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Kiba

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

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Some combos from FC air grab:

FC air grab > One More! Burst > (66 2B > j.B > d.Garu [2]) x2 > 2AB > d.garu [9~3] > 2A > 5B > 5C (2) > 2C > b.bufu > AOA > Ghastly Wail - 7608 DMG

FC air grab > 66 5A > (2B > j.B > d.garu [2]) x2 > 5A > 5C (2) > 2C > b.bufu > AOA > Ghastly Wail - 6532 DMG

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It's pretty "late" in this game's life I guess, but would it be beneficial to make a write-up of all the FC stuff > 2B > j.B > j.236D combos with their damage and whatnot? Like I mentioned a few weeks ago in the gen. thread, it's all based on proration values for the amount of garus allowed, but I guess this could be somewhat helpful for those unfamiliar with Liz's P1s.

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Midscreen:

5D FC > j.B > j.236D [2] > 2B > j.B > j.236D [2] > 2AB > 236D [9~2] > 2A > 5B > 5C > 2C > 214B > AOA OMC > 214214C

Dmg: 6867

5CD FC (OMC if midscreen) > (2B > j.B > j.236D [2]) x2 > 2AB > 236D > 2A > 5B > 5C > 2C > 214B > AOA OMC > 214214C

Dmg: 7344

(2B FC > j.B > j.236D[2]) x3 > 2AB > 236D > 2A 5B > 5C > 2C > 214B > AOA OMC > 214214C

Dmg: 7454

2AB FC > 236236A/OMC > 2A > (2B > j.B > j.236D[2]) x3 > 2AB > 236D > 2A > 5B > 5C > 2C > 214B > AOA OMC > 214214C

Dmg: 7504

j.A FC > OMB > (2B > j.B > j.236D [2]) x3 > 2AB > 236D > 2A > 5B > 5C > 2C > 214B > AOA OMC > 214214C

Dmg: 7928

Skill Starter:

214A/214B FC > j.B > j.236D [2] > (2B > j.B > j.236D [2]) x2 > 2AB > 236D > 2A > 5B > 5C > 2C > 236AB

Dmg: 4772

236D FC > 2A > (2B > j.B > j.236D [2]) x 3 > 2AB > 236D > 2A > 5B > 5C > 2C > 214B > AOA OMC > 214214C

Dmg: 8465

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

Dmg: 10015

Corner:

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 fourth rep of 2B > j.B > j.236D

Dmg: 9092

Skill Starter:

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

Dmg: 11125

(236A OMC/236B/236AB) FC > (2B > j.B > j.236D[2]) x3 > 2AB > 236D > 2A > 5B > 5C > 2C > 214B > AOA OMC > 214214C

Dmg: 8142

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. This may not be a 100% accurate rule, but it's what I've found.

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I'll make a seperate section for FC combos when I can (most likely being when I wake up later on)

Thanks dude.

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Yeah, it's no problem. There're other combos like I mentioned, but they're really more of the same with different starters. All about the P1s.

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Midscreen:

5CD FC (OMC if midscreen) > (2B > j.B > j.236D [2]) x2 > 2AB > 236D > 2A > 5B > 5C > 2C > 214B > AOA OMC > 214214C

Dmg: 7344

5CD? What's that?

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I've forgotton this much about the game huh?

Partly my fault. I'm not very accustomed with seeing throws written out in the numerical notation.

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@TD: You usually get about 3.5k with standard enders.

@Elochai: Yeah, probably. I didn't optimize these combos. I only uploaded the vid for a friend who requested some footage. The first combo I simply stole from Japanese BBS since the combo listed here for AoA-C is ass.

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5A is probably safer anyways, since 5B drops on alot of characters that close to the corner

Also finally a good AOA~C combo that works on all characters!

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I was messing around with 2D, and I found these combos (probably not optimal, as I didn't try every single option admittedly). All of these are corner only, and the spacing is really tight to get 2A to hit. In essence, they're just modified FC 2B > j.B > garu loops.

FC Throw > OMB > 2D > 2A > 2B > j.A > dj.B > j.236D > 2AB > 236D [9~3] > 2A > 5B > 5C (2) > 2C > 214B > 214B > j.C or AOA OMC > 214214C

Damage: 5175/7329

236D FC > OMB > 2D > 2A > 2B > j.A > dj.B > j.236D > (2B > j.B > j.236D) x3 > 2AB > 236D [9~3] > 2A > 5B > 5C (2) > 2C > 214B > AOA > OMC > 214214C

Damage: 9470

2AB FC > OMB > 2D > 2A > 2B > j.A > dj.B > j.236D > 2B > j.B > j.236D > 2AB > 236D [9~3] > 2A > 5B > 5C (2) > 2C > 214B > AOA > OMC > 214214C

Damage: 7831

5D FC > 5B > 2AB > 236D [9~3] > OMB > 2D > 2A > 2B > j.A > dj.B > j.236D > 5B > 5C (2) > 2C > 214B > AOA > OMC > 214214C

Damage: 6988

2C FC > 236B > 5B > 2AB > 236D [9~3] > OMB > 2D > 2A > j.A > dj.B > j.236D > 5A > 5C (2) > 2C > 236AB > 5C (2) > 2C > 214B > AOA > OMC > 214214C (less expensive version of Uchiyama's 2D combo)

Damage: 8060

5B > 2AB > 236C [2] > OMB > 2D > 2A > 2B > j.A > dj.B > j.236C > OMC > 5A > 5C (2) > 2C > 214B > AOA > OMC > 214214C

Damage: 6285

j.C > OMC > 2A > 5B > 2AB > 236D [2] > OMB > 2D > 2A > 2B > j.A > j.236C > OMC > 5B > 5C (2) > 2C > 214B > 214B > j.C

Damage: 4662

Still in the developmental stages I guess, but maybe we can go somewhere with stuff like this. I think confirming into the regular 2B > j.B > j.236D loop deals more damage though, and these combos are only for inflicting poison; but poison doesn't do much in my opinion.

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In regards to combo theory involving 2B > j.B > j.236D loops, I don't believe that they're the optimal path on FC anymore. The P2 of both 2B and j.B are being used after the initial hit for a total of 200 P2. 2A and 236D (aerial and grounded) have the same P2 of 100. Basically, I am to believe that confirming FC hits into 2A > 236D loop is more beneficial than doing the 2B > j.B > j.236D loop. You would end up being able to do another garu using the 2A loop as you had not prorated the combo so heavily by adding additional P2 values using j.B.

While I haven't given this extensive testing (I plan to soon), I think that, in theory, you should be able to squeeze out extra damage using 2A > 236D off of whatever FC confirm. Of course it's a more difficult combo route than 2B > j.B > j.236D, and it's plausible to opt for the easier combo route so you get guaranteed damage rather than going for a more difficult combo at the sake of dropping it. Food for thought of course, but I'll definitely see where this can go.

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i just realized that the optimal midscreen throw combo isn't in here yet, and there's no midscreen combo for 214214D. I'll do some updating to the OP when I get home. Let me know of any other important hit confirms that have yet to be updated!

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Don't forget corner 214214D > sweep > garu loop. I suppose you could add the poison combos I posted if you'd like.

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You know, I wondered the same thing when I first looked at the combo. I'm not sure if it is character specific, but there's only one way to find out. I suppose I'll try it later today (or someone else will confirm before I can).

Edit: Not character specific. I got it on Yukiko. The only hard thing about this combo is that it seems to be height specific. By that, I mean if the character isn't high enough during maragidyne SB, the combo drops.

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I've caught people with sweep before, which is odd considering there's never a reason to block high vs. Liz unless she's in the air. Anyway, I've been in the lab as well since I would like to contribute something as well, and I've found combo variants for 5B FC, & 5A CH. I don't know when anyone ever gets hit by 5B though :v:.

Edit: I just realized that I can't get 5B > 236D air hit consistently lol. I need tips; the 5A CH combo is reliant on it.

Edit2: Whoops, forgot to write the combo.

5A CH (way easier on AA) > OMB > 214CD > 236236C > 2AB > 236D (side swap) > 2A > 5B > 236D (side swap) > 2A > 5B > 5C > 2C > 214B > 214CD

Edit3: Thinking about making a Mahamon CMV, but my GCHD doesn't work with HDMI, so I don't know how I would go about doing it. Samsung Galaxy S3 phone video perhaps :v:.

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Liz can very easily land raw 2AB in the mirror match. It low profiles both jA and jB.

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