.S-H | ADC D | ADC j.S-H, land, jf.K-S-H | ADC j.D, ADC j.D xx S Pin, land 6H.

Conditions: AERIAL, after Disc hits

Sol, Robo Ky, Order Sol

Aerial launch, 6P-2H, ju.K-D || ADC j.D | ADC j.S-H, land, j.K-D || ADC j.K-D | ADC j.D xx S Pin, land 6H.

May, Millia, Baiken, Jam, Dizzy, I-No, Bridget

Aerial launch, 6P-2H, ju.D || ADC j.D | ADC j.S-H, land, j.K-D || ADC j.K-D | ADC j.D xx S Pin, land 6H.

Ky, Eddie, Chipp, Axl, Testament, Zappa, Slayer, A.B.A

Aerial launch, 6P-2H, ju.H || ADC j.D | ADC j.S-H, land, j.K-D || ADC j.K-D | ADC j.D xx S Pin, land 6H.

- For Eddie & Testament, you must jump towards them after 2H instead of straight up.

Anji

Aerial launch, 6P-2H, ju.D || ADC j.D || ADC j.K-D, land, 5Sc(1)-2H, ju.D || ADC j.K-D | ADC j.D xx S Pin, land 6H.

Venom, Faust

Aerial launch, 2H, ju.D || ADC j.H | ADC j.S-H, land, ju.K-D || ADC j.K-D | ADC j.D xx S Pin, land 6H.

Johnny

Aerial launch, 6P/5Sc(2)-2H, ju.S-H | ADC j.D | ADC falling j.D, land, j.S-H | ADC j.D xx S Pin, land 6H.

Potemkin

Aerial launch, 6P-2H, ju.H || ADC j.D | ADC j.S-H, land, ju.K-S-H | ADC j.D | ADC j.S-H, land, j.K-S-H | ADC j.D xx S Pin, land 6H.

---------------------------------------------------------------------

Throw, character-specific combos

Ky

Conditions: Midscreen, have Pin

Throw, r.5K jc | j.K-S-H | ADC j.D | ADC j.S-H, land, j.K-D xx S Pin, falling j.D, ADC j.D, ADC j.D

- Very slightly delay (1-2F) after the jump, but before the j.K.

Millia

Conditions: Midscreen, have Pin

Throw, r.5S-2H, j.H | ADC j.D, ADC j.S | H, land, j.K-D | ADC j.S-H | ADC falling j.H xx S Pin, land 6H.

Conditions: Fullscreen, have Pin

Throw, rj.K-S-H | ADC j.D | ADC j.S-H, land, j.K-D xx S Pin, falling j.D.

- If you really are fullscreen the combo ends there, since the pin will hit Millia right in the corner and really late, the falling j.D will be really low. If not, it continues: ADC j.H | ADC j.D.

Jam

Conditions: Anywhere

Throw, r.5K, j.K-S-H | ADC j.D | ADC j.D.

Conditions: Millia farther than 1/3rd from enemy corner, good timing

throw, dash j.K-P-K-D -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D

Conditions: Millia 1/2 or less from enemy corner, have Pin

Throw, r.5S-2H, jf.D | ADC, j.D | ADC, j.S-H, land, j.K-D xx S Pin, falling j.D | ADC, j.H, ADC falling j.D.

Slayer - others tbd

Conditions: Millia 2/3rds or more from enemy corner, have Pin

Throw, r.5S-2H, j.H | ADC j.D, ADC j.S || j.H, land, j.K-S-H, | ADC j.D || ADC j.D xx S Pin, land 6H.

- Once you rejump it gets hard but it works. This is a corner to corner combo.

KY

throw, dash K -> j.K-P-K-D -> ad.K-D -> ad.D (74 damage)

throw, dash K-K -> j.K-S-H -> ad.D -> ad.D (80 damage)

throw, dash 2H -> j.K-S-H -> ad.D -> ad.D (92 damage)

(midscreen)throw, dash K -> j.K-S-H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (92 damage)

throw, dash K -> j.K-S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (92 damage)

throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (93 damage)

throw, dash 2H -> j.S-H -> ad.K-D -> ad.D (96 damage)

throw, dash 2H -> iad.H -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D (99 damage)

(midscreen)throw, dash 2H -> j.S-H -> ad.D -> ad.S-H, land, j.K-D -> 214S, ad.D -> ad.D (104 damage)

JAM

throw, dash P -> j.P-K-D -> ad.K-D -> ad.D (79 damage)

throw, dash P -> j.K-S-H -> ad.D -> ad.D (84 damage)

throw, dash j.K-P-S-H, land, j.K-D -> ad.K-D -> ad.D (84 damage)

throw, dash j.K-P-K-D -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D (86 damage)

throw, dash j.K-P-K-D -> ad.H -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (89 damage)

(midscreen)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (112 damage)

POTEMKIN

throw, 2H -> j.D -> ad.K-D -> ad.D (74 damage)

throw, 2H -> j.K-D -> ad.K-D -> ad.D (75 damage)

throw, 2H -> j.K-D -> ad.H -> ad.D (76 damage)

throw, dash S(f)-2H -> D -> ad.K-D -> ad.D (79 damage)

throw, dash S(f)-2H -> j.S-H -> ad.D -> ad.D (81 damage)

throw, 2H -> iad.S-H, land, j.K-D -> ad.K-D -> ad.D (83 damage)

throw, 2H -> iad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (87 damage)

throw, 2H -> j.S-H -> ad.H/D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (89 damage)

throw, 2H -> iad.H -> ad.S-H, land, 2H -> j.D -> ad.K-D -> ad.D (89 damage)

throw, dash S(f)-2H -> j.S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (91 damage)

throw, 2H -> iad.H -> ad.S-H, land, 2H -> j.D -> ad.K-D -> ad.D (91 damage)

(midscreen)throw, 2H -> iad.H -> ad.S-H, land, 2H -> j.D -> 214S, falling j.D -> ad.H -> ad.D (92 damage)

throw, 2H -> iad.H -> ad.S-H, land, 2H -> j.D -> ad.S-H -> ad.D, land, S©-2H -> j.D -> 214S, falling j.D -> ad.H -> ad.D (100 damage)

throw, 2H -> iad.H -> ad.H, land, S©-2H -> j.H -> ad.H -> ad.S-H, land, 2H -> j.D -> ad.S-H -> ad.D -> 214S, land, 6H (101 damage)

MILLIA

throw, dash j.K-P-K-D -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D (99 damage)

throw, dash P -> j.K-S-H -> ad.D -> ad.D (100 damage)

throw, dash 2H -> j.K-D -> ad.K-D -> ad.D (107 damage)

throw, dash 2H -> j.K-S-H -> ad.D -> ad.D (110 damage)

throw, dash j.K-S-H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H/D (112 damage)

throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (113 damage)

(midscreen) throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.D (128 damage)

AXL

throw, walk K -> j.K-D -> ad.K-D -> ad.D (77 damage)

throw, dash j.K-S-H -> ad.D -> ad.D (82 damage)

throw, dash P -> j.K-S-H -> ad.D -> ad.D (84 damage)

throw, dash P -> j.K-S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (94 damage)

throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (95 damage)

(midscreen)throw, dash P -> j.K-S-H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (100 damage)

throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (110 damage)

throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> ad.S-H -> 214H, falling j.D -> ad.D (111 damage)

(midscreen)throw, dash S(f)-2H -> j.D -> ad.S-H -> ad.D, land, S©-2H -> j.D -> 214S, falling j.D -> ad.H -> ad.D (114 damage)

CHIPP

throw, dash P -> j.P-K-D -> ad.K-D -> ad.D (99 damage)

throw, dash P -> j.K-S-H -> ad.D -> ad.D (103 damage)

throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (119 damage)

throw, dash 2H -> iad.H -> ad.S-H -> j.K-D -> ad.K-D -> ad.D (128 damage)

(midscreen)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (138 damage)

SLAYER

throw, dash P -> j.P-K-D -> ad.K-D -> ad.D (72 damage)

throw, dash P -> j.K-S-H -> ad.D -> ad.D (76 damage)

throw, dash 2H -> j.K-D -> ad.K-D -> ad.D (82 damage)

throw, dash j.K-S-H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (85 damage)

throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (87 damage)

throw, dash 2H -> j.H -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D (94 damage)

throw, dash 2H -> j.S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D - >ad.D (95 damage)

throw, dash 2H -> iad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (96 damage)

(midscreen)throw, dash 2H -> j.S-H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (96 damage)

throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (99 damage)

(midscreen)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (100 damage)

(midscreen)throw, dash S(f)-2H -> j.D -> ad.S-H -> ad.D, land, S©-2H -> j.D -> 214S, ad.D -> ad.D (101 damage)

ANJI

throw, dash P -> j.P-K-D -> ad.K-D -> ad.D (79 damage)

throw, dash P -> j.K-S-H -> ad.D -> ad.D (84 damage)

throw, dash P -> j.K-S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (94 damage)

throw, dash 2H -> j.S-H -> ad.D -> ad.D (94 damage)

throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (95 damage)

throw, dash 2H -> iad.H -> ad.H, land, S© -> j.K-S-H -> ad.D -> ad.D (103 damage)

throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (110 damage)

throw, dash 2H -> j.H -> ad.S-H, land, 2H -> hj.D -> 214S, ad.D -> ad.D (110 damage)

throw, dash 2H -> iad.H -> ad.H, land, S©-2H -> hj.D -> 214S, ad.D -> ad.D (111 damage)

throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> 214H, falling j.D -> ad.D (112 damage)

ZAPPA

throw, dash P -> j.P-K-D -> ad.K-D -> ad.D (76 damage)

throw, dash P-P -> j.K-S-H -> ad.D -> ad.D (81 damage)

throw, dash j.K-P-K-D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (83 damage)

throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (90 damage)

throw, dash P -> j.K-S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (90 damage)

throw, dash j.K-S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (91 damage)

throw, dash j.K-S-H -> ad.D -> ad.S-H, land, j.K-D -> 214S, ad.D -> ad.H -> ad.D (92 damage)

(midscreen)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (105 damage)

throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (105 damage)

EDDIE

throw, dash P -> j.P-K-D -> ad.K-D -> ad.D (79 damage)

throw, dash P -> j.K-S-H -> ad.D -> ad.D (84 damage)

throw, dash K -> j.K-S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (92 damage)

(midscreen)throw, dash K -> j.K-S-H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (92 damage)

throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (95 damage)

(midscreen)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (110 damage)

ORDER SOL

throw, dash K -> j.P-K-D -> ad.K-D -> ad.D (72 damage)

throw, dash P -> j.K-S-H -> ad.D -> ad.D (76 damage)

(midscreen)throw, dash j.K-P-K-D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (77 damage)

throw, dash 2H -> j.S-H -> ad.D -> ad.D (85 damage)

throw, dash j.K-S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (85 damage)

throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (87 damage)

throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (99 damage)

(midscreen)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (100 damage)

SOL

(corner only)throw, dash j.K-S-H -> ad.D (73 damage)

throw, dash P -> j.P-K-D -> ad.K-D -> ad.D (76 damage)

throw, dash j.K-P-S-H, land, j.K-D -> ad.K-D -> ad.D (80 damage)

throw, dash P -> j.K-S-H -> ad.D -> ad.D (80 damage)

throw, dash j.K-P-K-D -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D (81 damage)

throw, dash j.K-P-K-D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (81 damage)

throw, dash j.K-P-K-D -> ad.H -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (84 damage)

throw, dash 2H -> j.D -> ad.K-D -> ad.D (86 damage)

throw, dash j.K-S-H -> ad.D -> ad.S-H, land, j.K-P-K-D -> ad.D (89 damage)

throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (90 damage)

throw, dash j.K-S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (91 damage)

throw, dash 2H -> iad.H -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D (97 damage)

throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (105 damage)

(midscreen)throw, dash S(f)-2H -> j.D -> ad.S-H -> ad.D, land, S©-2H -> j.D -> 214S, falling j.D -> ad.H -> ad.D (109 damage)

VENOM

throw, dash j.K-P-P-K-D -> ad.H -> ad.D (75 damage)

throw, dash P -> j.K-S-H -> ad.D -> ad.D (84 damage)

throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (95 damage)

throw, dash 2H -> j.S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (106)

throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (110 damage)

(midscreen)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (110)

(midscreen)throw, dash S(f)-2H -> j.D -> ad.S-H -> ad.D, land, S©-2H -> j.D -> 214S, ad.D -> ad.D (114 damage)

BAIKEN

throw, dash K -> j.P-K-D -> ad.K-D -> ad.D (86 damage)

throw, dash K-S© -> j.K-D -> ad.K-D -> ad.D (91 damage)

throw, dash K -> j.K-S-H -> ad.D -> ad.D (91 damage)

throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (105 damage)

(midscreen)throw, dash 2H -> iad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (118 damage)

(midscreen)throw, dash S(f)-2H -> j.D -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (122 damage)

DIZZY

throw, dash P -> j.P-K-D -> ad.K-D -> ad.D (86 damage)

throw, dash P -> j.K-P-K-D -> ad.D -> ad.D (87 damage)

throw, dash P -> j.K-S-H -> ad.D -> ad.D (92 damage)

throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (106 damage)

throw, dash j.K-S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (106 damage)

(midscreen)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.D -> ad.D (121 damage)

throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> ad.D -> 214S, falling j.D -> ad.D (121 damage)

BRIDGET

throw, dash K -> j.P-K-D -> ad.K-D -> ad.D (79 damage)

throw, dash K -> j.K-S-H -> ad.D -> ad.D (83 damage)

throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (98 damage)

(midscreen)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H/D -> ad.D (113-114 damage)

(just a teaser for the tension list)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> ad.S-H -> ad.D -> 236D, land, dash 2H -> j.D -> 214S, falling j.D -> ad.H/D -> ad.D (121-122 damage)

MAY

throw, dash P -> j.P-K-D -> ad.K-D -> ad.D (79 damage)

throw, dash P -> j.K-S-H -> ad.D -> ad.D (84 damage)

(midscreen)throw, dash K -> j.K-P-K-D -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.D -> ad.D (87 damage)

throw, dash S©-2H -> j.D -> ad.K-D -> ad.D (93 damage)

throw, dash S(f)-2H -> hj.D -> 214S, ad.D -> ad.D (97 damage)

throw, dash 2H -> iad.D -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D (101 damage)

(midscreen)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.D -> ad.D (110 damage)

FAUST

throw, dash j.K-P-K-D -> ad.H -> ad.D (74 damage)

throw, P -> j.K-D -> ad.K-D -> ad.D (76 damage)

throw, dash P -> j.P-K-D -> ad.K-D -> ad.D (76 damage)

throw, j.K-S-H -> ad.H -> ad.D (79 damage)

throw, dash P -> j.K-S-H -> ad.D ->ad.D (80 damage)

throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (90 damage)

throw, dash j.K-S-H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (92 damage)

throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (105 damage)

(midscreen)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (106 damage)

(midscreen)throw, dash S(f)-2H -> j.D -> ad.S-H -> ad.D, land, S©-2H -> j.D -> 214S, falling j.D -> ad.H -> ad.D (109 damage)

INO

throw, dash P -> j.K-P-K-D -> ad. H -> ad.D (77 damage)

throw, dash P -> j.P-K-D -> ad.K-D -> ad.D (79 damage)

throw, dash P -> j.K-S-H -> ad.D -> ad.D (84 damage)

throw, dash P -> j.K-S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (94 damage)

throw, dash 2H -> j.S-H -> ad.D -> ad.D (94 damage)

throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (95 damage)

throw, dash j.K-S-H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.D (95 damage)

throw, dash 2H -> iad.D -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D (102 damage)

throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land,j.K-S-H -> ad.D -> ad.D (110 damage)

(midscreen)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.D -> ad.D (110 damage)

JOHNNY

throw, dash K -> j.K-P-K-D -> ad.K-D -> ad.D (73 damage)

throw, dash K-K -> j.K-S-H -> ad.D -> ad.H -> 214S, land, 6H (84 damage)

throw, dash S(f)-2H -> j.K-D -> ad.K-D -> ad.D (92 damage)

throw, dash S(f)-2H -> hj.D -> 214S, ad.D -> ad.D (93 damage)

throw, dash S(f)-2H -> j.K-D -> ad.K-D -> ad.D -> 214S, land, 6H (100 damage)

ABA

throw, dash K -> j.P-K-D -> ad.K-D -> ad.D (62 damage)

throw, dash K -> j.K-S-H -> ad.D -> ad.D (69 damage)

throw, dash 2H -> j.S-H -> ad.D -> ad.D (78 damage)

throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (79 damage)

throw, dash 2H -> iad.H -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D (85 damage)

(midscreen)throw, dash S(f)-2H -> j.H -> ad.H -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (90 damage)

(midscreen)throw, dash S(f)-2H -> j.D -> ad.S-H -> ad.D, land, S©-2H -> j.D -> 214S, falling j.D -> ad.H -> ad.D (94 damage)

TESTAMENT

throw, dash K -> j.P-K-D -> ad.K-D -> ad.D (74 damage)

throw, dash P -> j.K-S-H -> ad.D -> ad.D (80 damage)

throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (90 damage)

(midscreen)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (105 damage)

throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> 214H, falling j.D -> ad.D (107 damage)

(midscreen)throw, dash S(f)-2H -> j.D -> ad.S-H -> ad.D, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (109 damage)

ROBO-KY

throw, dash K -> j.K-P-K-D -> ad.K-D -> ad.D (65 damage)

throw, dash S(f)-2H -> j.(K-)D -> ad.K-D -> ad.D (81 damage)

throw, dash S(f)-2H -> j.S-H -> ad.D -> ad.D (82 damage)

throw, dash 2P-K -> j.K-S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (74 damage)

(midscreen)throw, dash S(f)-2H -> j.H -> ad.S-H, land, j.K-D -> 214S, ad.D -> ad.D (91 damage)

---------------------------------------------------------------------

Flashy/Difficult Non-B&B Combos~

Ky

Conditions: Millia 2/3rds or closer from enemy corner

Combo to 2H (ground launch), IAD j.S-H, land, j.K-D || ADC j.K-D | ADC j.D.

Conditions: Millia farther than 1/3rd from enemy corner

S©-2H -> 2369D, land, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (knockdown)

Millia

Conditions: Millia's back to corner (or closer)

Combo to 2H (ground launch), IAD j.D | ADC j.S-H, land, j.K-D || ADC j.K-D | ADC j.D (knockdown)

Potemkin (lol)

Conditions: Millia 1/3rd or closer from enemy corner

Combo to 2H (ground launch), IAD j.H, ADC | j.H, land 5Sc etc.

Conditions: Anywhere

Combo to 2H (ground launch), IAD j.S-H, land 2H, jf.D || ADC, j.K-D | ADC | j.D, land 5K -> etc.

Conditions: Anywhere

Combo to 2H xx Lust Shaker, Longinus (214D).

- May work on other heavies / large hitbox characters

- Can repeat if in corner :gonk:

Jam

Conditions: Millia 1/2 or less from enemy corner

Throw, rj.K-P-K-D | ADC, j.S-H, land, j.K-D ||| ADC, j.K-D | ADC j.D.

Conditions: Millia 1/2 or less from enemy corner, have Pin

Throw, rj.K-P-K-D | ADC, j.S-H, land, j.K-S-H xx H Pin, falling j.D ||| ADC, j.K-D | ADC j.D.

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there's about a million variations on pot o.O;; midscreen... S(f)-2H -> iad.H -> ADC, ad.H, land, S© etc S(f)-2H -> iad.S-H, land, 2H -> JC, j.D -> ADC, ad.K-D -> ADC, ad.D, land, 5K -> etc S(f)-2H -> JC, j.H -> 214S, j.D -> ADC, ad.K-D -> ADC, ad.D the list goes on... but here's something i found works on quite a few characters: 2H -> JC, j.K-S-H -> ADC, ad.D -> ADC, ad.D oh, and something funny, you can combo 2H into lustshaker -> 214D a couple times. Not really useful, but funny. I'm thinking maybe as a tool for knockdown like lets say on pot after the first combo i listed, which would give you a juice setup =)

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vs. millia S©-2H -> j.D -> ad.K-D -> ad.S-H, land, j.K-D -> 214S, j.D -> ad.D -> ad.D (knockdown) S©-2H -> j.S-H -> ad.D -> ad.S-H, land, j.K-D -> 214S, j.D -> ad.D -> ad.D (knockdown) S©-2H -> j.K-D -> ad.K-D -> ad.D, land, S©-2H -> j.D -> ad.K-D -> ad.D (knockdown) S©-2H -> iad.D -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D (knockdown) more combos to come also, new mixup! knockdown from an air combo: dash 236D, j(8).K(whiff), reaaaaallly low falling j.K, then either: A) cancel into dj.K -> 214S -> combo or B) land 2K, disc's 4th hit connects, run and combo dash 236D, 214(7)P -> FRC, j.K, then either A) cancel into dj.K -> 214S -> combo or B) land 2K, disc's 4th hit connects, run and combo dash 236H -> FRC, 23698D (green disc cross up) ...and now something fun =D the 236S -> FRC kind ^_^ 5K-5K-2D(CH) -> 236S -> FRC, dash 5K -> j.K-D etc 2D(knockdown) -> 236S -> FRC, dash 236H, 2369D(can be done to cross up or not cross up), land, dash and combo 2D(knockdown) -> 236S -> FRC, dash 236H, 214P(whiff) -> FRC, j.K, combo blockstring to mixup: dash 5K-2D -> 236S -> FRC, then either A)6K -> 214S -> 214D, dash S(f)-2H or B) 2S -> 214S -> 214D, dash S(f)-2H or C) dash throw =D

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Round 2 Combos after a 6K, Lustshaker FB for a total of 3 hits. You can do more hits but its better to do 3 hits total becuse you wanna stay close so you can run up S©2hits, 2H + you gotta respect the damage scale:eng101: Class 1 <Jam, Bridget, Dizzy, Baiken> 6K, LSFB, dash S©2hits, 2H jump towards K, D, adc D, adc S, H, land jump towards K, S, D, adc D, throw S Pin, 6H <May> The same as class 1 but jump stright up K, D etc. Note this is fucking hard but, it works on May. Class 2 <Millia, I-no, Anji, Sol, Axl, zappa, Slayer, Faust, order Sol> 6K, LSFB, dash S©2hits, 2H, jump up H, adc D, adc S, H, land jump up K, D throw S Pin, adc D (knockdown) Class 3 <Eddie, Venom, Ky, A.B.A, Chipp> 6K, LSFB, dash S©2hits, 2H, jump up P, K, D, adc D, adc S, H, land jump up K, S, H, adc D throw S Pin, 6H (knockdown) Class 4 < Testament, Robo Ky> 6k, LSFB, dash S©2hits, 2H, jump up P, K, D, adc H, adc S, H, land jump up K, S, H, adc D, throw S Pin, 6H (knockdown) <Potemkin> 6K, LSFB, dash S(s)2hits, 2H jump up S, H, adc D, adc S, H, land jump towards K, S, H, adc D, adc D, throw S pin, 6H (Knockdown) I could not find one with Johnny:arg: This bitch :MI: is GODLIKE! Goodshit Blitz with the throw combos, keep up the good work!

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Some midscreen and corner combos I've messed around with. Note that they all end in a knockdown and they don't use any Tension or Pin. And yes, timing is a bitch on a lot of them if you want to end in a knockdown. And I started all of them with a 2S, so if you started with a 5S© instead, damage would be a little larger.

Slayer:

Corner, 153 Damage:

2S-2H, j.S-H, adc.D, adc.H, land, 5S©-2H, j.H, adc.K-D, adc.D

*There is a slight delay between the adc.D and the adc.H so you have enough time to land and relaunch Slayer.

Midscreen, 140 Damage:

2S-2H, j.S-H, adc.D, adc.S-H, land, j.K-D, adc.K-D, adc.D

*Jump straight up for the first j.S-H part in order to position yourself correctly for the rest of the combo.

Anji:

Corner, 170 Damage:

2S-2H, j.S-H, adc.H, adc.H, land, 2H, j.D, adc.K-D, adc.D

*Delay the first j.S-H as much as possible so the relaunch part will be easy to do.

Midscreen, 160 Damage:

2S-2H, j.S-H, adc.D, adc.S-H, land, j.K-S-H, adc.D, adc.D

*Jump straight up for the first j.S-H part of the combo for positioning purposes.

Zappa:

Corner, 163 Damage:

2S-2H, j.S-H, adc.H, adc.H, land, 2H, j.H, adc.K-D, adc.D

*Delay the first j.S-H as much as possible so the relaunch part will be easy to do.

Midscreen, 151 Damage:

2S-2H, j.S-H, adc.D, adc.S-H, land, j.K-D, adc.K-D, adc.D

*Jump straight up for the first j.S-H part of the combo for positioning purposes.

Midscreen, 154 Damage:

2S-2H, j.S-H, adc.D, adc.S-H, land, j.K-S-H, adc.D, adc.D

*Same combo as above, different ender.

Eddie:

Corner, 172 Damage:

2S-2H, j.S-H, adc.H, adc.H, land, 5S©-2H, j.D, adc.K-D, adc.D

*Delay the first j.S-H.

Corner, 160 Damage:

2S-2H, j.S-H, adc.D, adc.S-H, land, j.K-S-H, adc.D, adc.D

*Different combo from above, but no delays in the string.

Corner, 164 Damage:

2S-2H, j.K-S-H, adc.D, adc.H, land, 5S©-2H, j.H, adc.K-D, adc.D

*Delay the j.K-S-H as long as possible after the 2H.

Midscreen, 132 Damage:

2S-2H, j.K-S-H, adc.D, adc.D

*Again, delay is same as above combo. Getting a midscreen relaunch on Eddie without Tension or using a Pin is a bitch, so use this combo instead.

Order Sol:

Corner, 153 Damage:

2S-2H, j.S-H, adc.D, adc.H, land, 5S©-2H, j.H, adc.K-D, adc.D

*Delay the j.S-H.

Midscreen, 142 Damage:

2S-2H, j.S-H, adc.D, adc.S-H, land, j.K-S-H, adc.D, adc.D

*Jump straight up at the first j.S-H.

Sol:

Corner, 165 Damage:

2S-2H, j.S-H, adc.D, adc.H, land, 5S©-2H, j.H, adc.K-D, adc.D

*Delay the j.S-H like usual.

Midscreen, 154 Damage:

2S-2H, j.S-H, adc.D, adc.S-H, land, j.K-S-H, adc.D, adc.D

*Jump straight up at the first j.S-H.

Venom:

Corner, 169 Damage:

2S-2H, j.S-H, adc.D, adc.H, land, 5S©-2H, j.K-D, adc.K-D, adc.D

*Delay the j.S-H like usual.

Midscreen, 160 Damage:

d.2S-2H, j.S-H, adc.D, adc.S-H, land, j.K-S-H, adc.D, adc.D

*Need dash momentum on the 2S, but not if you used 5S© instead. Jump straight up at the first j.S-H.

Baiken:

Corner, 190 Damage:

2S-2H, j.S-H, adc.D, adc.H, 5S©-2H, j.D, adc.K-D, adc.D

*No delays at all, but shit is fucking hard.

Corner, 144 Damage:

2S-2H, j.S-H, adc.D, adc.D

*Delay the j.S-H. Loads easier than the combo above, but you sacrifice about 50 points of damage...

Midscreen, 148 Damage:

2S-2H, j.K-D, adc.K-D, adc.D

*Hella basic, but comboing Baiken is a bitch...

Midscreen, 159 Damage:

2S-2H, sj.S-P-K-D, adc.D, adc.S-H, land, j.K-D, adc.K-D, adc.D

*Cooler than the above combo.

Dizzy:

Corner, 183 Damage:

2S-2H, j.S-H, adc.H, adc.H, land, 2H, j.D, adc.K-D, adc.D

*Delay the j.S-H. Kinda hard.

Corner, 164 Damage:

2S-2H, j.K-D, adc.D, adc.S-H, land, j.K-D, adc.K-D, adc.D

*On the second j.K-D after you land, jump backwards so the following D will connect.

Midscreen, 140 Damage:

2S-2H, sj.S-P-K-D, adc.D, adc.D

*Easy combo. Comboing Dizzy midscreen with anything else is a bitch though...

Midscreen, 157 Damage:

2S-2H, sj.S-P-K-D, adc.D, adc.S-H, land, j.K-D, adc.K-D, adc.D

*Same combo as above, but includes a relaunch in the middle to bring them further into the corner.

Bridget:

Corner, 162 Damage:

2S-2H, j.S-H, adc.H, adc.D, land, 5S©, j.K-D, adc.K-D, adc.D

Midscreen, 145 Damage:

2S-2H, sj.S-P-K-D, adc.D, adc.S-H, land, j.K-D, adc.K-D, adc.D

Midscreen, 160 Damage:

2S-2H, j.S-H, adc.D, adc.S-H, land, j.K-D, adc.K-D, adc.D

*Need Dash momentum if starting the combo with 2S.

May:

Corner, 160 Damage:

2S-2H, j.S-H, adc.H, adc.D, land, 5S©, j.K-D, adc.K-D, adc.D

Corner, 157 Damage:

2S-2H, j.S-H, adc.D, adc.D, land, 5K-5S©, j.K-D, adc.K-D, adc.D

Midscreen, 161 Damage:

2S-2H, j.H, adc.H, adc.S-H, land, j.K-D, adc.K-D, adc.D

*Jump towards May when you do the first j.H.

Midscreen, 143 Damage:

2S-2H, sj.S-P-K-D, adc.D, adc.S-H, land, j.K-D, adc.K-D, adc.D

Faust:

Corner, 162 Damage:

2S-2H, j.S-H, adc.H, adc.H, land, 2H, j.D, adc.K-D, adc.D

*Timing is a little tight for the first part if you want to land the 2H relaunch.

Corner, 152 Damage:

2S-2H, j.S-H, adc.D, adc.H, land, 5K-5S©, j.K-D, adc.K-D, adc.D

*Easier than the above combo.

Midscreen, 162 Damage:

2S-2H, j.S-H, adc.H, adc.H, land, 2H, j.D, adc.K-D, adc.D

*Same as the corner combo listed 2 spots above.

Midscreen, 148 Damage:

2S-2H, sj.K-S-H, adc.D, adc.S-H, land, j.K-D, adc.K-D, adc.D

*Easier than the above combo.

Midscreen, 150 Damage:

2S-2H, sj.K-S-H, adc.D, adc.S-H, land, j.K-S-H, adc.D, adc.D

*A different variation of the above combo.

Midscreen, 155 Damage:

2S-2H, j.S-H, adc.H, adc.H, land, j.K-S-H, adc.D, adc.D

*Timing the adc.H's are the key.

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I love Millia - more than Baiken currently.

Some combos I'm writing in my ever growing list of combos for characters:

SLAYER

Normal:

2H > JC > JK-D > AD > JK-D > AD > D

2H > JC8 > JH > AD > JK-D > AD > JD (CLOSE-MED RANGE)

2H > JC9 > JP-K-D > AD > JD > AD > JK-D (MED-MAX RANGE)

2H > JC8_9 > JS-H > AD > JD > AD > JS-H > LAND > J(9)K-S-H > AD > JD > AD > JH > SF(S) > 6H

Corner:

2H > JC7 > JK-D > AD > JK-D > AD > D

2H > JC8_9 > JS-H > AD > JD > JS-H > LAND > J(9)K-S-H > AD > JD > AD > JH > SF(S) > 6H

2H > JC9 > JK-S-H > AD > JH > AD > JD > LAND > 5S© > 2H > JC9 > JS-H > AD >JD > AD > JH > SF(S) > 6H (CLOSE-MED RANGE)

Throw:

DASH > 5K X 2 > JC9 > JK-D > AD > JK-D > AD > JD

DASH > 5S(F) > 2H > JC9 > JD > AD > JK-D > AD > JD > SF(S) > 6H

DASH > 5K > JC9 > JK-S-H > AD > JD > AD > JS-H > LAND > J(9)K-S-H > AD > JD > AD > JH > SF(S) > 6H

CHIPP (similar combos to Slayer, slight variations here and there)

Normal:

2H > JC > JK-D > AD > JK-D > AD > D

2H > JC8 > JH > AD > JK-D > AD > JD (CLOSE RANGE)

2H > JC9 > JP-K-D > AD > JD > AD > JK-D (MED-MAX RANGE)

2H > JC8_9 > JS-H > AD > JD > AD > JS-H > LAND > J(9)K-S-H > AD > JD > AD > JH > SF(S) > 6H

Corner:

2H > JC > JK-D > AD > JK-D > AD > D

2H > JC9 > JS-H > AD > JD > JS-H > LAND > J(9)K-S-H > AD > JD > AD > JH > SF(S) > 6H

2H > JC9 > JK-S-H > AD > JH > AD > JD > LAND > 5S© > 2H > JC9 > JS-H > AD >JD > AD > JH > SF(S) > 6H (CLOSE-MED RANGE)

Throw:

DASH > 5K X 2 > JC9 > JK-D > AD > JK-D > AD > JD

DASH > 5S(F) > 2H > JC9 > JD > AD > JK-D > AD > JD > SF(S) > 6H

DASH > 5K > JC9 > JK-S-H > AD > JD > AD > JS-H > LAND > J(9)K-S-H > AD > JD > AD > JH > SF(S) > 6H

ABA

Normal:

2H > JC8 > JP-K-D > AD > JK-D > AD > JD (CLOSE RANGE)*

2H > JC9 > JP-K-D > AD > JK-D > AD > JD (MED-MAX RANGE)*

2H > JC9 > JH > AD > JK-D > AD > JH > SF(S) > 6H

HITS > 2H > JC9 > JK-D > AD > JK-D > AD > JD

DASH MMT > 2H > JC9 > JK-D > AD > JK-D > AD > JD

*can use if carrying dash momentum

Corner:

2H > JC9 > JS-H > AD > JD > JS-H > LAND > J(9)K-S-H > AD > JD > AD > JH > SF(S) > 6H

2H > JC9 > JK-D > AD > JK-D > AD > JS-D > LAND > J(9)K-S-H > AD > JD > AD > JH > SF(S) > 6H (MED RANGE)

2H > JC9 > JK-D > AD > JK-D > AD > JD > SF(S) > 6H

Throw:

DASH > 5S(F) > LUST > LONG (use only when ABA is in Moroha mode or somewhere near the corner)

DASH > 5K X 2 > JC9 > JK-D > AD > JK-D > AD > JD

DASH > 5S(F) > 2H > JC9 > JK-D > AD > JK-D > AD > JD > SF(S) > 6H

Only tested this combo against above characters so far, works on all of them...

Sliding (LUST > LONG in corner):

5S© > 2H > JC9 > JK-D > AD > JH > AD > JS-H > LAND > J(9)K-S-H > AD > JD > AD > JH > SF(S) > 6H

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Johnny is indeed a bitch to combo...baleeeeedat~

CORNER:

2H > JC9 > JK-S-H > AD > JH > AD > JD > LAND > 5S©[1] > 2H > JC9 > JD > SF(S) > AD > JH > AD > JD [175 DMG]

Nice looking combo and does aaaawwwlright damage - plus you get knockdown if you do it perfectly. If you're deep in the corner, you can replace the first AD > JH with a JD instead.

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Some Easy pinless combos.

Dizzy

2/3 or closer to corner

5S, 2H,j.P-K-D,ADC,j.D(I) ADC, j.K-D, LAND, 5S©(2 HITS), j.K-S-H,ADC, j.D,ADC, j.D (Knockdown) 170 Dmg.

Jam

2/3 or closer to corner

5S, 2H, j.S-H,ADC,j.D, ADC,j.S-H, LAND, j.K-D(II), ADC, j.K-D,ADC, j.D (Knockdown) 174 Dmg

Very easy

Some Characters

2/3 or closer to corner

5S, 2H, (I)*, j.S-H, ADC, j.D, ADC,j.S-H, LAND, j.K-D,(I)*ADC, j.K-D, ADC,j.S-H, LAND, jf.k-S-H,ADC, j.H, FB DISC, LAND, 4H(SIDE CHANGE)(Knockdown) 190 Dmg aprox

25% tension, pinless, knockdown and very fun.

Tested on Eddie, Ky, Sol, I-No, Slayer, A.B.A, Dizzy, Chipp, Testament.

maybe it works in some others, but need testing.

*the pauses depend on character, on light characters dont use the first pause.

I have some problems with Johnny too

i use this

Corner

5S, 2H, J.K-S-H,(I)ADC J.H,(I)ADC J.H, LAND, 5S©(2 HITS),J.K-S-H,ADC, J.D,ADC, J.H, S PIN, LAND, 6H.

Throw combo

Throw,66, 5S, 2H, JF.K-S-H,(I)ADC, J.D, ADC, J.H, S PIN, LAND, 6H

2/3 or closer to corner

5S, 2H, J.P-S-H,(I)ADC, J.D,ADC, J.H, SPIN, 6H

these are the easier combos for Johnny that i know.

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some edition of my old combos

Midscreen

5S,2H,(I)J.S-H,(I) ADC, J.D, ADC, J.S-H, LAND, J.K-D, ADC, J.K-D, ADC, J.S-H, LAND, J.K-S-H, ADC, J.D,ADC, J.H, AIR FB DISC, LAND, 4H.

20 hits, 3 ADC sequences, pinless, and Knockdown.

maybe not sooo damaging but very fun to do.

Tested only on Ky and A.B.A, may work on others characters.

Midscreen

5S,2H, J.S-H,(I) ADC, J.D, ADC, J.S-H, LAND,J.K-S-H, ADC, J.D, ADC, J.S-H, LAND, J.K-S-H, ADC, J.D,ADC, J.S-H, AIR FB DISC, LAND, 4H.

Potemkin version of the first combo.

Tension combo

Corner

5S,2H, JC,(I) AIR FB DISC, LAND, 6H, 214P, FRC, 66, 5S, 2H, J.K-D,(II)ADC, J.K-D, J.H, S PIN, LAND, 6H.

238 Dmg.

tested on Ky.

and Just for fun

Corner

5S, 2H, JC, AIR FB DISC, LAND, 2H, J.H, AIR FB DISC, LAND, 2H, J.H, AIR FB DISC, LAND, 2H, J.H, AIR FB DISC, LAND, 6H.

Aerial Prety maze loop :v:.

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ALMOST done, got all the damages (though really, i started getting different values for the same combos on different consoles, so treat them all as approximate). oh, and a NEW variation shows up: midscreen pin combos! (check anji's 3rd to last and 2nd to last combos to see what I mean) KY throw, dash K -> j.K-P-K-D -> ad.K-D -> ad.D (74 damage) throw, dash K-K -> j.K-S-H -> ad.D -> ad.D (80 damage) throw, dash 2H -> j.K-S-H -> ad.D -> ad.D (92 damage) (midscreen)throw, dash K -> j.K-S-H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (92 damage) throw, dash K -> j.K-S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (92 damage) throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (93 damage) throw, dash 2H -> j.S-H -> ad.K-D -> ad.D (96 damage) throw, dash 2H -> iad.H -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D (99 damage) (midscreen)throw, dash 2H -> j.S-H -> ad.D -> ad.S-H, land, j.K-D -> 214S, ad.D -> ad.D (104 damage) JAM throw, dash P -> j.P-K-D -> ad.K-D -> ad.D (79 damage) throw, dash P -> j.K-S-H -> ad.D -> ad.D (84 damage) throw, dash j.K-P-S-H, land, j.K-D -> ad.K-D -> ad.D (84 damage) throw, dash j.K-P-K-D -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D (86 damage) throw, dash j.K-P-K-D -> ad.H -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (89 damage) (midscreen)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (112 damage) POTEMKIN throw, 2H -> j.D -> ad.K-D -> ad.D (74 damage) throw, 2H -> j.K-D -> ad.K-D -> ad.D (75 damage) throw, 2H -> j.K-D -> ad.H -> ad.D (76 damage) throw, dash S(f)-2H -> D -> ad.K-D -> ad.D (79 damage) throw, dash S(f)-2H -> j.S-H -> ad.D -> ad.D (81 damage) throw, 2H -> iad.S-H, land, j.K-D -> ad.K-D -> ad.D (83 damage) throw, 2H -> iad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (87 damage) throw, 2H -> j.S-H -> ad.H/D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (89 damage) throw, 2H -> iad.H -> ad.S-H, land, 2H -> j.D -> ad.K-D -> ad.D (89 damage) throw, dash S(f)-2H -> j.S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (91 damage) throw, 2H -> iad.H -> ad.S-H, land, 2H -> j.D -> ad.K-D -> ad.D (91 damage) (midscreen)throw, 2H -> iad.H -> ad.S-H, land, 2H -> j.D -> 214S, falling j.D -> ad.H -> ad.D (92 damage) throw, 2H -> iad.H -> ad.S-H, land, 2H -> j.D -> ad.S-H -> ad.D, land, S©-2H -> j.D -> 214S, falling j.D -> ad.H -> ad.D (100 damage) MILLIA throw, dash j.K-P-K-D -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D (99 damage) throw, dash P -> j.K-S-H -> ad.D -> ad.D (100 damage) throw, dash 2H -> j.K-D -> ad.K-D -> ad.D (107 damage) throw, dash 2H -> j.K-S-H -> ad.D -> ad.D (110 damage) throw, dash j.K-S-H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H/D (112 damage) throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (113 damage) (midscreen) throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.D (128 damage) AXL throw, walk K -> j.K-D -> ad.K-D -> ad.D (77 damage) throw, dash j.K-S-H -> ad.D -> ad.D (82 damage) throw, dash P -> j.K-S-H -> ad.D -> ad.D (84 damage) throw, dash P -> j.K-S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (94 damage) throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (95 damage) (midscreen)throw, dash P -> j.K-S-H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (100 damage) throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (110 damage) throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> ad.S-H -> 214H, falling j.D -> ad.D (111 damage) (midscreen)throw, dash S(f)-2H -> j.D -> ad.S-H -> ad.D, land, S©-2H -> j.D -> 214S, falling j.D -> ad.H -> ad.D (114 damage) CHIPP throw, dash P -> j.P-K-D -> ad.K-D -> ad.D (99 damage) throw, dash P -> j.K-S-H -> ad.D -> ad.D (103 damage) throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (119 damage) throw, dash 2H -> iad.H -> ad.S-H -> j.K-D -> ad.K-D -> ad.D (128 damage) (midscreen)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (138 damage) SLAYER throw, dash P -> j.P-K-D -> ad.K-D -> ad.D (72 damage) throw, dash P -> j.K-S-H -> ad.D -> ad.D (76 damage) throw, dash 2H -> j.K-D -> ad.K-D -> ad.D (82 damage) throw, dash j.K-S-H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (85 damage) throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (87 damage) throw, dash 2H -> j.H -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D (94 damage) throw, dash 2H -> j.S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D - >ad.D (95 damage) throw, dash 2H -> iad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (96 damage) (midscreen)throw, dash 2H -> j.S-H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (96 damage) throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (99 damage) (midscreen)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (100 damage) (midscreen)throw, dash S(f)-2H -> j.D -> ad.S-H -> ad.D, land, S©-2H -> j.D -> 214S, ad.D -> ad.D (101 damage) ANJI throw, dash P -> j.P-K-D -> ad.K-D -> ad.D (79 damage) throw, dash P -> j.K-S-H -> ad.D -> ad.D (84 damage) throw, dash P -> j.K-S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (94 damage) throw, dash 2H -> j.S-H -> ad.D -> ad.D (94 damage) throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (95 damage) throw, dash 2H -> iad.H -> ad.H, land, S© -> j.K-S-H -> ad.D -> ad.D (103 damage) throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (110 damage) throw, dash 2H -> j.H -> ad.S-H, land, 2H -> hj.D -> 214S, ad.D -> ad.D (110 damage) throw, dash 2H -> iad.H -> ad.H, land, S©-2H -> hj.D -> 214S, ad.D -> ad.D (111 damage) throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> 214H, falling j.D -> ad.D (112 damage) ZAPPA throw, dash P -> j.P-K-D -> ad.K-D -> ad.D (76 damage) throw, dash P-P -> j.K-S-H -> ad.D -> ad.D (81 damage) throw, dash j.K-P-K-D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (83 damage) throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (90 damage) throw, dash P -> j.K-S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (90 damage) throw, dash j.K-S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (91 damage) throw, dash j.K-S-H -> ad.D -> ad.S-H, land, j.K-D -> 214S, ad.D -> ad.H -> ad.D (92 damage) (midscreen)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (105 damage) throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (105 damage) EDDIE throw, dash P -> j.P-K-D -> ad.K-D -> ad.D (79 damage) throw, dash P -> j.K-S-H -> ad.D -> ad.D (84 damage) throw, dash K -> j.K-S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (92 damage) (midscreen)throw, dash K -> j.K-S-H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (92 damage) throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (95 damage) (midscreen)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (110 damage) ORDER SOL throw, dash K -> j.P-K-D -> ad.K-D -> ad.D (72 damage) throw, dash P -> j.K-S-H -> ad.D -> ad.D (76 damage) (midscreen)throw, dash j.K-P-K-D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (77 damage) throw, dash 2H -> j.S-H -> ad.D -> ad.D (85 damage) throw, dash j.K-S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (85 damage) throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (87 damage) throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (99 damage) (midscreen)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (100 damage) SOL (corner only)throw, dash j.K-S-H -> ad.D (73 damage) throw, dash P -> j.P-K-D -> ad.K-D -> ad.D (76 damage) throw, dash j.K-P-S-H, land, j.K-D -> ad.K-D -> ad.D (80 damage) throw, dash P -> j.K-S-H -> ad.D -> ad.D (80 damage) throw, dash j.K-P-K-D -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D (81 damage) throw, dash j.K-P-K-D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (81 damage) throw, dash j.K-P-K-D -> ad.H -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (84 damage) throw, dash 2H -> j.D -> ad.K-D -> ad.D (86 damage) throw, dash j.K-S-H -> ad.D -> ad.S-H, land, j.K-P-K-D -> ad.D (89 damage) throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (90 damage) throw, dash j.K-S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (91 damage) throw, dash 2H -> iad.H -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D (97 damage) throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (105 damage) (midscreen)throw, dash S(f)-2H -> j.D -> ad.S-H -> ad.D, land, S©-2H -> j.D -> 214S, falling j.D -> ad.H -> ad.D (109 damage) VENOM throw, dash j.K-P-P-K-D -> ad.H -> ad.D (75 damage) throw, dash P -> j.K-S-H -> ad.D -> ad.D (84 damage) throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (95 damage) throw, dash 2H -> j.S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (106) throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (110 damage) (midscreen)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (110) (midscreen)throw, dash S(f)-2H -> j.D -> ad.S-H -> ad.D, land, S©-2H -> j.D -> 214S, ad.D -> ad.D (114 damage) BAIKEN throw, dash K -> j.P-K-D -> ad.K-D -> ad.D (86 damage) throw, dash K-S© -> j.K-D -> ad.K-D -> ad.D (91 damage) throw, dash K -> j.K-S-H -> ad.D -> ad.D (91 damage) throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (105 damage) (midscreen)throw, dash 2H -> iad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (118 damage) (midscreen)throw, dash S(f)-2H -> j.D -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (122 damage) DIZZY throw, dash P -> j.P-K-D -> ad.K-D -> ad.D (86 damage) throw, dash P -> j.K-P-K-D -> ad.D -> ad.D (87 damage) throw, dash P -> j.K-S-H -> ad.D -> ad.D (92 damage) throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (106 damage) throw, dash j.K-S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (106 damage) (midscreen)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.D -> ad.D (121 damage) throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> ad.D -> 214S, falling j.D -> ad.D (121 damage) BRIDGET throw, dash K -> j.P-K-D -> ad.K-D -> ad.D (79 damage) throw, dash K -> j.K-S-H -> ad.D -> ad.D (83 damage) throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (98 damage) (midscreen)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H/D -> ad.D (113-114 damage) (just a teaser for the tension list)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> ad.S-H -> ad.D -> 236D, land, dash 2H -> j.D -> 214S, falling j.D -> ad.H/D -> ad.D (121-122 damage) MAY throw, dash P -> j.P-K-D -> ad.K-D -> ad.D (79 damage) throw, dash P -> j.K-S-H -> ad.D -> ad.D (84 damage) (midscreen)throw, dash K -> j.K-P-K-D -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.D -> ad.D (87 damage) throw, dash S©-2H -> j.D -> ad.K-D -> ad.D (93 damage) throw, dash S(f)-2H -> hj.D -> 214S, ad.D -> ad.D (97 damage) (midscreen)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.D -> ad.D (110 damage) FAUST throw, dash j.K-P-K-D -> ad.H -> ad.D (74 damage) throw, P -> j.K-D -> ad.K-D -> ad.D (76 damage) throw, dash P -> j.P-K-D -> ad.K-D -> ad.D (76 damage) throw, j.K-S-H -> ad.H -> ad.D (79 damage) throw, dash P -> j.K-S-H -> ad.D ->ad.D (80 damage) throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (90 damage) throw, dash j.K-S-H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (92 damage) throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (105 damage) (midscreen)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (106 damage) (midscreen)throw, dash S(f)-2H -> j.D -> ad.S-H -> ad.D, land, S©-2H -> j.D -> 214S, falling j.D -> ad.H -> ad.D (109 damage) INO throw, dash P -> j.K-P-K-D -> ad. H -> ad.D (77 damage) throw, dash P -> j.P-K-D -> ad.K-D -> ad.D (79 damage) throw, dash P -> j.K-S-H -> ad.D -> ad.D (84 damage) throw, dash P -> j.K-S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (94 damage) throw, dash 2H -> j.S-H -> ad.D -> ad.D (94 damage) throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (95 damage) throw, dash j.K-S-H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.D (95 damage) throw, dash 2H -> iad.D -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D (102 damage) throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land,j.K-S-H -> ad.D -> ad.D (110 damage) (midscreen)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.D -> ad.D (110 damage) JOHNNY throw, dash K -> j.K-P-K-D -> ad.K-D -> ad.D (73 damage) throw, dash K-K -> j.K-S-H -> ad.D -> ad.H -> 214S, land, 6H (84 damage) throw, dash S(f)-2H -> j.K-D -> ad.K-D -> ad.D (92 damage) throw, dash S(f)-2H -> hj.D -> 214S, ad.D -> ad.D (93 damage) throw, dash S(f)-2H -> j.K-D -> ad.K-D -> ad.D -> 214S, land, 6H (100 damage) ABA throw, dash K -> j.P-K-D -> ad.K-D -> ad.D (62 damage) throw, dash K -> j.K-S-H -> ad.D -> ad.D (69 damage) throw, dash 2H -> j.S-H -> ad.D -> ad.D (78 damage) throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (79 damage) throw, dash 2H -> iad.H -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D (85 damage) (midscreen)throw, dash S(f)-2H -> j.H -> ad.H -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (90 damage) (midscreen)throw, dash S(f)-2H -> j.D -> ad.S-H -> ad.D, land, S©-2H -> j.D -> 214S, falling j.D -> ad.H -> ad.D (94 damage) TESTAMENT throw, dash K -> j.P-K-D -> ad.K-D -> ad.D (74 damage) throw, dash P -> j.K-S-H -> ad.D -> ad.D (80 damage) throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (90 damage) (midscreen)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (105 damage) throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> 214H, falling j.D -> ad.D (107 damage) (midscreen)throw, dash S(f)-2H -> j.D -> ad.S-H -> ad.D, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (109 damage) ROBO-KY throw, dash K -> j.K-P-K-D -> ad.K-D -> ad.D (65 damage) throw, dash S(f)-2H -> j.(K-)D -> ad.K-D -> ad.D (81 damage) throw, dash S(f)-2H -> j.S-H -> ad.D -> ad.D (82 damage) throw, dash 2P-K -> j.K-S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (74 damage) (midscreen)throw, dash S(f)-2H -> j.H -> ad.S-H, land, j.K-D -> 214S, ad.D -> ad.D (91 damage)

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just messing around, found a really fun (and extremely damage) combo on jam =D (not a throw combo, for once): midscreen, no tension, pin: S©-2H -> j.H -> ad.H -> ad.S-H, land, 2H -> j.D -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D -> 214S, land, 6H (204 damage) =D trick to doing it: j.H -> ad.H is as delayed as possible, and so is ad.S-H (to get them low enough for the land 2H), then after the 2H, jump cancel immediately and delay the j.D as much as possible (i jump straight up for this), ad.D is delayed too, and so is the ad.S-H. The ad.D -> 214S, delay the 214S to get as low as possible, so they will be in stun long enough for the 6H to hit. I don't usually explain combos, but this one is weird, i'm hyped on coffee, so i figured "why not". Plus, a lot of variation methods are used in this combo. If you aren't close enough to the corner to connect the 2H, do this one instead: S©-2H -> j.H -> ad.H -> ad.S-H, land, j.K-D -> ad.K-D, land, S©-2H -> j.D -> 214S, falling j.D -> ad.D -> ad.D (189 damage) anywhere on the screen, this works. also, a corner disc combo =D 6K -> 236S, P -> j.K-D -> ad.H -> ad.S-H, land, 2H -> j.D -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D -> 214S, land, 6H (153 damage). Pretty much same timing involved, except the first ad.S-H is really really delayed (same principle as the 214S, land, 6H after the j.D, the 5 frame recovery is manageable when close to the ground during the ad.S-H, the H itself being delayed a tiny bit from the S to utilize the falling momentum best).

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TGS- A couple basic corner combos on Eddie (lol at myself for acting like I know what I'm talking about):

1.)2s, 2h, j.s-j.h, adc.h, adc.h, land, 2s, 2h, j.h, adc.h, adc.h, s pin, air fb, 6h after they bounce off the wall. (184 dmg)

2.)2s, 2h, j.s-j.h, adc.h, adc.h, land, 2h, j.h, adc.s-h, air fb, 6h after wall bounce. (185 dmg.)

3.)2s, 2h, j.s-j.h, adc.h, adc.h, land, 2h, j.h, adc.h, adc.s-h, air fb, 6h after wall bounce. (187 dmg.)

I had more, but I forgot the rest.:sweatdrop:

Blitz- I 've been messin with the stuff you posted on Ky with the 4 fb's and all. I got different numbers than you, but the idea is there, thanks. You wouldn't happen to know any combos off of 214p frc would you? All I got is 214p frc into fb then air combo or 214p frc into 2h then air combo.

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Blitz- I 've been messin with the stuff you posted on Ky with the 4 fb's and all. I got different numbers than you, but the idea is there, thanks. You wouldn't happen to know any combos off of 214p frc would you? All I got is 214p frc into fb then air combo or 214p frc into 2h then air combo.

well, at midscreen, you can do 214P -> FRC, j.K, land, j.K-S-H or j.K-D and then just continue with something. The same goes for 2369P -> FRC, cept you can actually do that one, land, and 5K to start the combo.

In the corner, you can do something like this on pot I think: S©-2H -> iad.S-H, land, 6H -> 214P -> FRC, 236D, then launcher into air combo. I have some ideas for followups, but without the game in front of me, I can't say for certain. Maybe 214P -> FRC, air fb disc, land, 6H -> 236S, 5P -> etc or maybe 214P -> FRC, air fb disc, land, 2H -> j.214S, falling j.H, land, pick up pin 2H -> etc...

and a note on comboing from the ground...

Quite a few characters get hit by one of these:

2H -> iad.H -> iad.H, land, S©-2H

2H -> iad.D -> iad.S-H, land, 2H or j.K

2H -> iad.H -> ad.S-H, land, 2H or j.K

2H -> j.H -> (ad.H/D ->) ad.S-H, land, 2H or j.K

2H -> (j.K-)D -> ad.S-H -> ad.D, land, 5P or S©-2H

2H -> (j.K-)D -> ad.K-D, land, 5P or S©-2H

etc.

And of course you got different numbers, but I just assume scaling so usually, a combo where you get an air fb disc in will do around 200, and if not it'll do around 180. Most single launch combos though will do roughly 160 to 175 on average.

By the way, if you check out the senzuri action woman CV, kagematsuri actually showcases quite a few combos that are in my combo throw guide, so if you want to put video to some of the things I wrote up, that's a good way to catch a glimpse.

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I've seen that vid. before, but not in a little while so I'll check it out again. I think it crazy that I was practicing combos on Pots. and Testament today and I come here and you have Pots. combos up. I was mainly messin' with corner combos but I couldn't seem to get my damage past 160 on Pots. Let me know what you think about these combos for Testament and Pots., be brutally honest!

Testament

1.)214p, frc, late h, s disc, j.k-j.d, adc.h, adc.s-h, fb, land s© 1hit, 2h, j.h, adc.h, adc.h, s pin, fb, running 6h. (182 dmg.)

2.)214p, frc, late h, s disc, j.k-j.d, adc.h, adc.s-h, fb, land, 2s, 2h, j.h, adc.h, adc.h, fb, running 6h. (182 dmg.)

3.)214p, frc, late h, s disc, jump straight up k-d, adc.h, adc.s-h, fb, land, 2s, 2h, j.s-h, adc. d, adc. h, s pin, fb, 6h. (183 dmg.)

Potemkin

1.) 2s, 2h, iad.s-h, land, 2h, j.h, adc.h, adc.h, s pin, land, 2h, j.h, adc.h, adc.h, fb, 6h. (151 dmg.)

2.)2s, 2h, iad.s-h, land, 2h, j.h, adc.h, adc.h, fb, 6h. (151 dmg.)

3.)2s, 2h, iad.s-h, land, 2h, j.h, adc.h, adc.h, fb, land, late 2h, j.k-s-h, adc.d, adc. h, s pin, 6h. (155 dmg.)

I think that you can end the third one a couple different ways, but I'm not sure if they guarantee knockdown. One option I was thinking of was combo 3 up until j.k-s-h, after that adc.k-d, adc.s-h, s pin, land j.k-s-h, adc.d, adc.h, fb, 6h. I don't know if this just cant be done, or I just don't have the timing down yet. If someone who has more experience could confirm this for me please. I just gotta know, 'cuz if you can that would be bad azz.

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stinkymonz: if you check the most recent japanese millia combovid, johnny can be radically pin looped in the corner. He can also be looped with air FB disc. I find that j.H has a tall enough hit box that it will hit johnny even if you adc into it immediately, as long as you aren't too high for it. This works out, since j.H leads to discs and pin stuff anyway. I plan on posting some more throw combos of him in a few days, too. edit: wonky new combo (on ky for now) I came up with, like, literally 2 minutes ago o.O;; 50% tension + corner: dash S©-2H -> 236S -> FRC, 6H -> 214P -> FRC, dash 2H -> iad.S-H, land, 2H -> j.D -> 214S, ad.D -> ad.D (230+ damage? I need to go check again, I've already forgotten =( ) edit 2: oh, and here's an even HARDER version I just came up with... the potential for damage from this setup is FRIGHTENING, it's now reaching numbers that come close to kill combos with a little guard gauge built up: S©-2H -> 236S -> FRC, 6H -> 214P -> FRC, dash 2H -> 9236D, land, 6H -> 214P -> FRC, dash 2H -> iad.S-H, land, j.K-S-H -> ad.D -> ad.D -> 214S, land, 6H ... 276 damage. on ky.

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screw the frames... anyway, I managed to think of an interesting use for 6K, S(f) link on pot because of trying out that 5H stuff... 6K, S(f)-2S -> iad.K-S -> ad.K-S, land, S©2H -> iad.S-H, land, 2H -> j.D -> 214S, ad.D -> ad.D (only 111 damage, but who cares? =D) ...the first part is pretty safe from burst though, so it might have a use... oh, and some other fun stuff on pot: S©-2H -> iad.H -> ad.H, land, S©-2H -> j.H -> ad.H -> ad.S-H, land, 2H -> j.H -> 214S, j.D -> ad.D -> ad.D (177 damage) obviously fullscreen =) edit: improvement of the above! - S©-2H -> iad.H -> ad.H, land, S©-2H -> j.H -> ad.H -> ad.S-H, land, 2H -> j.D -> ad.S-H -> ad.D -> 214H, falling j.D (179 damage)

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never said it was new to accent core, he said "are there any other links i should know about" and i think one should know about that one. hahaha, funny shit here: on pot in the corner dashing point blank 6K, S(f)-2H -> iad.H -> ad.H, land, 2H -> j.H -> ad.H -> ad.S-H, land, 2H -> j.D -> ad.S-H -> ad.D -> 214S, land, 6H (143 damage) As well, here's the non pin version of the pot ground combo i posted: S©-2H -> iad.H -> ad.H, land, S©-2H -> j.H -> ad.H -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (167 damage) non-pin of the same corner combo above: dashing point blank 6K, S(f)-2H -> iad.H -> ad.H, land, S©-2H -> j.H -> ad.H -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (137 damage) and a more effective version of the original pin ground combo: S©-2H -> iad.H -> ad.H, land, 2H -> j.H -> ad.H -> ad.S-H, land, 2H -> j.D -> ad.S-H -> ad.D -> 214S, land, 6H (174 damage, 179 if you start from S(f)) nother edit: there's like, a million and one combinations after disc on pot, weird. 6K, S(f) -> 236S, P -> j.K-D -> ad.K-D -> ad.D (100 damage) 6K, S(f) -> 236S, P -> j.K-S-H -> ad.D -> ad.D (101 damage) 6K, S(f) -> 236S, j.K-P-S-H, land, j.K-D -> ad.K-D -> ad.D (104 damage) 6K, S(f) -> 236S, P -> j.P-K-D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (106 damage) 6K, S(f) -> 236S, P -> j.K-D -> ad.K-D, land, S© -> j.K-S-H -> ad.D -> ad.D (109 damage) 6K, S(f) -> 236S, j.K-S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (114 damage) 6K, S(f) -> 236S, j.K-S-H -> ad.H, land, S©-2H -> j.D -> ad.K-D -> ad.D (120 damage) and not even a single pin using variant yet named... not to mention, all the possibilities off of dash 6K, S(f)-2H...

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new pot combos =D well, apparently, you can do that awesome pot combo (the one that does 174) after a THROW. throw, 2H -> iad.H -> ad.H, land, S©-2H -> j.H -> ad.H -> ad.S-H, land, 2H -> j.D -> ad.S-H -> ad.D -> 214S, land, 6H (101 damage) and new pot corner combos! (still working on a "most damaging" variation): (corner) S©-2H -> 236S, 2H -> j.D -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (172 damage) (corner) S©-2H -> 236S, 2H -> j.D -> ad.D -> ad.S-H, land, 2H -> j.D -> 214S, j.D -> ad.H -> ad.D (182 damage)

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hey, i found a full screen relaunch from a throw on johnny =D (it's weird) throw, dash S(f)-2H -> j.K-D -> ad.D -> ad.S-H, land, dash j.K-S-H -> ad.D -> ad.H/D -> 214S, land, 6H (103 damage) and some WEIRD combos on dizzy S©-2H -> j.H -> ad.H -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D (191 damage) S©-2H -> iad.H -> ad.H, land, S©-2H -> j.D -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (220) S©-2H -> iad.H -> ad.H, land, S©-2H -> j.D -> ad.D -> ad.S-H, land, 2H -> j.D -> 214S, j.D -> ad.D -> ad.D (226) S©-2H -> hj.S-H -> 214H, hj.D -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (190 damage) THROW!!, dash S(f)-2H -> hj.H -> 214H, hj.D -> ad.D -> ad.D (113 damage) (high jumps yay~!) S©-2H -> hj.S-H -> ad.H -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D (190 damage, fullscreen) and... more johnny love (cuz he's hard to combo, and such) (corner) S©-2H -> iad.S-H, land, 2H -> j.D -> ad.K-D -> ad.D (166 damage) (corner) S©-2H -> j.S-H -> ad.H -> ad.H, land, S©-2H -> j.D -> ad.K-D -> ad.D (188 damage) S©-2H -> j.K-S-H -> ad.D -> ad.D (136 damage) S©-2H -> 2369D, land, dash 2H -> j.K-S-H -> ad.D -> ad.D (181 damage) (really easy) S©-2H -> j.H -> 214S, j.D -> ad.H -> ad.D (144 damage) =D

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granted, there are only 2 places where you can start one and have the option of continuing after for all that damage. So it's situational, to put it mildly. but hey, I have may combos for yall: S©-2H -> j.H -> ad.H -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D (177 damage) S©-2H -> j.H -> ad.H -> ad.S-H, land, j.K-D -> ad.K-D (-> ad.D), land, S©-2H -> j.D -> 214S, ad.D -> ad.D (187 damage) S©-2H -> iad.D -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D (165 damage) S©-2H -> j.K-D -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (170 damage) S©-2H -> iad.D -> ad.S-H, land, j.K-D -> ad.S-H -> ad.D, land, S©-2H -> j.D -> 214S, ad.D -> ad.D (183 damage) THROW, dash 2H -> iad.D -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D (101 damage) (corner) 6K, S(f) -> 236S, j.K-D -> ad.K-D, land, S©-2H -> j.D -> 214S, ad.D -> ad.D (147 damage) edit: and apparently, this is also possible... S©-2H -> j.H -> ad.H -> ad.H -> ad.H, land, j.K-D -> ad.S-H -> ad.D, land, S©-2H -> j.D -> 214S, ad.D -> ad.D (193 damage)

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combos on baiken? =D BAIKEN S©-2H -> iad.D -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D (184 damage) S©-2H -> j.H -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D (185 damage) S©-2H -> iad.D -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D, land, S©-2H-> j.D -> 214S, j.D -> ad.H -> ad.D (203 damage) S©-2H -> j.H -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D, land, S©-2H -> j.D -> 214S, j.D -> ad.H -> ad.D (204 damage) S©-2H -> iad.D -> ad.S-H, land, 2H -> j.D -> ad.K-D -> ad.D, land, S©-2H -> j.D -> 214S, j.D -> ad.H -> ad.D (218 damage) S©-2H -> iad.D -> ad.S-H, land, 2H -> j.D -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D -> 214S, land, 6H (219 damage) and others... Throw, dash 2H -> iad.D -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D, land, S©-2H -> j.D -> 214S, j.D -> ad.H -> ad.D (122 damage) 6K -> 236S, P -> j.K-D -> ad.K-D, land, 2H -> j.K-D -> ad.K-D -> ad.D (151 damage)(easy, though timing specific, lots of leeway and easy knockdown) 6K -> 236S, P -> j.K-D -> ad.K-D, land, S©-2H -> j.D -> ad.K-D -> ad.D (152 damage) 6K -> 236S, P -> j.K-D -> ad.K-D, land, S©-2H -> j.D -> ad.K-D -> ad.D, land, S©-2H -> j.D -> 214S, j.D -> ad.H -> ad.D (158 damage) edit: and love for slayer too! <3 SLAYER S©-2H -> iad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (151 damage) S©-2H -> j.S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (158 damage) S©-2H -> iad.D -> ad.S-H, land, 2H -> j.D -> ad.K-D -> ad.D (162 damage) S©-2H -> iad.H -> ad.H, land, S©-2H -> j.D -> ad.S-H -> ad.D, land, S© -> j.P-K-S-H -> ad.D -> ad.D (180 damage) (AWESOME SHIT!) S©-2H -> iad.H -> ad.H, land, S©-2H -> j.D -> ad.S-H -> ad.D, land, S©-2H -> j.D -> 214S, j.D -> ad.H -> ad.D (186 damage) S©-2H -> iad.H -> ad.H, land, S©-2H -> j.D -> ad.S-H -> ad.D, land, S©-2H -> j.D -> ad.S-H -> ad.D -> 214S, land, 6H (187 damage) 6K, S(f) -> 236S, P -> j.K-D -> ad.K-D -> ad.D (111 damage) 6K, S(f) -> 236S, P -> j.K-D -> ad.K-D, land, S©-2H -> j.D -> 214S, j.D -> ad.H -> ad.D (127 damage) 6K, S(f) -> 236S, P -> j.K-D -> ad.S-H -> ad.D, land, S©-2H -> j.D -> 214S, j.D -> ad.H -> ad.D (130 damage) 6K, S(f) -> 236S, P -> j.K-D -> ad.S-H -> ad.D, land, S©-2H -> j.D -> ad.S-H -> ad.D -> 214S, land, 6H (131 damage)

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and now millia herself... some fun ones S©-2H -> iad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D -> 214S, land, 6H (203 damage) S©-2H -> iad.D -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D (195) S©-2H -> iad.D -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D, land, S©-2H -> j.D -> 214S, j.D -> ad.H -> ad.D (205 damage) S©-2H -> j.S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D -> 214S, land, 6H (203 damage) S©-2H -> j.S-H -> ad.D -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D (196) S©-2H -> hj.S-P-K-D -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D -> 214S, land, 6H (181) S©-2H -> hj.S-P-K-D -> ad.D -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D (178 damage) S©-2H -> iad.H -> ad.H, land, S© -> j.K-D -> ad.K-D -> ad.D S©-2H -> iad.H -> ad.H, land, S©-2H -> j.D -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D -> 214S, land, 6H (231 damage) S©-2H -> iad.H -> ad.H, land, S©-2H -> j.D -> ad.K-D -> ad.D, land, S©-2H -> j.D -> 214S, j.D -> ad.H -> ad.D (223 damage) (corner)S©-2H -> iad.D -> ad.S-H, land, 2H -> j.D -> ad.K-D, land, S©-2H -> j.D -> 214S, j.D -> ad.H -> ad.D (corner)6K -> 236S, j.K-D -> ad.K-D, land, S©-2H -> j.D -> ad.K-D -> ad.D (162 damage)

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against testament... some weird stuff here too... S©-2H -> iad.S-H, land, j.K-D -> ad.K-D -> ad.D S©-2H -> iad.H -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D S©-2H -> iad.H, land, S© -> j.K-D -> ad.K-D -> ad.D S©-2H -> iad.H -> ad.H, land, S© -> j.K-D -> ad.K-D -> ad.D S©-2H -> iad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D S©-2H -> j.S-H -> ad.H -> ad.H, land, j.P-K-S-H -> ad.D -> ad.D (burst safe after 2H until the first ad.D) S©-2H -> j.S-H -> ad.H -> ad.H, land, 2H -> j.H -> ad.H -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D -> 214S, land, 6H (corner) S©-2H -> iad.H -> ad.H, land, S©-2H -> j.D -> ad.S-H -> ad.D, land, S©-2H -> j.D -> ad.S-H -> ad.D -> 214S, land, 6H (203 damage) more damages added when I get on ac again.

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order sol? S©-2H -> iad.H -> ad.H, land, S©-2H -> j.D -> ad.S-H -> ad.D, land, S©-2H -> j.D -> ad.S-H -> ad.D -> 214S, land, 6H (187 damage) 6K -> 236S, P -> j.K-D -> ad.S-H -> ad.D, land, S©-2H -> j.D -> ad.S-H -> ad.D -> 214S, land, 6H (133 damage) throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.P-K-S-H -> ad.D -> ad.D (100 damage... i think. I forget. Useful combo though, full screen no tension no pin etc.)

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actually, since johnny is a topic, I went ahead and ran him through the gauntlet and figured some combos out: (corner)S©-2H -> iad.S-H, land, 2H -> j.D -> ad.S-H -> ad.D, land, S© -> j.P-K-S-H -> ad.D -> ad.D (187 damage; no pin) (corner)S©-2H -> iad.S-H, land, 2H -> j.D -> ad.S-H -> ad.D, land, S©-2H -> j.D -> 214S, ad.D -> ad.D (193 damage) (midscreen)S©-2H -> iad.S-H, land, 2H -> j.D -> ad.K-D -> ad.D, land, K-S© -> j.P-K-S-H -> ad.D -> ad.D (181 damage; no pin) (midscreen)S©-2H -> iad.S-H, land, 2H -> j.D -> ad.K-D -> ad.D, land, K-S©-2H -> j.D -> 214S, ad.D -> ad.D (187 damage) and some fun slash-esque variations =D (and useful if you have trouble hitting the iad.S-H on johnny consistently) (corner)S©-2H -> j.214S, falling j.H, land, 2H -> j.214S, falling j.H, land, 2H -> j.D -> ad.K-D -> ad.D -> 214S, land, 6H (189 damage) (midscreen!!!)S©-2H -> j.214S, falling j.H -> ad.H, land, 2H -> j.214S, falling j.H -> ad.H, land, 2H -> j.D -> 214S, ad.D -> ad.D (187 damage) just to note, when you do the pin, you jump forward and then execute the pin. On the midscreen versions, you jump forward and delay the pin a LOT. Also, the trick to getting iad.S-H to work on johnny is that you can't iad too low, you have to slow down your dash input to give her enough height for the hardslash to connect. The rest of the timing issues become obvious once you try the combo out, then just keep adjusting until you get it.

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