Wonderswan Report post Posted January 17, 2014 I leave it at 5D~A but you can also add 6c > 236CB or 6C > 236CC super ender back throw sucks. never use it Oh believe me, that shit is netplay only. I just figured for completion sake I'd like to find something decent off of it. =/ Share this post Link to post Share on other sites
Zekira Drake Report post Posted January 19, 2014 actually, in the corner j.5dc delay j.2da is universal, it's only for the air throw combo where it isnt because you're not doing it their their back to the corner and the blowback causes things to whiff the reason why you would use the other route is that it does /slightly/ more damage Oh? Well that's convenient then. And yeah I checked what you meant by slightly... and it's literally 4 damage lol Share this post Link to post Share on other sites
Keech Report post Posted January 23, 2014 Route for jumping combos on standin opponents. From jWiki: Jin, Noel, Carl, Makoto, Platinum, Barrett: that could not be 5C> JA> JB (1)> JC: Teiga, Arakune, Bang, Valkenhayn 5C> JB (1)> JA: Ragna, Rachel, Tager, Arakune, Hakumen, Hazama, Azrael 5C> JB (2)> JC: Tager, Bang Share this post Link to post Share on other sites
Zekira Drake Report post Posted January 24, 2014 I've seen Matoi do something like 5C > j.C -> j.2B -> dash -> repeat on Tager. It looks like it only works on Tager though, seeing as how the jump starts with j.C immediately Share this post Link to post Share on other sites
TaiyakiTime Report post Posted January 25, 2014 IMO jump strings on standing opponents don't seem to bring as much benefit as in CSEX. It basically just provides slight corner carry while decaying your combo. I can be completely wrong though in seeing any noteworthy benefits to using it- unless the case being it's Tager or a character that it can be pulled off easily. That being said I'm trying multiple things with jump strings, and recording them just for a visual reference. I'll upload it ASAP if it gets done for you guys, but there's one key thing I want to note/ask. Should I be doing; a straight up dash 5C>... dash 5B>5C>... or neutral momentum 5C / 5B>5C to make these applicable/semi-applicable? My thinking behind my recordings right now is just assuming Tao hit confirms mostly from the air, thus gains the capability to do a dash 5C>... Thanks guys Share this post Link to post Share on other sites
Kurumster Report post Posted January 25, 2014 You are completely wrong. You land a jump in on a standing opponent but you're too far away for 5[C] > 6C wallstick, you want to go for jump combo to get them to the corner with the 3C> 22C > 6D~6 > 4D~a> taunt ender (works midscreen vs some characters, corner only vs majority). That is infinitely better than forcing restand midscreen, imo. Also those rejump combos are pretty interesting, I just do 5C > j.B > j.C The characters I couldn't get it to work on were: Noel, Taokaka, Izayoi, Platinum, Bullet (I think), Jin, Noel, and Kokonoe. I usually do 2B > 5B after I land from j.c in my string to push my opponent closer to the corner, I need to experiment and see if there is a way to do rejump that will save my 5[C] > 6[C] so I can go into 214D~ j.D~B for safejump ender. Too bad rejump not worth trying in netplay, so I only do it offline. Share this post Link to post Share on other sites
TaiyakiTime Report post Posted January 25, 2014 Ohhh ok thanks, Kurumster. I guess my mindset was far too concentrated on the online aspect, so I was left thinking I should just leave it aside entirely. I'll definitely try out some more things later. I'll have to try rerecording a lot of things that better fit the bill for rejump combos. Share this post Link to post Share on other sites
Wonderswan Report post Posted January 28, 2014 What's the max damage you can get off corner 5B+C without OD? I'm trying to kill from 50% but can't seem to squeeze out that last little pixel on an 11K health bar. Share this post Link to post Share on other sites
DonkeyKnifer Report post Posted January 28, 2014 Best optimal corner punish route I have seen yet: 6C 236CC j.D~C j.2D~A 5[C] j.236B j.D j.4D~A 6C 4D6~B 6C 236AAA 5D~A 4618 Do we have a list on which characters this corner throw combo works on? I think my execution might be bad >_> 5B+C 2D 5[C] 6C 4D6~B 6C 236CC 5D~A 3432 What's the best OD combos you guys found on Arakune / Tager? Best I can find is double hexa stuff but my crappy ones cost more and do less damage than normal j.236B*5 combos. 4D6~B OD 5BB 236C~B seem to prorate too much Share this post Link to post Share on other sites
Zekira Drake Report post Posted January 29, 2014 What's the max damage you can get off corner 5B+C without OD? I'm trying to kill from 50% but can't seem to squeeze out that last little pixel on an 11K health bar. Wait... what? Corner 5B+C dealing 50% on an 11k health bar? Call me a noob or something but I didn't know Taokaka can deal that much damage off of a throw without OD? I mean, 5B+C's ridiculously low hit stun and all... Share this post Link to post Share on other sites
Wonderswan Report post Posted January 31, 2014 Best optimal corner punish route I have seen yet: 6C 236CC j.D~C j.2D~A 5[C] j.236B j.D j.4D~A 6C 4D6~B 6C 236AAA 5D~A 4618 By punish do you mean non fatal and meterless? I think there's a route that does just a little shy of 5k meterless into grounded finish, and she definitely breaks well over 5k if you go j.236Bx5 route. I've got tomorrow off, so I'll use some time to make that character specific list. @Zekira As for the throw almost doing 50% on 11k. It's actually not very close at all. I was trying to kill Tao & Carl at first, and then slowly was working my way up, but it's actually a pretty big difference once you get to 11k. 5200 off corner throw without OD is as good as I think I got. Also, fuck Jin. 11,500... why? Cause fuck it? Purple throw this scrub! Share this post Link to post Share on other sites
DonkeyKnifer Report post Posted January 31, 2014 By punish do you mean non fatal and meterless? I think there's a route that does just a little shy of 5k meterless into grounded finish, and she definitely breaks well over 5k if you go j.236Bx5 route. I've got tomorrow off, so I'll use some time to make that character specific list Yes, just normal 6C. I'd love to see the almost 5k oki combo, is that with CH 2C perhaps? Should be possible to do some nice things with: ... 236CC j.D-A/B 5[C] 6C... I think normal starter like jumpins do 100 more with that route than: ... 6C 214D j.D-C j.2D-A 6C ... But it might be char specific also. And instead of short starter to 214D j.2D-B 236aaa.. you can go to 214D j.C j.236B j.2D-B 236aaa 5D 236C (best corner short hit on Rachel?) What's the best corner long starter with CT we got? That list would be really helpful so I know if I'm a scrub or not lol. Share this post Link to post Share on other sites
Zekira Drake Report post Posted February 3, 2014 @Wonderswan: by "no OD", I guess that includes a DD, right? Because I really just can't imagine aw 5200 Taokaka corner combo without meter used... Share this post Link to post Share on other sites
Wonderswan Report post Posted February 3, 2014 Yes, just normal 6C. I'd love to see the almost 5k oki combo, is that with CH 2C perhaps? Should be possible to do some nice things with: ... 236CC j.D-A/B 5[C] 6C... I think normal starter like jumpins do 100 more with that route than: ... 6C 214D j.D-C j.2D-A 6C ... But it might be char specific also. And instead of short starter to 214D j.2D-B 236aaa.. you can go to 214D j.C j.236B j.2D-B 236aaa 5D 236C (best corner short hit on Rachel?) What's the best corner long starter with CT we got? That list would be really helpful so I know if I'm a scrub or not lol. Yeah, the punish I had was 2C > 5[C] > 6C > 214D > j.5D~B > 5C > j.5D~B > j.5D~C > j.2D~A > 5[C] > 6C > 4D~B > 6C > 236AA > 5D~A > 6C > 236CB (4722) and I believe there is a variation with SMP 236CB that hits 4900ish. Although you're better off ending with the 4700 route. For Rachel, you can just do 214D > j.C > 236B > 2D~B > 5[C] > 236A > 5D~A > 6C > 236CB (3114) but be warned, connecting the 236A 5D~A part means letting her fall as low as possible when the 5[C] connects. It's not really worth going for in a match so I think omitting the 236A is like 3098 or something. Honestly, I don't play any Rachel's, and have been neglecting labing anything on her so I just stick with the basics. As for CT combos, there are so many variations that I've lost track of what's optimal anymore. The one I usually go for if I get FC is 2[C] > 6[C] > 6C > CT > 2[C] > 6C > 4D~B > 6C > 236CC > 2D~C > 8D > 5D > 236Bx5. (6453) and 2[C] > 6[C] > CT > 2[C] > 236CC > j.5D~B > j.5D~C > j.2D~A > 6C > 4D~B > 6C > 236AAA > 5D~A (5641). Sorry I don't have a list up yet. Had a real shitty weekend, and when I got around to making the list I figured I might as well ask here what ALL the character specific are that people are unclear on, and then I'll run them on the cast and get this spreadsheet popping. @Zekira Yeah, as long as it didn't use OD I was just curious what the max damage people were getting off of 5B+C. I believe all throws are weak starter so you won't see any character break 4k without DD/OD. I think Tao can do 3600 totally resourceless. Maybe 3800 with character specific stuff. I've only just begin playing around with it. Share this post Link to post Share on other sites
MashThat5A Report post Posted February 4, 2014 tao gets 3.5-3.6k with oki off of corner throw Share this post Link to post Share on other sites
DonkeyKnifer Report post Posted February 18, 2014 *Super late response* I think we could use a list of OD combos both midscreen & corner + the char specific variations + optimal throw combos. It seems for Noel, Arakune, Tager, Rachel you can do *Stuff* 6C 4D6~B OD 2B 5B 6A j.236B*5 dj.236B*5 236236D Instead of 5B 5D 6C. Does less damage though, not sure if you can go into 236C~B j.7 j.236B*5 on these somehow? Scaling seems to be a problem in most combos going for OD 236C~B. Share this post Link to post Share on other sites
Miracleknight Report post Posted February 25, 2014 How out of date is the first page? Working on those combos on that page, but when it says CH is there a reason for things like 2C it only shows Counter hit combos? Share this post Link to post Share on other sites
XDest Report post Posted February 25, 2014 2C -> 6C, 2C -> CT, and 2C -> 236C doesn't combo on normal hit, it does on counter hit. You're also not going to land a normal hit 2C very often. It'll either be: punishing a DP, or an opponent getting hit by a 5B -> 2C frame trap. Either way, it's a CH. 2C -> 5[C] -> 6C would combo on normal hit, but obviously takes a bit more time, if you use the same route you use on j.B/j.C with this, that would work. Share this post Link to post Share on other sites
Miracleknight Report post Posted February 26, 2014 Ah ok, that's actually why I asked I figured someone could give a reason. I didn't realize 5B -> 2C is a frame trap. Good to know. And yeah that makes sense, you can just pick up 2C combos from where they are in most other combos. This character is a lot of fun, glad I'm finally taking time to sit down with her. Share this post Link to post Share on other sites
MashThat5A Report post Posted March 6, 2014 2C -> 5[C] -> 6C -> 5C -> jc j.D~B -> land jump j.D~C -> j.2D~A -> 5[C] -> 6C -> 4D6~B -> 6C -> 236AA -> 5D~A does like 4.7 if you add 6c 236C 5d at the end. I think it's about 4.4 - 4.5 without it's possible to sneak 214D -> j.D~B after the first 6C, but it makes the 5[c] a 1-frame link if you want 236c smp ender Share this post Link to post Share on other sites
Godzie Report post Posted March 12, 2014 Hello world. How to do 5[C] -> 6C -> 4D on Ragna? Share this post Link to post Share on other sites
XDest Report post Posted March 12, 2014 Did you try holding forward after the 4D? Share this post Link to post Share on other sites
Godzie Report post Posted March 12, 2014 No, Should I? Share this post Link to post Share on other sites
XDest Report post Posted March 12, 2014 Try it right after you press the D. You will go further forward. Share this post Link to post Share on other sites
Godzie Report post Posted March 12, 2014 Oh. thanks. Didnt know about this stuff :DD Then one more question. I have some problem doing j.D~C -> j.2D~A -> 3C in a corner. 3ะก almost always misses. Any tips how to do it correctly? Share this post Link to post Share on other sites