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[P4A] Kanji Tatsumi Combo Thread "I am not done beating you yet!"

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On FC 2C you also wait for them to twirl toward you and confirm as well.

You have a lot of time to confirm that.

Sometimes 236B~J.214B will drop because your opponent is too far.

Also I remembered yesterday why the combo thread is the way it is.

Earlier on all the new players would go to the wiki for their information so this thread is more or less a database for combos.

I do have to update optimal parts a bit.

On another note when I was thinking optimal at the time I was thinking:

Most simple, most damaging, and best at baiting bursts.

Which is why some combos were bolded as they are.

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Sometimes 236B~J.214B will drop because your opponent is too far.

Well yeah and I'm saying adding a microdash solves this problem. Even without a microdash you can do a "236B > 2A > 5B > 2B > slight delay > 5C > 236B > slight delay j.214B" and it'll work. But I find this more finicky than just adding a microdash. If I do microdash 2A, I can just gatling the rest and it works.

Obviously, I think 236B~j214B still whiffs on some combos simply because of stun proration.

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It is usually the change in momentum that doesn't give you enough time, you can just do the 214B when you're closer to them usually and reliability goes up. Of course the best is when you can end with 5C 5B 2B 236B~214B.

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The only point I'm trying to make is that on stuff like:

FC 2C > 5B > 2B > 5C > 5B > 2B > 236B > 2A > 5B > 2B > 5C > 236B~j214B

..the 236B~j214B whiffs if you try to just gatling it. but adding a microdash to 2A makes it easy to gatling.

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The only point I'm trying to make is that on stuff like:

FC 2C > 5B > 2B > 5C > 5B > 2B > 236B > 2A > 5B > 2B > 5C > 236B~j214B

..the 236B~j214B whiffs if you try to just gatling it. but adding a microdash to 2A makes it easy to gatling.

The point I was making was that I just did that combo with no microdash. So by all means combine all the tech and make that thing as practical as possible, but you can totally do it by just delaying the 214B, except maybe on mitsuru's weird hitbox.

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The point I was making was that I just did that combo with no microdash. So by all means combine all the tech and make that thing as practical as possible, but you can totally do it by just delaying the 214B, except maybe on mitsuru's weird hitbox.

basically it's just a matter of preference, then. You can either microdash 2a or you can delay 214B (I usually fail at doing the latter)

When I wasn't microdashing 2A, I landed this by delaying 5C a little bit. Doing so makes them bounce less.

So basically: microdash and gatling. Or no microdash and delay.

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something lovely i realized in the last few days: so in the corner you can extend combos by doing (stuff) > 236C otg 5AA 236C 236A right? Though, depending on the combo, the timing is a little different (like j.214 corner OMB vs 5aa 5b sweep OMC 5c blah blah) and it can be important to get that first 5A perfect so you can cancel it into 236236A/B if you want to do a 150 meter finisher or whatever else. what's the easiest way to learn the link?

WELL the screen shakes every time they land from 236C. depending on the combo you either want to hold 5a for frame buffer towards the end of the shaking OR right at the very end of it. cool stuff. using 'thunder time' as a voiceclip is also great for helping learn the link but since soundclips are randomized between two sets it's not too helpful, shaking is consistent!

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You can actually figure out which sound clip you have when you pick the character.

In Kanji's case when he screams loud you got clip B, when you pick the one he is just saying stuff its clip A.

Clip B he says "chair guillotine" when he does 236A and yells "stab em!" when during 214D

I learned this while trying to pick set B during casuals.

I normally get set B in tourney too lol.

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something lovely i realized in the last few days: so in the corner you can extend combos by doing (stuff) > 236C otg 5AA 236C 236A right? Though, depending on the combo, the timing is a little different (like j.214 corner OMB vs 5aa 5b sweep OMC 5c blah blah) and it can be important to get that first 5A perfect so you can cancel it into 236236A/B if you want to do a 150 meter finisher or whatever else. what's the easiest way to learn the link?!

I believe that the 5AA > 2nd 236C only connects if the first 236C connected when they were higher in the air. If it takes longer for the persona to connect, then you'll recover slightly earlier, allowing the 5AA to connect.

things that it always works with (assuming it isn't so late in a combo that it drops after the 5AA)

5AA > 2B > 236C

2A > (5b) > 2B > 236C

And with a raw j.214A/B > OMC > 5C > 2B > 236C

It's best to just experiment.

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I believe that the 5AA > 2nd 236C only connects if the first 236C connected when they were higher in the air. If it takes longer for the persona to connect, then you'll recover slightly earlier, allowing the 5AA to connect.

things that it always works with (assuming it isn't so late in a combo that it drops after the 5AA)

5AA > 2B > 236C

2A > (5b) > 2B > 236C

And with a raw j.214A/B > OMC > 5C > 2B > 236C

It's best to just experiment.

uh... yeah i didn't acutally list a combo i was too lazy to remember the acutal thing i've been practicing lol. combo works fine it's just annoying to practice really tight 5aa without mashing to ensure you can do 5a AND so you can do 5a 236236A if it's a combo that allows 150 meter. not worried about the actual combos themselves. then i realized the screenflash makes practicing these links way easier so I posted!

edit: and axis 2a in the corner doesn't seem like a good idea. tried it on a few combos and 5aa does more damage and considering 2a is a 8 frame startup it's harder to link for less damage.

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I took way too long to post these after bringing it up, i'm sososososososososo sorry.

We were lacking diversity on this confirm! :V

Non FC 5C air hit close - 5C > 236B > 5AA > J.A > J.B > DJ.A > J.B > J.214 > 236A/B [DM:~3.9k] 33 meter

Non FC 5C air hit far - 5C > 236CD > airdash J.B > 2B > 236C > 236A/B - [DM:3388] dmg

Non FC 5C air hit close corner 5C > 236B > 5AA > 2B > 236C > 5AA > 236C > 236A/B - [DM:4414] 39sp

Non FC 5C air hit far corner 5C > 236AB > 5AA > 2B > 236C > 5AA > 236C > 236A/B - [DM:4414] ~8SP (not always reliable depending on height)

5C > 236CD > 5AA > 2B > 236C > 2A > DP - [DM:3354] 8sp, shock

5C air hit close FC - FC 5C > 236B > 2A > 2B > 236B > 5AA > 236C > 236A - [DM:4409] 39sp

FC 5C > Long charge 2C > 5B > 2B > 236B > 2A > 2B > 236B > 5AA > 236C > 236A - [DM:4950] I may have transcribed this a bit wrong lol. Long story short, if you get a 5C FC, they're untech for so long that you can actually nearly fullcharge a 2C (and probably CAN fullcharge! worth investigating but I'm not your man for that and/or how it affects combos zz) leading to better combos. It's not that hard if you just do a few 5C FC air hits and watch how they bounce to understand how to do it, though it's utility might be exclusive to stuff like punishing yu DP.

A 5C 5B 2B starter is also possible if you're quite close, if you kids want to figure out something dumb with that combo path go ahead~

5C air hit far FC 5C > 236CD > IAD J.B > delay 2B > 5C > 236B > 2A > 5B > 2B > 236C > 236A [DM:4578 dmg] might have transcribed it a bit wrong)

5C air hit close corner FC 5C > 236B > 2A > 5B > 2B > 236C > 6 > 5A > 236C > 2A > B+D - [DM:4465] 38-39SP, shock

FC 5C > Delay 2C > 5B > 2B > 236B > 2A > 5B > 2B > 236C > 5AA > 236C > 236A/B [DM:5330] 48 sp

5C air hit far corner FC 5C > 236AB > 5A > 2B > 236B > 5AA > 2B > 236C > 5AA > 236C > 236A/B - [DM:5122]

and while I'm at it

236236A/B > 3rd hit OMC > Delay 5C > 236B > 2A > 5B > 2B > 236C > 236A [DM:4989~5449 on CH.] Chair whiffs.

If the character has a fat hitbox (Labrys, Shabrys, chie iirc) sub 2A 5B 2B for 5A > Chair Hit > 2B > 236C > 236A, 4921-5381 damage. latter is CH.

Corner 236236A/B > 3rd hit OMC > Slight delay 5C > 236B > 5A > Chair hit > 5C > 2B > 236C > 236A [DM:5119-5579] (universal, latter number is CH)

Corner FC 5C > 236AB > 5B > 2B > 5C > 236B > 2A > 5B > 2B > 236C > 5AA > 236C > 236A/B [DM:5748]

That's it for now, but I'm pretty sure I have some more lying around somewhere soon!

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here's a cool one that will impress the ladies + make their panties drop

Say you're fighting a liz, and she's like, w/e this shit is free I'm just going to shove an A beam at your face fullscreen

WAIT A SECOND

full screen, 125/150meter. OMB extension optimal

236236AB > OMC > Super Jump (for a short distance) > j214AB > OMB > dash 5C > 236B 5A > 5B > 2B ->236C -> 236AB

~5.6k damage

Works really well against Liz's who like to beam full-screen or charge full screen, beating the startup frames of Mitsuru's ground whips, full-screen Yu beams, etc.

How about one that is just super great looking:

CH j214A/B/AB > OMC > walk forward > 5D > dash > 5D > 5D > 5D > 2B > 5D > 236C > 236A

50 meter, ~3.1k damage, electric oki

Video I recorded ages ago: http://www.youtube.com/watch?v=GIJB7sqIYEI

And some grounded 5C corner confirms

CORNER: FC 5C > 2C > 2B > 236B > 5A > 5B > 2B > 5C > 236B > 214B > 236236A > OMC > 214214C > TK 214B (~7.5)

150 Meter

http://www.youtube.com/watch?v=-e8izNS2KUs

MIDSCREEN: FC 5C > 2C > 2B > 236B > 5A > 5B > 2B > 5C > 236B > 214B > OMB > (optional dash if midscreen) 5C > 236B > 214B > 236236A > OMC > 214214C > TK 214B(~8.1k)

150 Meter, OMB

CORNER: FC 5C > 2C > 2B > 236B > 5A > 5B > 2B > 236C > 5AA > 236A (1 hit) > 236236A > OMC > 214214C > TK 214B (~7.5k)

150 Meter

http://www.youtube.com/watch?v=lXoqLy6r1k0

CORNER: FC 5C > 2C > 2B > 236B > 5A > 5B > 2B > 5C > (delay greatly)236C > 2A > 236C > 236A (5.5k)

http://www.youtube.com/watch?v=eDqa7PRliLc

Sorry for the low quality videos and the " I think it does this much???", I got a request on twitter to post some combos.

Edit: some command errors will fix them later

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And some grounded 5C corner confirms

CORNER: FC 5C > 2C > 2B > 236B > 5A > 5B > 2B > 5C > 236B > 214B > 236236A > OMC > 214214C > TK 214B (~7.5)

150 Meter

http://www.youtube.com/watch?v=-e8izNS2KUs

MIDSCREEN: FC 5C > 2C > 2B > 236B > 5A > 5B > 2B > 5C > 236B > 214B > OMB > (optional dash if midscreen) 5C > 236B > 214B > 236236A > OMC > 214214C > TK 214B(~8.1k)

150 Meter, OMB

CORNER: FC 5C > 2C > 2B > 236B > 5A > 5B > 2B > 236C > 5AA > 236A (1 hit) > 236236A > OMC > 214214C > TK 214B (~7.5k)

150 Meter

http://www.youtube.com/watch?v=lXoqLy6r1k0

CORNER: FC 5C > 2C > 2B > 236B > 5A > 5B > 2B > 5C > (delay greatly)236C > 2A > 236C > 236A (5.5k)

http://www.youtube.com/watch?v=eDqa7PRliLc

Sorry for the low quality videos and the " I think it does this much???", I got a request on twitter to post some combos.

Edit: some command errors will fix them later

Oh shit, good stuff. Some corrections though-first, the 7.5k damage combo, landing that point blank TK j.214B seems to be character specific or something, I can't land it-and you seem to use EX j.214AB somehow, which would be 175 meter. And a faster startup, which would help land it. I could be missing something, I'M NOT A COMBO GUY, but a bit funky. Revised with dmg -

5C > 2C > 2B > 236B > 2A > 5B > 2B > 5C > 236B~j.214B > 236236A 2nd hit OMC > 214214C/D - [DM:7439]

(your version: swap 2A 5B 2B with 5A 5B 2B) - 7.3k

you use 5A 5B 2B a lot, and you get better proration with 2A rather than 5A. tho you have to delay the 5B on some characters to get the 5C to hit, and it looks like 5A 5B 2B makes the j.214B after the 5C a lot easier to do.

the OMB 8k one is pgreat! though same problem with 5A vs 2A, 2A is 8129 and 5A is 8004. I can't get it to work midscreen too well though after the OMB 5C, probably tight timing on the dash afterwards.

5C > 2C > 2B > 236B > 2A > 5B > 2B > 5C > 236B ~ j.214B > OMB > 5C > 236B ~ j.214B > 236236A 2nd hit OMC > 214214C [DM:8129]

5.5k combo goes to 5522 if you swap 5a/2a and go for 5AA instead of 2A for the 236C relaunch, 5359 if you do 5A 5B etc and 2A 236C at the end, and 5451 if you do 2A 5B etc with a 2A 236C ender (good for if you are a little out of range for 5AA).

the 5aa 236A ender is making me mad because somehow I didn't think of that and had been practicing annoying whatever 236C > 5A 236236A/B combos instead lol.

FC 5C > 2C > 2B > 236B > 2A > 5B > 2B > 5C > 236C > 5AA > 236A (first hit) > 236236A (second hit omc) > 214214B [DM:7687]

thanks for the combos! I'm pmad that I wasn't already doing 5C > 236B ~ J.214B in the corner now, gonna get free damageee

EDIT: and now that I know about this stuff:

Midscreen - FC J.C > 5C > 2C > 5B > 2B > 236B > 2A > 5B > 2B > 5C > 236C > 236A/B - [DM:5239]

Corner - FC J.C > 5C > 2C > 5B > 2B > 236B > 2A > 5B > 2B > 236C > 5AA > 236C > 236A/B [DM:5405]

Corner - FC J.C > 5C > 2C > 5B > 2B > 236B > 2A > 5B > 2B > 5C > 236B ~ j.214B > 236236A > 2nd hit OMC > 214214C - [DM:7651]

Corner - FC J.C > 5C > 2C > 5B > 2B > 236B > 2A > 5B > 2B > 5C > 236B ~ j.214B > OMB > 5C > 236B ~ j.214B > 236236A > 2nd hit OMC > 214214C [DM:8183]

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Oh shit, good stuff. Some corrections though-first, the 7.5k damage combo, landing that point blank TK j.214B seems to be character specific or something, I can't land it-and you seem to use EX j.214AB somehow, which would be 175 meter. And a faster startup, which would help land it. I could be missing something, I'M NOT A COMBO GUY, but a bit funky. Revised with dmg -

It's not character specific I don't think - I've tried it on all of my training mode dummies (Yu, Labrys, Teddie, Kanji, and Liz) and it works on all of them. If it's character specific it works on the majority of the cast. It's just EXTREMELY tight. Maybe 1-2 frames, though I have no idea. It's risk/reward because if you whiff it I'm nearly positive you end up negative, and it's only ~300 more damage from the follow-up.

the OMB 8k one is pgreat! though same problem with 5A vs 2A, 2A is 8129 and 5A is 8004. I can't get it to work midscreen too well though after the OMB 5C, probably tight timing on the dash afterwards.

About 5A vs 2A, it's mostly an execution thing. 2A is more damage but I have 5A down to muscle memory and if I get nervous 5A 5B 2B is mashable. Honestly, this may sound dumb but when I'm in there doing combos I turn my brain off, so the less thinking the better (or, that's my bullshit excuse)

It works midscreen fine, but you have to be extremely tight on the dashing. I got 2B 5C 236B 214B to work ONCE in that combo for more damage, so it's probably extremely tight and you have to be insane to do it.

I also forgot to mention that all of these combos, to my knowledge, work off fatal grounded j5C as well. I don't have a PS3 currently to test them, however.

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FC 5C > 2C > 2B > 236B > 5A > 5B > 2B > 5C > 236B > 214B > 236236A > OMC > 214214C > TK 214B (~7.5)

You can squeeze another 5B > 2B after the second 5C. Even without the final tk 214B I'm doing 7.8k doing it this way. I'd break 8k if I could ever land the tk.

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It's not character specific I don't think - I've tried it on all of my training mode dummies (Yu, Labrys, Teddie, Kanji, and Liz) and it works on all of them. If it's character specific it works on the majority of the cast. It's just EXTREMELY tight.

I also forgot to mention that all of these combos, to my knowledge, work off fatal grounded j5C as well. I don't have a PS3 currently to test them, however.

I think I have you covered on the j.Cs, I edited some into the last post-and, sumbitch, just got it to work once on yu despite it not looking REMOTELY close any other time. It adds 200 damage exactly to any combo you can do it on, since the j.214B itself does zero damage due to lolproration and the 236A having a minimum of 200. My bad!

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You can squeeze another 5B > 2B after the second 5C. Even without the final tk 214B I'm doing 7.7k doing this.

Would this combo work then, and could someone test it?

Corner - 5C > 2C > 2B > 236B > 2A > 5B > 2B > 5C > 5B > 2B > 236B ~ j.214B > OMB > 5C > 236B ~ j.214B > 236236A > 2nd hit OMC > 214214C [DM:whofuckingknows]

or maybe

Corner - 5C > 2C > 5B > 2B > 236B > 2A > 5B > 2B > 5C > 5B > 2B > 236B ~ j.214B > OMB > 5C > 236B ~ j.214B > 236236A > 2nd hit OMC > 214214C [DM:whofuckingknows]

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Corner - 5C > 2C > 5B > 2B > 236B > 2A > 5B > 2B > 5C > 5B > 2B > 236B ~ j.214B > OMB > 5C > 236B ~ j.214B > 236236A > 2nd hit OMC > 214214C [DM:whofuckingknows]

That does 7.7k.

This does 8001

FC 5C (close) > 5B > 2B > 5C > 5B > 2B > 236B > 2A > 5B > 2B > 5C > 5B > 2B > 5C > 236B~j214B > 236236A > OMC 214214C

And this does 8029

FC 5C > 2C > 5B > 2B > 236B > 2A > 5B > 2B > 5C > 5B > 2B > 5C > 236B~j214B > 236236A > OMC 214214C

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FC 5C > 2C > 5B > 2B > 236B > 2A > 5B > 2B > 5C > 5B > 2B > 5C > 236B~j214B > 236236A > OMC 214214C

this + you are rad. Can't wait to get my hands on the game again and learn this, though it doesn't sound too difficult

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this + you are rad. Can't wait to get my hands on the game again and learn this, though it doesn't sound too difficult

The hardest part is timing the 5Bs correctly after the 5Cs. They need to be low enough for 5C to connect after 2B, but high enough that they aren't allowed to tech on the ground immediately after getting hit by 5B.

EDIT: I finally got the TK to work, so it does 8229 total if you get the TK off.

EDIT EDIT: The TK isn't so hard to time if you just tell yourself to input the same time Take-Mikazuchi's lightning fist discharges.

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courtesy of YMST, or at least what I assume he was going for:

Corner AoA FC Launch J.C J.C OMB 2B 236C 236A [DM:3502]

(personally I think there's something more to it since AoA D finisher does as much without OMB, but god knows what... All that was caught on video was up until the 2B.)

Alternate:

Corner AoA FC Launch J.C J.C OMB 5C 236B 5AA 236C 236A [DM:4055]

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5AA > 5B > 2A+B OMC AD jB > 5C > 2B > 236C > 236A/B [DM: 3042]

Working on better versions right now, I'm sure there's something better. This is better than my old OMC off of 5AA confirm though.

You should be able to do 5C > 5B > 2B > 236C but I haven't be able to confirm it yet.

Just confirmed it:

5AA > 5B > 2A+B OMC AD jB > 5C > 5B (just gatling it) > 2B > 236C > 236A/B [DM: 3148]

I'll admit this combo is a helluva lot harder for only a 140 more damage.

In the corner:

5AA > 5B > 2A+C OMC AD jB > 5C > 2B > 236C > 5AA > 236C > 236A/B [DM:3539]

Alternate:

Corner AoA FC Launch J.C J.C OMB 5C 236B 5AA 236C 236A [DM:4055]

I was able to confirm:

Corner AoA FC Launch j.C > j.C OMB 5C > 236B > 2A > 5B > 2B > 236C > 236A/B [DM: 4259]

Just found this:

Corner AoA FC Blowback OMB > tk j.C > 5A ????? (working on it)

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5AA > 5B > 2A+B OMC AD jB > 5C > 5B (just gatling it) > 2B > 236C > 236A/B [DM: 3148]

This has the added bonus of being auto-pilot mode for mixup without needing to hit confirm. If you 5A super deep or do 5A > 5B > 2AB instead of 5AA > 5B > 2AB you get a dirty high/low mixup I've never seen someone block. IMO I prefer this combo to the 2AB OMC 2C just for that reason alone.

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