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[P4A] Elizabeth Combo Thread (Updated 5/19/13)

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Main_Header_Combo_Thread.png

CONTENTS

1.) Intro and General Information

2.) Magarudyne Input Tips

3.) Main Combos

4.) Fatal Counter Combos

Credits to:

  • C0R
  • xololxlolx
  • Dakanya
  • Elochai
  • Eshi
  • bace







    Info_Bar_01.png



    General Information

    This thread is for posting any and all combos for Elizabeth. This thread will be updated continuously over time so all contributions are welcome. Elizabeth has far too many combo variations and so I will aim to keep the combo list small and concise to avoid overwhelming you guys. The combos will only serve as a guide and overtime when you get used to them you'll be able to decide for yourself which combos best fit you. If you would like to look for further combos, please be sure to look at the combo videos in the video section. Remember that Elizabeth does not gain any SP from combos but accumulates SP through her Invigorate ability. Please also note the following:

    • j.C enders can be followed up with 236X.
    • Any combo involving a throw, 2C or 5D/j.D will inflict fear.
    • Any combo with 236AB involved will inflict paralysis.
    • Elizabeth can inflict more than one status effect at a time.
    • In the corner, you can followup 236AB with 5C instead of 5B.
    • Part of a combo in brackets such as (2B > 236D > 2A), indicates that it could be omitted and ignored.




    [table=width: 710, align: center]
    General Notations UsedSpecial Notation Used

    [table=width: 335, class: grid]


    j.Jump
    hj.High Jump
    ad.Air Dash
    iad.Instant Air Dash
    mj.Mini Jump
    dj.Double Jumpjc.Jump Cancel
    hjc.High Jump Cancelji.Jump Install
    dc.Dash Cancelsc.Super Cancel
    CHCounter HitFCFatal Counter
    OMCOne More CancelOMBOne More Burst
    AOA-CAll-Out Attack ending with C finish
    AOA-DAll-Out Attack ending with D finish
    QEQuick EscapeATAir Turn
    { }Whiffed Input[ ]Hold Input
    (N)Attack must deal N amount of hits.
    [???] xNRepeat ??? N amount of times.[/table]


    [table=width: 335, class: grid]
    DM:Damage
    SP:SP Consumed[/table][/tr][/table]




    Universal Midscreen Combo Enders


    These will only work on an airbourne opponent.

    • 5C(2) > 2C > 214B > 214B > j.C [Most optimal meterless ender]
    • 5C(2) > 2C > 214B > (IAD) 236AB or 214CD > j.C [sP Cost: 25]
    • 5C(2) > 2C > 214B > 214CD > 214214A [sP Cost: 75]

    Universal Corner Combo Enders

    [*]5C(2) > 2C > 214B > (236236A) > AOA > OMC > 214214D

    2.) Magarudyne Input Tips

    D.Garu combos have different followup timings depending on what character you are fighting against but it would help if you did a smooth half circle back motion starting from 9 to 2. For clarity, please follow the information here in the Magarudyne section.

    [*]Against Akihiko, Yosuke, Naoto, Elizabeth, Labrys, and Shadow Labrys you can just hold [2] during the D.Garu. Input 2A ASAP when you land and continue the combo.

    [*]For Teddie, you you go 8>2 at a 4:6 ratio, I.E 40% of the move is [8], 60% is [2]. They rate this as pretty easy. Example

    [*]For Aigis, it's the same as the input for Teddie, but it is a little more strict. Example

    [*]For Chie, you do [8~2] at a 50/50 ratio, but this is pretty difficult to do and will take some time to get used to. Example

    [*]Mitsuru and Yu are also slightly awkward, and it is highly recommended that you use the [neutral~2 method], but you can do 8>2 if you find that easier.

    [*]For everyone else you let the D.Garu go up in neutral and then hold [2] about halfway through.

    You can also take a look at this Garudyne combo explanation by Pulsr.

    As you can see, Magarudyne loops can be fairly tricky and unstable on certain characters. However, if Liz gets a fatal counter hit (usually with fear), she has a much easier loop that works on every character for slightly less damage: 2B > jump cancel forward > jB > 236D > Hold 2. In the corner, she can jump cancel back after 2B instead. [video PENDING]

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3A.) Mid-screen

Normal Starters




  • AUTOCOMBO
  • 5AAA > 214A > 214A > j.C [1962 DM]
  • 5AAA > 236D > 2A > 5B > 5C > 2C > 214B [2500] (doesnt work on Chie, 2A hits while opponent still airborne)
  • 5AAA > 214A > j236D > 2A > 5B > 5C > 2C [2400] > 214B > jC 3000


    5A
  • (5AA) > 5B > 5C(2) > j.C / 236A [NEEDS UPDATE] (the bread and butter!)
  • 5AA > 5B > 2AB > 236CD > j236D > 2AB > 236D > 2A > 5B > 5C > 2C > 214B [4000]
  • (5A > 5B) > 5C(2) > 214A > IAD > j.B > j.C > 2A > 5B > 5C(2) > j.C [3222] (Crouching Opponents / FC Only)
  • (5AA) > 5B > 5C(2) > 214A > IAD > j.B > j.C > j236D > 2A > 5B > 5C(2) > j.C [3600] (Crouching Opponents / FC Only, only works on Labrys, Naoto, Elizabeth, Yosuke, Akihiko, Shadow Labrys)
  • (5AA) > 5B > 2AB > 236CD[3~2] > (2AB > 236D > 2A) > 5A/5B > 5C(2) > 2C > 214B > 214B > j.C [4256] [25 SP]
  • 5AA > 5B > 236D > 2A > 5B > 2AB > 236D > 2A > 5B > 5C > 2C > 214B [3700] (much easier on crouch, but possible on standing!)
  • 5AA > j.B > j.A > j.C > 2A > 5B > 2AB > 236D > 2A > 5B > 5C > 2C > 214B [3300]

    5B
  • 5B > 236D > 2A > 5B > 2AB > 236D > 2A > 5B > 5C(2) > 2C > 214B [4300] (easier on crouch or CH)
  • 5B > 236D > 2A > 5B > 236D > 2A > 5B > 2AB > 236D > 2A > 5B > 5C > 2C > 214B [4600] (same as above)
  • 5B > 2AB > 236CD[9~2] > j.236D[2] > 2AB > 236D > 2A > 5B > 5C(2) > 2C > 214B [4500] [25 SP]


    2A
  • 2A CH > 236D > 2A > 5B > 2AB > 236D > 2A > 5B > 5C(2) > 2C > 214B > 214B > j.C [3845 DM]


    5C
  • 5C CH > 2C > 214B > 214CD > 5B > 5C > jC [4100 DM][25 SP]
  • 5C CH > 2C > 214B > 214CD > 5C(2) > 2C > 236AB [4050 DM] [50 SP]
  • 5C CH > 2C > 214B > 5C(1) > 2C > 214B > j.C [3400 DM]
  • 5C CH > 2C > 214B > 214CD > j236D > 5B > 5C > j.C [4400 DM][25 SP]



    5D or jD
  • 5D/j.D > j.A > j.B > dj.A > j.B > j.C [2170 DM]
  • 5D > 5B (Before Thanatos throws, or CH) > (2AB > 236D > 2A > 5B) > 5C(2) > 2C > 214B > 214B > j.C
  • 5D/j.D > Rising j.B > j.A > j.C > 2A > 5B > 5C(2) > 2C > 214B > 214B > j.C


    2B
  • 2B CH > j.B > 5A > 5B > 2AB > 236CD[2~3] > 5B > 5C(2) > 2C > 214B > 214CD > 2C [4100 DM] [50 SP]
  • Anti-air 2B > j.C > 236CD[9] > 236D[3] > (2AB > 236D > 2A > 5B) > (5A) > 5C(2) > 2C > 214B > 214B > j.C [4912 DM] [25 SP]
  • Anti-air and CH 2B > jB > 236CD > 236D > 5B > 2AB > 236D > 2A > 5B > 5C > 2C > 214B [4500]
  • Anti-air and CH 2B > jB > 5B > 2AB > 236D > 2A > 5B > 2AB > 236D > 2A > 5B > 5C > 2C > 214B [4500]
  • Anti-air and CH 2B > jB > 2AB > 236D > 2A > 5B > 236D > 2A > 5B > 236D > 2A > 5B > 5C > 2C > 214B [4500]


    2C
  • 2C (Thanatos at other side of screen) > B.Bufu > 214CD > (2AB > 236D > 2A) > 5B > 5C(2) > 2C > 236AB [4582 DM] [50 SP]

  • 2C > 214B > 5C(1) > 2C > 214B > j.C [3600]
  • 2C > 214B > 214CD > j236D > 2AB > 236D > 2A > 5B > 5C > 214A > j.C [5700][25 SP]
  • 2C > 214B > 214CD > j236D > 2AB > 236D > 2A > 5B > 5C > 2C > 214B > j.C [5900][25 SP]
  • 2c > 214B > 236236A > 214CD > 214214B > 5A > 5B > 5C > 2C > 214214B [4200][175 SP] (double heal combo)

    2AB
  • anti air 2AB > 236D > 2A > 5B > 236D > 2A > 5B > 2AB > 236D > 2A > 5B > 5C > 2C > 214B [5000]

    jA
  • j.A CH > 2AB > 236D > 2A > 5B > 236D > 2A > 5B > 2AB > 236D > 2A > 5B > 5C > 2C > 214B [4600]
  • j.A CH > 5B > 236D > 2A > 5B > 236D > 2A > 5B > 2AB > 236D > 2A > 5B > 5C > 2C > 214B [4500]
  • j.A CH > 5B > 2AB > 236D > 2A > 5B > 2AB > 236D > 2A > 5B > 5C > 2C > 214B [4500]


    jB
  • rising j.B > j.A > j.C > 2A > 5B > 2AB > 236D > 2A > 5B > 5C > 2C > 214B [3700]
  • rising j.B > j.A > j.C > j236D > 2A > 5B > 2AB > 236D > 2A > 5B > 5C > 2C > 214B [4200] (only works on Labrys, Naoto, Elizabeth, Yosuke, Akihiko, Shadow Labrys)
  • j.B air CH > 5B > 2AB > 236D > 2A > 5B > 2AB > 236D > 2A > 5B > 5C > 2C > 214B [4200]
  • j.B > 5A > 5B > 2AB > 236CD[3~2] > 5B > 5C(2) > 2C > 214B > 214B > j.C [3685 DM] (on standing opponent)
  • j.B > 2A > 5B > 2AB > 236CD > 2AB > 236D > 2A > 5B > 5C > 2C > 214B [3400 DM][25 SP]
  • j.B > 2A > 5B > 236D > 2A > 5B > 2AB > 236D > 2A > 5B > 5C > 2C > 214B [3600 DM]


    All Out Attack
  • AOA-C > j.A > j.A > j.A > j.B > dj.A > j.B > j.C
  • AoA C > jA > jB > j236CD > j236D > 5B > 5C > 2C > 214B [3500 DM]


    Special Starters

    • 214CD > 5B > 2AB > 236D > 2A > 5B > 5C(2) > 2C > 214B > 214B > j.C [4095 DM] [25 SP]
    • 214CD > j236D > 2AB > 236D > 2A > 5B > 5C > 2C > 214B [3900 DM] [25 SP]


    • 214B > Dash 5B > 2AB > 236D > 2A > 5B > 5C(2) > 2C > 214B > j.C [4025 DM]
    • 214B > 2AB > 236D > 2A > 5B > 2AB > 236D > 2A > 5B > 5C > 2C > 214B > j.C [4600 DM]


    • 236D[3] > 2A > (5B > 2AB > 236D > 2A) x2 > 5B > 5C(2) > 2C > 214B > 214B > j.C [6151 DM]
    • 236D > 2AB > 236D > 2A > 5B > 2AB > 236D > 2A > 5B > 2AB > 236D > 2A > 5B > 5C > 2C > 214B [6500 DM]


      Throw Starters

      • Throw (CH) > Dash 5C(2) > 236A [2508 DM]
      • Throw (CH) > Dash 5C(2) > 236236A / OMC > 5C(2) > 2C > 214B > 214CD > j.C [3942 DM][75 SP]
      • Throw (CH) > OMC > 2AB > 236D > 2A > 5B > 2AB > 236D > 2A > 5B > 5C > 2C > 214B [4600 DM][50 SP]
      • OPTIMAL - Throw (CH) > Dash 5B > 5C (2) > 214A > dash > IAD jB > jC > 2A > 5B > 5C (2) > jC [3808 DM]
      • Air Throw (CH) > 5A > 5C(2) > 2C > 214B > 236B [3238 DM]
      • Air Throw (CH) > j.236D > 2AB > 236D > 2A > 5B > 5C(2) > 2C > 214B [4200 DM]


        Super Starters

        • 214214D > Dash > IAD jB > jC > 2A > 5B > 5C (2) > 2C > 214B > 214B > jC [4701 DM] [50 SP]
        • 214214d > Dash > 5B > 2AB > 236D > 2A > 5B > 5C > 2C > 214B [4500 DM] [50 SP] (only works non CH)

3B.) Corner

Normal Starters

[*]5AA > 5B > 2AB > 236CD[2~3] > 5B > 5C(2) > 2C > 214B > 2C > 236B > 2B > j.B > j.C [3752 DM] [25 SP]

[*]5B > 2AB > 236CD[2~3] > 5B > 5C(2) > 2C > 214B > 2C > 236B > 2B > j.B > j.C > 236CD[8] > j.B > j.C [4800 DM] [50 SP]

[*]5B > 5C(2) > 236A > OMC > 5B > 5C(2) > 2C > 214B > 2C > 236AB [3237 DM] [75 SP]

[*]5C(2) (Air hit / CH) > 2C > 214B > 2C > 236AB > 2B > j.B > j.C > 236CD[8] > j.C [4417 DM] [50 SP]

[*]5C(2) (Air hit / CH) > 2C > 236B > 2AB > 236D > 2A > 5B > 5C > 2C > 214B [4200 DM]

[*]2C > 214B > 2C > 5C(2) > 2C > 236AB > 5B > 5C(2) > 2C > 214B > j.C [5374 DM] [25 SP]

[*]2C > 236B > 5B > 2AB > 236D > 2A > 5B > 2AB > 236D > 2A > 5B > 5C > 2C > 214B [5800 DM]

[*]2C > 236B > 2AB > 236D > 2A > 5B > 236D > 2A > 5B > 2AB > 236D > 2A > 5B > 5C > 2C > 214B [6100 DM]

[*]2C > 236B > 5B > 236AB > 5B > 5C > 2C > 214B [5000 DM][25 SP]

[*]AOA-D > 5A > 5C(2) > 2C > 214B > 236AB > 2B > j.B > j.C > 236CD[8] > j.C [4000 DM] [50 SP]

Special Starters

[*] 236A > OMC > 2AB > 236D > 2A > 5B > 2AB > 236D > 2A > 5B > 5C > 2C > 214B [4500 DM] [50 SP]

Throw Starters

[*]Throw > OMC > 2AB > 236D > 2A > 5B > 2AB > 236D > 2A > 5B > 5C > 2C > 214B [4632 DM] [50 SP]

[*]Throw CH > > 2AB > 236D > 2A > 5B > 2AB > 236D > 2A > 5B > 5C > 2C > 214B [4632 DM]

[*]Throw CH > 5C > 2C > 236B > 5B > 5C(2) > 2C > 214B [3900 DM]

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FATAL COUNTER COMBOS

General Fatal Counter rule

General rule of thumb is P1 of 0-199 can get you 4 reps on FC with OMB, P1 of 200-400 nets you 3 reps on FC with OMB, and P1 of anything higher only lets you get 2 on FC, or 3 with an OMB in some cases. Ergo, there are other combos with this route.

4A.) Mid-screen

Normal Starters



  • 5A
  • 5AA > 5B > 236D > 2A > 5B > 2AB > 236D > 2A > 5B > 2AB > 236D > 2A > 5B > 5C > 2C > 214B [4700 DM]
  • 5AA > 5B > 236D > 2A > 2B > j.B > j236D > 2B > j.B > 236D > 2AB > 236D > 2A > 5B > 5C > 2C > 214B [4800 DM]
  • 5AA > 5B > 236D > 2A > 5B > 2B > 236D > 2B > j.B > j236D > 2AB > 236D > 2A > 5B > 5C > 2C > 214B [4900 DM]
  • 5AA > j.B > j236D > 2B > j.B > j236D > 2B > j.B > j236D > 2AB > 236D > 2A > 5B > 5C > 2C > 21B [4500 DM]

    5B
  • 5B > 236D > 2A > 2B > j.B > j236D > 2B > j.B > j236D > 2AB > 236D > 2A > 5B > 5C > 2C > 214B [5300 DM]
  • 5B > 236D > 2A > 2B > 236D > 2B > 236D > 2B > j.B > 236D > 2AB > 236D > 2A > 5B > 5C > 2C > 214B [5600 DM]

    2B
  • anti air 2B > j.B > j236D > 2B > j.B > j236D > 2B > j.B > j236D > 2AB > 236D > 2A > 5B > 5C > 2C > 214B [5100 DM]
  • anti air 2B > j.B > j236D > 2B > j.B > j236D > 2B > j.B > j236D > 2B > j.B > 236D > 5B > 5C > 2C > 214B [4800 DM]
  • anti air 2B > j.B > j236D > 2B > 236D > 2B > j.B > j236D > 2AB > 236D > 2A > 5B > 5C > 2C > 214B [5400 DM]
  • anti air 2B > 236D > 2B > 236D > 2B > 236D > 2B > 236D > 2B > j.B > 236D > 2AB > 236D > 2A > 5B > 5C > 2C > 214B [5600 DM]


    5C
  • 5C > 2C > 214B > 214CD > 2AB > 236D > 2A > 5B > 5C > j.C [5300 DM][25 SP]
  • 5C > 2C > 214B > 2C > 5C > 2C > 214A > 214A > j.C [4880 DM]

    2C
  • 2C > 214B > 214CD > j236D > 2AB > 236D > 2A > 5B > 2AB > 236D > 2a > 5b > 5c > 214A > j.C [6300 DM][25 SP]
  • 2C > 214B > 236236A > 214CD > 214214B > 5A > 5B > 2AB > 236D > 2A > 5B > 5C > 2C > 236AB > 214214B [5200 DM][200 SP] (double heal combo)

    5D
  • 5D > j.B > j236D > 2B > j.B > j236D > 2AB > 236D > 2A > 5B > 5C > 2C > 214B [4500 DM]
  • 5D > 5B > 2AB > 236D > 2A > 5B > 2AB > 236D > 2A > 5B > 5C > 2C > 214B [4400 DM]
  • 5D > j.B > j.B > 5B > 2AB > 236D > 2A > 5B > 5C > 2C > 214B [3900 DM]


    Special Starters

    • 214A/214B > j.B > j236D > 2B > j.B > j.236D > 2B > j.B > j.236D > 2AB > 236D > 2A > 5B > 5C > 214A > j.C [4900 DM]
    • 214B > 236D > 2A > 2B > j.B > j236D > 2B > j.B > j236D > 2AB > 236D > 2A > 5B > 5C > 214A > j.C [5000 DM]
    • 214B > 236D > 2A > 2B > 236D > 2B > 236D > 2AB > 236D > 2A > 5B > 5C > 214A > j.C [5000 DM]


    • 236D > 2A > (2B > j.B > j.236D [2]) x 3 > 2AB > 236D > 2A > 5B > 5C > 2C > 214B [6200 DM]

    • 236C/D FC > OMB > (2B > j.B > j.236D [2]) x4 > 2AB > 236D > 2A > 5B > 5C > 2C > 214B > AOA OMC > 214214C [10015 DM] [100 SP]



      Throw Starters

      • Air Throw > OMB > (66 2B > j.B > 236D [2]) x2 > 2AB > 236D [9~3] > 2A > 5B > 5C (2) > 2C > 214B > AOA > OMC > 214214C [7608 DM] [100 SP]
      • Air Throw > 66 5A > (2B > j.B > 236D [2]) x2 > 5A > 5C (2) > 2C > 214B > AOA > OMC > 214214C [6532 DM]
      • Air Throw > j236D > 2B > 236D > 2B > j.B > j236D > 2AB > 236D > 2A > 5B > 5C > 2C > 214B [4900 DM]
      • Air Throw > 2AB > 236D > 2A > 2B > j.B > j236D > 2AB > 236D > 2A > 5B > 5C > 2C > 214B [4900 DM]


        Super Starters
        • 214214D > Dash > IAD jB > jC > 2A > 5B > 2AB > 236D > 2A > 5B > 5C (2) > 2C > 214B > jC [6623 DM] [50 SP]




4A.) Corner

Normal Starters

2C > 236B > 5B > 2B > 236D > 2B > 236D > 2B > 236D > 2B > j.B > j236D > 2AB > 236D > 2A > 5B > 5C > 2C > 214B [6600 DM]


2C >236B > 2B > 236D > 2B > 236D > 2B > 236D > 2B > 236D > 2B > j.B > j236D > 2AB > 236D > 2A > 5B > 5C > 2C > 214B [6800 DM] (Narukami,Chie specific)
2C > 236B > 5B > 2B > j.B > j236D > 2B > j.B > j236D > 2B > j.B > j236D > 2AB > 236D > 2A > 5B > 5C > 2C > 214B [6100 DM]
5B FC > 5C(2) > 214A > j.B > j.C > 2A > 5B > 5C(2) > 2C > 236AB [3456 DM] [25 SP]
2C FC > (2B > j.B > j.236D[2]) x 3 > 2AB > 2A > 5B > 5C > 2C > 214B > AOA OMC > 214214C (You can do 2C FC OMB to add a 4th rep of 2B > j.B > j.236D) [9092 DM] [100 SP]
2C FC > 236B > 5B > 2AB > 236D > OMB > 2D > 2A > 2B > j.A > dj.B > j.236D[2] > 5A > 5C(2) > 2C > 236AB > 5C(2) > 2C > 236AB > 5C > 236236A > 5C(2) > 2C > 214B > AOA OMC > 214214D [9975 DM]
[250 SP]

Special Starters

[*](236A OMC/236B/236AB) FC > (2B > j.B > j.236D[2]) x3 > 2AB > 236D > 2A > 5B > 5C > 2C > 214B > AOA OMC > 214214C [8142 DM] [100 SP (125 if 236AB was used)]

Throw Starters

[*]Throw > 2B > 236D > 2B > 236D > 2B > j.B > j236D > 2AB > 236D > 2A > 5B > 5C > 2C > 214B [5300 DM]

[*]Throw > 236D > 2B > 236D > 2B > j.B > j236D > 5B > 2AB > 236D > 2A > 5B > 5C > 2C > 214B [5600 DM] (Narukami, Chie specific)

[*]Throw > 2AB > 236D > 2A > 2B > j.B > 236D[2] > 2AB > 236D > 2A > 5C(2) > 2C > 236236A > 2C > 214B > AoA > OMC > 214214D [100 SP]

[*]Throw > 2AB > 236D > 2A > 5C(2) > 2C > 236AB > 5C(2) > 2C > 236236A > 2C > 214B > AoA > OMC > 214214D [7380 DM] [100 SP]

Super Starters

[*]214214D FC > (2B > j.B > j.236D [2]) x2 > 5A > 5C > 2C > 214B > AOA OMC > 214214C [11125 DM] [150 SP]

[*] -

[*] -

[*] -

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Didn't see this combo on here anywhere but from 5B CH you can do 5c(2) B.Bufu j.B j.C 2a 5b 5c(2) B.Bufu j.C

This combo is also doable mid-screen if you IAD after the first B.Bufu, likewise it can be started anywhere from just a raw 5c(CH). I'm unsure if the last j.C will connect since it might be dependent on whether or not 5b was the starter.

Also if your opponent is visibly frustrated by liz combos they are likely to take their hands off the stick, take advantage of this by mashing 2c if you have them in the corner( evidence: http://www.youtube.com/watch?v=H8tHsprir7E#t=20m0s)

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uh pretty sure that yellow beat 2c was a reset attempt and probably didnt tech cuz he got scared that hed eat an air unblockable fatal

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There'd be literally no reason to eat three of them though, unless he wanted to get into awakening which is still a pretty questionable decision given his status/positioning

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Didn't see this combo on here anywhere but from 5B CH you can do 5c(2) B.Bufu j.B j.C 2a 5b 5c(2) B.Bufu j.C

This combo is also doable mid-screen if you IAD after the first B.Bufu, likewise it can be started anywhere from just a raw 5c(CH). I'm unsure if the last j.C will connect since it might be dependent on whether or not 5b was the starter.

Yea, I originally had that combo. B.Bufu will not work because it's too slow so the A version has to be used:

5C(2) > A.Bufu > IAD JB > JC > 2A > 5B > 5C(2) > Stuff. You can see the combo here

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Timing is tricky though I'm not exactly sure myself. With the combos except the 5AAA > D.garu combo, there are different ways to perform it. You could do [9] then [2] or [3], or [6] then [2]/[3]. I'm not sure on the exact inputs as I can't only judge by videos but experiment with different inputs. I even had a hard time following up with the [9] then [2] input.

Ok, I'm gonna provide video links to the D.Garu combos to give you guys more help.

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Garu's like driving a boat. For the SB Garu combos, I alternate 8 or 9 depending on spacing, and then 2 for the last few hits. Then I link j.236D[2], and hold 2 or 3. This is so they fall into the last hit of garu, bouncing up, so I have enough time to link 5a after garu's long recovery. Really it seems you can do anything as long as they fall into j.236D's last hit, because then you'll have enough time for a link.

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Timing is tricky though I'm not exactly sure myself. With the combos except the 5AAA > D.garu combo, there are different ways to perform it. You could do [9] then [2] or [3], or [6] then [2]/[3]. I'm not sure on the exact inputs as I can't only judge by videos but experiment with different inputs. I even had a hard time following up with the [9] then [2] input.

Ok, I'm gonna provide video links to the D.Garu combos to give you guys more help.

Mmkay, I noticed that D.Garu works really well if you [9] then [3]. Still pretty hard to do. Done it at most 2 times in a row. Time to practice harder!

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9 then 3 huh? Alright I'll get that down thanks dude.

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I was browsing youtube and found this combo for the corner, it takes 75 meter (not including meter gained through mind charge) and it's damage is just a few points shy of 7500.

2C - Zio B - 5B - 5C - 2C - Zio SB - 5C - 2C - Bufu B - Mind Charge - 5AB - OMC - Momento Mori

I closed out of the video, I'll see if I can find it again and post it in the video thread.

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Kiba, here's a more optimal midscreen route off 5b, also believe it works off 5aa 5b.

5b 2ab sb.garu (3~2) 2ab d.garu 2a 5b 5cc 2c b.bufu b.bufu j.c

2a 5c connects on fc air hit, handy for corner combos. Also at the end of more prorated combos 2a 5a 5c tends to be more reliable than 2a 5b 5c.

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I was browsing youtube and found this combo for the corner, it takes 75 meter (not including meter gained through mind charge) and it's damage is just a few points shy of 7500.

2C - Zio B - 5B - 5C - 2C - Zio SB - 5C - 2C - Bufu B - Mind Charge - 5AB - OMC - Momento Mori

I closed out of the video, I'll see if I can find it again and post it in the video thread.

2C > B.Zio > 5B > 5C(2) > 2C > SB.Zio > 5C(2) > 2C > B.Bufu > (Concentrate) > AOA > OMC > Ghastly Wail [7582 DM] [125 SP]

I already have that combo listed in the first post.

Kiba, here's a more optimal midscreen route off 5b, also believe it works off 5aa 5b.

5b 2ab sb.garu (3~2) 2ab d.garu 2a 5b 5cc 2c b.bufu b.bufu j.c

2a 5c connects on fc air hit, handy for corner combos. Also at the end of more prorated combos 2a 5a 5c tends to be more reliable than 2a 5b 5c.

I saw that combo but wondered what was better. Thank you C0R, I'll get that down.

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I already have that combo listed in the first post. That combo was done against the Akihiko in the Kouhatsu match I have in bold.

I saw that combo but wondered what was better. Thank you C0R, I'll get that down.

Sorry, guess I wasn't reading too carefully.

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I actually had to edit my post, so I'm at fault here, as it wasn't in that Akihiko vid. Sorry dawg.

The Elizabeth in the video only did the combo up to B.Bufu, and I actually asked someone else to test out that combo for meh.

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Special Starters

  • - SB.Agi > 5B > Sweep > D.Garu[232] > 2A > 5B > 5C(2) > 2C > B.Bufu > B.Bufu > JC [25 SP] 4.1-4.3k Depending on how many flames hit.
  • - B.Bufu > Dash 5B > Sweep > D.Garu]232] > 2A > 5B > 5C(2) > 2C > B.Bufu > j.C [4025 DM] [0 SP] Costs no meter, does significantly more damage.
  • - D.Garu[3] > 5A > (5B > Sweep > D.Garu[232] > 2A)x2 > 5B > 5C(2) > 2C > B.Bufu > B.Bufu > JC [6151 DM]

^^ More optimal, testing D Garu loops off other starters.

2a seems to have better p2 than 5a? Replacing 2a with 5a in the Dgaru starter combo seems to make the final link neigh improbable.

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Garu's like driving a boat. For the SB Garu combos, I alternate 8 or 9 depending on spacing, and then 2 for the last few hits. Then I link j.236D[2], and hold 2 or 3. This is so they fall into the last hit of garu, bouncing up, so I have enough time to link 5a after garu's long recovery. Really it seems you can do anything as long as they fall into j.236D's last hit, because then you'll have enough time for a link.

This is exactly how you do it. Well, I've gotten the most success this way.

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D.Garu[3] > 5A > (5B > Sweep > D.Garu[232] > 2A)x2 > 5B > 5C(2) > 2C > B.Bufu > B.Bufu > JC [6151 DM]

^how to make sanada eat shit for using vortex lol

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Found a better 5b combo... again. Lol.

5b > Sweep > Sb.Garu[9~2] > j.D.Garu[2] > Sweep > D.Garu[9~2] > 2a > 5b > 5cc > 2c > B.Bufu > B.Bufu > j.C = 4901

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well sadly theyre only stable on like half the chars =/

d garu[3]>[2a>5b>sweep>d garu]x2>2a>5b>5c>2c>b bufu x2>j.c does 6210 so yeah 2a is better proration

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Chie is like the only one that I can't combo off dgaru on. Everyone else is pretty reliable.

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