LunaKage Report post Posted November 20, 2013 5C starter? With Overdrive? OK then. 5C > 236C > Rapid > 665C > sj.C > j.D > d.6C > d.2D > d.6B > 22C~66 > 6C > 6B > OD Cancel(100% Health) > 4D > d.2D > d.5C > Fenrir Does 5.8k Your move :3 Also, most of the things you said in that post can be applied to this combo, except for the both reps of d.6B d.5C, since you don't need those in this combo. It's perfectly ok to substitute moves during actual matches if you are more comfortable with them. Me for example, whenever I do "Stuff > d.5B > 236A > 665B > 5C" I don't even use that 5C, I just go right into sj.C from the 5B, it sacrifices 100 damage, and 1% of heat, but it's much more comfortable for me. Share this post Link to post Share on other sites
legacy49i Report post Posted November 20, 2013 Now here's the thing: The j.D - 6C - 2D - 6B doesn't work on everyone. I know it doesn't work on Bullet. In those instances I change to j.D - 6B - 5C - 6B. Is that pretty much the best way to go in those instances, or is there anything that works better? Share this post Link to post Share on other sites
LunaKage Report post Posted November 20, 2013 Now here's the thing: The j.D - 6C - 2D - 6B doesn't work on everyone. I know it doesn't work on Bullet. In those instances I change to j.D - 6B - 5C - 6B. Is that pretty much the best way to go in those instances, or is there anything that works better? Yep. d.6B > d.5C > d.6B is the way to go. So the combo would become: 5C > 236C > Rapid > 665C > sj.C > j.D > d.6B > d.5C > d.6B > 22C~66 > 6C > 6B > 4D > d.2D > d.5C > 22B Share this post Link to post Share on other sites
eLPointe Report post Posted November 21, 2013 Don't know if this has already been posted: Crouching Opponent 5B>5C>3C>22C>66~5B>5C>sj.5C>j.5d>d.5C>22B>66~2B/2A>6C>6B>6D>d.6B>d.5C>d.6B>d.5C>Fenrir (4.9K) 5B>5C>3C>22C>66~5B>5C>sj.5C>j.5d>d.5C>22B>66~2B/2A>6C>6B>OD>6D>d.6B>d.5C>d.6B>d.5C>Fenrir (5K) It's a bit tricky, but pretty easy to do if you catch your opponent crouched with a 5B, I don't think doing OD on this one worth it but nonetheless it can be done. Share this post Link to post Share on other sites
eLPointe Report post Posted November 21, 2013 (edited) also a quick question about the 22B oki setup. Do you tend to do it even if you are mid. screen or do you go into bloom trigger? Here are some good throw combos, which do BT at the end: BC(throw)>214A>5B>5c>sj.C>j.D>d.6A>d. 6B>d. 5C>d. 6B>236D (3.6K/26) 4.3K /w Fenrir 214A>5B/2B>5C>sj.5C>j.D>d.6C>d.2D>d.6B>22C>66~6C>6B>4D>d.2D>d.6A>d.6B>d.5C>236D (4.3K/30) 5K /w Fenrir 214A>5B/2B>5C>sj.5C>j.D>d.6C>d.2D>d.6B>22C>66~6C>6B>OD>4D>d.2D>d.6A>d.6B>d.5C>Fenrir (5.4K) Also another good one off 6A, works anywhere on the screen: 6A>sj.5C>j.5D>(d.6B)>d.6C>d.2D>d.6B>22B>66~6C>6B>4D>d.2D>d.6A>d.6B>d.5C>236D (3.1K/22) 4.1K /w Fenrir Edited November 21, 2013 by eLPointe Share this post Link to post Share on other sites
eLPointe Report post Posted November 21, 2013 (edited) here is another good little combo off a crouched opponent: 2A>5B>2C(2)>5C>3C>22C>66~2A>6C>6B>6D>d.6B>d.5C>d.6B>236D (2.8K/20) 2A>5B>2C(2)>5C>3C>22C>66~2A>6C>6B>6D>d.6B>d.5C>d.6B>d.5C>Fenrir (3.5K) 2A>5B>2C(2)>5C>3C>22C>66~2A>6C>6B>OD>6D>d.6B>d.5C>d.6B>d.5C>Fenrir (3.9K) Works anywhere Edited November 21, 2013 by eLPointe Share this post Link to post Share on other sites
LunaKage Report post Posted November 21, 2013 It's usually a good idea to go into 22B oki anywhere. However, midscreen you only do one 22B, since it will give you hard knockdown with your opponent right in front of you, in the perfect position to bait rolls as well. Share this post Link to post Share on other sites
eLPointe Report post Posted November 21, 2013 ah, okay. Thanks Share this post Link to post Share on other sites
crimsonstardust Report post Posted November 23, 2013 I haven't been able to land this combo on Hakumen. [OD Required] (5B/2B/2C) > 5C > OD Cancel > 5C > 5D > 623D > 66C > j.D > d.6B > d.6C > d.2D > d.6B > 22C~66 > 6C > 6B > 22B (3.3k-4.1k, 24%-30%) Hakumen falls out whenever I try d.6C in this combo, I just tried it on Jin and got it to land. Just pointing that out cause I thought it was me dropping it. Share this post Link to post Share on other sites
LunaKage Report post Posted November 23, 2013 on certain characters you need to either omit the first d 6B, like Hakumen, or use d.6B > d.5C > d.6B instead. Share this post Link to post Share on other sites
BC20FLY Report post Posted November 25, 2013 Just to let you guys know, after (stuff) > j.c > j.d > (d.6C > d.2D > d.6B) <===this part will drop on Relius, Bullet, Tsubaki, Tager, Noel, Taokaka, Bang and Litchi Share this post Link to post Share on other sites
LunaKage Report post Posted November 25, 2013 (edited) Thanks man. Do me another favor, test to see which characters d.6B > d.6C > d.2D > d.6B doesn't work on. Some of the characters this combo doesn't work on, the combo you listed WILL work on, I know Hakumen and Arakune are two of those characters. Also, some of the characters that your combo doesn't work on, can be hit by this combo, like Noel, and I believe Tager. Edited November 25, 2013 by LunaKage Share this post Link to post Share on other sites
BC20FLY Report post Posted November 25, 2013 I haven't used that one much, but ill check as soon as I'm done with my 10 page paper. I know in combos where I can't do d.6C > d.2D > d.6B I go for d.6C > d.5D > d.5C > d.6B. It does slightly less damage than the 1st variation but can still lead to a 22C follow up. Share this post Link to post Share on other sites
LunaKage Report post Posted November 26, 2013 Hmm, that reminds me: I haven't started listing these in the combo thread yet, because I consider them "near corner", but our cross-back-over combos "j.D > d.2D > d.6B etc" have an interesting problem. On most characters, you can extend the damage before the 22C by using j.D > d.2D > d.6B > d.5C > d.6B > 22C etc. But on certain characters, like Hakumen for example, the 22C wont connect, so instead you need to keep the shortened version by just doing j.D > d.2D > d.6B > 22C, which should work on every character. Share this post Link to post Share on other sites
Demon Wind Bomb Report post Posted November 26, 2013 Thanks man. Do me another favor, test to see which characters d.6B > d.6C > d.2D > d.6B doesn't work on. Some of the characters this combo doesn't work on, the combo you listed WILL work on, I know Hakumen and Arakune are two of those characters. Also, some of the characters that your combo doesn't work on, can be hit by this combo, like Noel, and I believe Tager. I believe that combo route doesn't work on Mu and Relius as well. Share this post Link to post Share on other sites
LunaKage Report post Posted November 27, 2013 Updated the list for "Near Corner" routes. Share this post Link to post Share on other sites
Kaori Manabe Report post Posted December 3, 2013 Just to let you guys know, after (stuff) > j.c > j.d > (d.6C > d.2D > d.6B) <===this part will drop on Relius, Bullet, Tsubaki, Tager, Noel, Taokaka, Bang and Litchi yeah... i figured this out today does it not drop on makoto and mu as well? if u can test kokonoe too that would be nice i dont have that character Share this post Link to post Share on other sites
LunaKage Report post Posted December 4, 2013 Updated first post with corner combos off of Short starters and off of Normal starters, as well as a few combos I missed for midscreen and near corner. Share this post Link to post Share on other sites
rayplay Report post Posted December 5, 2013 5B > 6A > J.C > J.D > d.6B > d.6C > d.2D > d.6B > 22C > 66 > 6C(2hits) > 2D > d.6B > d.6A > 236D 2B > 6A > J.C > J.D > d.6B > d.6C > d.2D > d.6B > 22C > 66 > 6C(2hits) > 2D > d.6A > 236D 5B = 3.4k 2B = 2.8K Share this post Link to post Share on other sites
Shion Report post Posted December 6, 2013 (edited) Dunno if this has been posted yet: 4D > d.2D > d.6B > d.5C > d.5B > 236A Doesn't work on: Relius, Bullet, Amane, Litchi, Noel, Valk Alternative: 4D > d.2D > (d.6A) > d.5C > d.5B > 236A (there is probably a better option but this works). Edited December 6, 2013 by Shion Share this post Link to post Share on other sites
Kaori Manabe Report post Posted December 6, 2013 Oh also this is the combo I use for max range counter hit standing 5C where 214a/something else won't connect Is there anything better? are 3c routes better? I want it to end in 22b if possible CH 5C > 5D > d.6A > d.5b > delay d.6c > delay d.5b > 236a > dash 5c > sj.C > j.d > d.6b > 22c > dash 6c (1) > 6b > 22b (1) (3.4k) Share this post Link to post Share on other sites
LunaKage Report post Posted December 6, 2013 @Shion: That combo works on everyone, you can delay the d.5B after the d.5C if needed, also it's only the first half of a combo. @Kaori: I have a combo listed in the first post for you. Share this post Link to post Share on other sites
Kaori Manabe Report post Posted December 6, 2013 @Shion: That combo works on everyone, you can delay the d.5B after the d.5C if needed, also it's only the first half of a combo. @Kaori: I have a combo listed in the first post for you. sorry i'm bad at reading which one is it? CH 5B/5C/2C(1) > 5D > d.6B > d.5C > d.6A > d.5B > 236A > 665B > sj.C > j.D > d.6B > d.5C > d.6B > 22C~66 > 6C > 6B > 22B (3.1k-3.8k, 22%-27%) can't be it cause its too far Share this post Link to post Share on other sites
LunaKage Report post Posted December 6, 2013 that's the one. ehat do you mean "too far" ? Share this post Link to post Share on other sites
rayplay Report post Posted December 8, 2013 Does anyone have a corner combo that can get 5k or around that much from a 5B/2B starter? I'm getting more damage midscreen (both with and without a distortion) than I am in the corner. Share this post Link to post Share on other sites