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[P4AU] Yu Narukami Combo Thread

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P4U2_Header_Combo_Thread.png

 

This is the combo thread, when combos are discovered, post them here. I will update the proper section as combos are posted

 

NOTATIONS

 
[table]Move Name Command Other names
Raging Lion 214A/B xxx
Swift Strike 214C/D Slide
Zio 236C/D xxx
Brave and Daring 236A/B Yumou
Big Gamble B+D DP
All out Attack 5A+B AoA
Throw 4/6C+D Grab
Shiden Issen 236236A/B/A+B Shiden, Issen
Ziodyne 236236C/D/C+D xxx
Cross Slash 214214C/D/C+D XSlash, CS
Raijin Enbu 214214A+B... Secret Super
(High) Jump Cancel 7 or 8 or 9 during the move (HJC) or (JC)
(Back) Dash Cancel 44 or 66 during the move (BDC) or (DC)
One More Cancel A+B+C during the move OMC
One More Burst A+C+D during the move OMB
Instant Air Dash 956 ( :uf:   :n:   :f: ) IAD
Counter Hit xxx CH
Fatal Counter xxx FC
[/table]
 
Notations that include an asterisk (*) mean that the normal/special is optional
  • 236A is easier to combo after a CH confirm or a crouch confirm
  • 236A will drop on standing confirms if spaced and will drop on a heavily spaced crouch confirm.
 
For now, assume damage is from non-CH value, unless it is stated at the start by CH or FC!
 
Safejumps
Collapsed: Safejumps:
CH DP>neutral jump> j.B
etc>Sweep>C-slide> 669 or neutral jump>j.B
etc>214B> 214[b or neutral jump]>j.B
etc>(air confirm)> 236A>214
Throw or 236B> 669> j.b
sweep> delay 214
C-CS> 669> j.b, will lose to fast reversals
etc> j.214A > jump> j.b
SHADOW ONLY: air confirm 5AAA> very slight delay jump j.b
 
Midscreen

Collapsed: Midscreen:
2A>2B>5B>5C>236A>214C> dash jump for safejump, damage :1527

notes: 2a needs to be point blank

2A>5AA>2B>5B>2AB>214C> dash jump for safejump, damage : 1250
notes: 2a needs to be point blank, consider spacing and adjust accordingly

5AA> 2B>5B> 5C> 214D, Damage:1846

j.B> 5AAA (JC)> j.C> j.214A> 5A> 5C> 2C> 214B, Damage:2551
Notes: Can only be done on starting position or near to the corner.

2B> 5C> j.BB (JC)> j.B> j.C> j.214B, Damage:2185

 

CH 5C DC> 5A*>2A*>5AAA> j.C> j.214A damage: ~2500 +28/29m gain

CH 2B> 5C> IAD j.A> j.2B> 5C > j.B(1)> j.BB> j.B> j.C> j.214B, Damage:2648

 

CH 5C IAD> j.BB> 662B>5C>5B>2AB>214C  Damage: 3043

Standing confirm

AoA~C> j.BB (JC)> j.A> j.B> j.C> j.214B, Damage:2861

CH Throw> dash 5C> delay IAD j.A> delay j.C> j.214A> 5A> 5C> 2C> 214B, Damage:2976
Notes: Can only be done on P1 starting position or near to the corner.


50% Meter
2B 5C *236A 214D OMC 5B 5C j.2B j.B j.C j.214B damage: 3501
 

5B 5C *236A 214D OMC 3214B 2B 5B 5C j.BB j.B j.C j.BD damage: 3895
 
5B> 5C> 214D (OMC)> 5C> delay IAD j.A> delay j.C> j.214A> 5A> 5C> 2C> 214B, Damage:3782
Notes: Can only be done on P1 starting position or near to the corner.
 
CH 5C DC> 2B>5B>5C>236A>214D>OMC>214B>5B>j.C>214A>5A>5C>2C>214B, damage 5190
 
75% 
 
5B>5C>214CD>DP(1)> B-issen> 662b> j.C>j.214A>5A>5C>2C>214B Damage: 4366
 
 
 
CORNER
Collapsed: Corner:
2A>5AAA>j.C>j.214A damage 1302, +25m gain

2A>2A>2B>5C>5B>2AB>214C> Safejump, damage :1527

2A>2B>5C>5B>2AB>214C>5A>5C>2C>214B Damage : 2377

j.B> 5AAA> j.C>j.214A>5A>5C>2C>214B damage: 2551, +40m gain

(j.B)> dash 5B>2B>5C>5B>2AB>214C>5A>5C>2C>214B, Damage: 2981

(j.B)> dash 5C>2B>5B> 5C>236A> 214C> 5A> 5C> 2C> 214B, Damage:3182
*crouch confirm combo

AoA~D (DC)> 5C> IAD j.BB> 5C> j.214A> 2B> 5C> 2C> 214B, Damage:3680

Throw> 5B> j.C> j.214A> 5A> 5C> 2C> 214B, Damage:2691

Airthrow> j.2B> 5C> 2C> 214B, Damage:2937

236B>2B>JC>J214A>5A>5C>2C>214B(delay) Damage: 2673

236B>fastest 5C>IAD j.A> j.C>J214A>5A>5C>2C>214B(delay) Damage 2866

CH 2B> 5C> delay IAD j.A> delay j.C> j.214A> 2B> 5C> 2C> 214B, Damage:3174
 
CH 5C DC> 2B>5C>5B>2B>5C>5B>2AB>2AB>214C>5A>5C>2C>214B, damage :4215
 
FC 2C (BDC or DC)>5B*> 5C>DC> 5AAAA>2A>5C>2C>214B, damage: 3663/3569, meter gain +45/+44

FC 2C (BDC or DC)> 5B> 5C> IAD j.BB> 5C> j.214A> 2B> 5C> 2C> 214B, Damage:4034
 
FC 2C> 214B>5B>5C>IAD j.2B>5B>5C>tk A-lion> 2A>5C>2C>delay 214B. damage 4127
 
FC 2C (BDC or DC) 5C> IAD j.2b> 5B>slight delay 5C> IAD j.2B> 5B>5C>j.214A>2a>5C>2C>214B damage: 4210

50%

5B> 5C> 236A> 214D (OMC)> j.C> j.214A> 2B> 5C> 2C> 214B, Damage:3844

5B> 5C>236A> 214D (OMC)> 214B> 2B> j.C> j.214A> 5A> 5C> 2C> 214B, Damage:4111

50% OMB

5C>236A>214D>Burst>5D>66B>5DD>TK214A>5A>5C>2C>214B>2B>5C>236A>DP>236236B. damage 6363

5C>236A>214D>OMB>214B>5B>5C>iad j.A>j.C>j.214A>5A>5C>2C>214B>DP(1)>236235B damage 6316

5C> 236A> 214D> omb> 214b> 5B>5C> iad j.A> j.C> j.214A> 5A>5C>2C>backdash> dash 5C> sj.b(2)> j.BD > C-ziodyne damage 6516

100%
 
5B>5C>214D> B-issen>omc> 5D> 2B>5B>5DD>214B>5B>5C>2C>214B damage 5088
 
5C>214D> B-issen>omc> 5D> 2B>5B>5DD>214B>5B>j.C>j.214A>5A>5C>2C>214B damage 6383
 

100% OMB

5c>236a>214d>236236b>OMB>214b>5c>IAD j.a>(delay)j.c>j.214a>5a>5c>2c>214b>DP(1)>236236B damage: 7266

 

CH 5c>236a>214d>236236b>OMB>214b>5b>5c>IAD j.a>(delay)j.c>j.214a>5a>5c>2c>214b>DP(1)>236236B  damage:7433

 

5c>236a>214d>236236b>OMB>5D>2B>5DD>214B>5B>5C>2C>214B>DP(1)>236236B damage: 7479

150% OMB

 

5B 5C>214D>C-CS> A-Issen> OMB>5D>2B>5DD>214B>5B>5C>2C>214B>C-CS damage:7914

5C>236A>214D>C-CS> A-Issen> OMB>214B>5C IAD j.A> j.C>j.214A>5A>5C>2C>214B>C-CS damage:9233

5C>236A>214D>214214C>236236A (S-Hold)>omb>5D>5B/(2B)>5DD>214B>2B/(5B)>j.C>J214A>5A>5C>2C>214B>214214C dm9520/9514

 
Back-To-Corner
 
Collapsed: Cornered:
FC 5AAA>delay j.236C>5B>5C>DC>5A>j.C>j.214A>2A>5C>2C>214B damage 3053
 
CH 5C DC>2B>5B>5C>236A>214D>OMC> dash 5C>IAD> j.A>j.C>j.214A>5A>5C>2C>214B damage 5141
Full-Screen Carry, there needs to be a gap between Corner and Yu.

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Shadow Narukami Combos

 

SHADOW FRENZY COMBOS

 

Back Throw> SB> 236CD> 236236C (OMC)> dash 214B> 214214C> 236236AB, Damage~3900
Back Throw> SB> dash 2AB> 236C> 214AB> 214CD> 214214C> 2B(1)> 5C> 236A> B+D(1)> 214214C> 236236AB, Damage~4800
Throw> SB> dash 5B> 5C> 214AB> 214CD> 214214C> 2B(1)> 5C> 236A> B+D(1)> 214214C> 236236AB, Damage: ~4600
Back Throw> SB> j.236CD> j.236C> j.214A> 214CD> 214214C> 2B(1)> 5C> 236A> B+D(1)> 214214C> 236236AB, Damage~5090
 
FC 2B> 5C> j.236C> SB> j.236C> j.214A> 214C> 214AB> 2AB> 236C> 214AB> 2AB> 236C> 236CD> B+D(1)> 236236B> 214214C> 236236AB, Damage:~5900
FC 2B> 5C> j.236C> SB> j.236C> j.214A> 214D> 214214C> 2B(1)> 5C> 214AB> 214CD> 214214C> 2B(1)> 214214CD, Damage: ~6200
 
2A> 2B> 5C> 214D> SB> dash 5C> 236CD> 214B> j.214A> 5C> 214AB> 2AB> 236C> 236CD> B+D(1)> 236236B> 214214C> 236236AB, Damage: ~5400
 
5B> 5C> 214D> SB> dash 5C> 214AB> 2AB> 236C> 236CD> B+D(1)> 236236B> 5C> 2C> 214B> 214214C> 236236AB, Damage: ~5700
5B> 5C> 214D> SB> dash 5C> j.236C> j.214A> j.236D> 5C> 214AB> 2AB> 236C> 214AB> 2AB> 236C> B+D(1)> 236236B> 214214C> 236236AB,Damage: ~6100
 
5C> 214D> SB> dash 5C> 214AB> 2AB> 236C> 236CD> 214B> j.214A> 5C> 214AB> 2AB> 236C> B+D(1)> 236236B> dash 5C> B+D(1)> 236236B> 214214CD, Damage: ~7300

 

 

So this Char has some dirty resets/gimmicks that force the opponent to block high/low during shadow rampage, i'll update the Shadow post soon (As soon as possible, school is starting to interupt) 

As well as brush up on Zio Canceling during Shadow rampage, you can also Check out Issen's quick vid on the topic : https://www.youtube.com/watch?v=SkVH40TFraY

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SHADOW FRENZY COMBOS

 

Back Throw> SB> 236CD> 236236C (OMC)> dash 214B> 214214C> 236236AB, Damage: ~3900
Back Throw> SB> dash 2AB> 236C> 214AB> 214CD> 214214C> 2B(1)> 5C> 236A> B+D(1)> 214214C> 236236AB, Damage: 4884
Throw> SB> dash 5B> 5C> 214AB> 214CD> 214214C> 2B(1)> 5C> 236A> B+D(1)> 214214C> 236236AB, Damage: 4827
Back Throw> SB> j.236CD> j.236C> j.214A> 214CD> 214214C> 2B(1)> 5C> 236A> B+D(1)> 214214C> 236236AB, Damage: ~5090
 
FC 2B> 5C> j.236C> SB> j.236C> j.214A> 214C> 214AB> 2AB> 236C> 214AB> 2AB> 236C> 236CD> B+D(1)> 236236B> 214214C> 236236AB, Damage: ~5900
FC 2B> 5C> j.236C> SB> j.236C> j.214A> 214D> 214214C> 2B(1)> 5C> 214AB> 214CD> 214214C> 2B(1)> 214214CD, Damage: ~6200
 
2A> 2B> 5C> 214D> SB> dash 5C> 236CD> 214B> j.214A> 5C> 214AB> 2AB> 236C> 236CD> B+D(1)> 236236B> 214214C> 236236AB, Damage: 5498

Notes: Timing on the last SB Shiden is tight. Auto-Hold can be used (Hold A during Cross Slash until a yellow bar appears, and then release) to make the combo easier. A Shiden will be used instead and total damage will be 5372.
 
5B> 5C> 214D> SB> dash 5C> 214AB> 2AB> 236C> 236CD> B+D(1)> 236236B> 5C> 2C> 214B> 214214C> 236236AB, Damage: 5953

Notes: You can add dash 2B(1) just before 5C> 2C to make the combo easier and deal more damage (5957).

 

5B> 5C> 214D> SB> dash 5C> j.236C> j.214A> j.236D> 5C> 214AB> 2AB> 236C> 214AB> dash 2AB> 236C> delay B+D(1)> 236236B> 214214C> 236236AB, Damage: 6138
 
5C> 214D> SB> dash 5C> 214AB> 2AB> 236C> 236CD> 214B> j.214A> 5C> 214AB> 2AB> 236C> delay B+D(1)> 236236B> dash 5C> B+D(1)> 236236B> 214214CD, Damage: 7356

Notes:

- 5C> B+D(1) is character specific

- dash 5C> B+D(1) can be replaced with dash 2B(1)> B+D(1) to decrease the difficulty and make it universal on all characters. Damage: 7255

 

Will post the exact damage values when I: 1- Get the game, 2- Get good enough to execute them

Edited by Tong

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Midscreen/Back facing corner
 
Meterless:
5AAA(jc)>JC>J214B dm1542
5A>5B>5C>214C dm1248
5A>5B>5C>236A>214D dm1875
5B(crouch hit)>5C>2C>236C dm1831
AOA>C Followup(FC)>JBB(jc)>JB>JC>J214B dm2905
2B(air hit)>5C>JBB(jc)>JB>JC>J214B dm2185
Throw(ch)>dash 5B>JBB(jc)>JB>JC>J214A dm2219
Air Throw>J2B(delay)>dash 5B>JBB(jc)>JB>JC>J236C dm2773
 
25%:
5A>5B>5C>236A>214CD>BD dm2445
214AB(FC)>dash 5B(delay)>5C(dc)>5A>5C(dc)>5A>5C>IADJB>JC>J214A>5A>5C>2C>214B(delay)>236A dm4274
236D(FC)>214AB>2B(1)>5C(dc)>5A>5C(dc)>5A>5C>IADJB>JC>J214A>5A>5C>2C>214B(delay) dm4415
 
50%:
5A>5B>5C>236A>214D>J236236C dm2820
5A>5B>5C>214D(omc)>6>214B>2B>5C>JB(jc)>JB>JC>J214A dm3289
AOA>C Followup(FC)>JBB(jc)>JB>JC>BD>J236236C dm3692
Throw(omc)>dash 5B>5C>JBB(jc)>JB>JC>J214A dm2355
236D(FC)>[214AB>fastest dash 2B>5C](×2)>IADJB>JC>J214A>5A>5C>2C>214B(delay) dm4958
 
75%:
5A>5B>5C>236A>214CD>BD>J236236C dm3356
214AB(FC)>dash 5B(delay)>5C>214AB>fastest dash 2B(1)>5C>214AB>fastest dash 2B>5C>IADJB>JC>J214A>5A>5C>2C>214B(delay) dm4992 
 
100%:
5A>5B>5C>236A>214D>214214C(delay)>236236A dm4299
 
150%:
5A>5B>5C>214D(omc)>6>214B>2B(1)>5C>236A>BD(1)>214214C>236236A dm5041
5A>5B>5C>214D(omc)>6>214B>214214C(crossup)>2B(1)>5C>236A>BD(1)>214214C dm5802
AOA>D Followup(FC)>214CD(1)>214214C(crossup)>2B(1)>5C>236A>BD(1)>214214CD dm5223
 
150%+Burst:
5A>5B>5C>236A>214D>omb>dash 214214C(crossup)>2B(1)>5C>236A>BD(1)>214214C>236236A dm6731
5B>5C>236A>214D>omb>dash 214214C(crossup)>2B(1)>5C>236A>BD(1)>214214C>236236A dm6946
5C>236A>214D>omb>dash 214214C(crossup)>2B(1)>5C>236A>BD(1)>214214C>236236A dm8057
Throw>omb>dash 214214C(crossup)>2B(1)>5C>236A>BD(1)>214214C>236236A dm5587
Air Throw>J2B(delay)>omb>dash 214214C(crossup)>2B(1)>5C>236A>BD(1)>214214C>236236A dm5994
2B(air hit)>5C>omb>dash 214214C(crossup)>2B(1)>5C>236A>BD(1)>214214C>236236A dm7298
 
 
Corner
 
Meterless:
5AAA(jc)>JC>J214A>5A>5C>2C>214B(delay)>236A dm2627
5A>5B>5C>214C>5A>5C>2C>214B(delay)>236A dm2411
5B(crouch hit)>5C>2C>214B(delay)>2B>5B>5C>hjJB>JC>J236C dm2961
JD>2B>JC>J214A>5A>5C>2C>214B(delay) dm2979
AOA>D Followup(FC)>214B>2B>JC>J214A>5A>5C>2C>214B(delay) dm3400
Throw>2B>JC>J214A>5A>5C>2C>214B(delay)>236A dm2773
Air Throw>J2B(delay)>5C>2C>214B(delay) dm2937
236B>2B>JC>J214A>5A>5C>2C>214B(delay)>236A dm2828
236B>fastest 5C>JC>J214A>5A>5C>2C>214B(delay) dm2835
 
25%:
JD>5B>5C>214AB>fastest 2B>JC>J214A>5A>5C>2C>214B(delay) dm3914
Throw>5B>5C>214AB>fastest 2B>5C>2C>214B(delay)>236A dm3147
Air Throw>J2B(delay)>5C>214AB>fastest 2B>5C>2C>214B(delay) dm3545
 
50%:
5A>5B>5C>214D(omc)>2B>JC>J214A>5A>5C>2C>214B(delay)>236A dm3525
5A>5B>5C>236A>214D(omc)>fastest 214B>2B>JC>J214A>5A>5C>2C>214B(delay) dm3861
AOA>D Followup(FC)>[214AB>fastest 2B>5C](×2)>2C>214B(delay)>236A dm3832
2B(air hit)>5C>hjJB>JC>J214A(omc)>JD>2B>5C>2C>214B(delay)>236A dm3535
 
50%+Burst:
5A>5B>5C>236A>214D>omb>214B>2B>JC>J214A>5A>5B>5C>hjJB>JC>BD>J236236C dm4967
5B>5C>236A>214D>omb>214B>2B>JC>J214A>5A>5B>5C>hjJB>JC>BD>J236236C dm5169
5C>236A>214D>omb>214B>2B>JC>J214A>5A>5B>5C>hjJB>JC>BD>J236236C dm5942
5C>236A>214D>omb>214B>[2B>5C>214AB](×2)>2B>JC>J214A>5A>5C>2C>214B(delay)>236A dm6112
 
75%:
5B>5C>214D(omc)>5C>214AB>fastest 2B>JC>J214A>5A>5C>2C>214B(delay) dm4312
Air Throw(omc)>2B>5C>214AB>2B>5C>2C>214B(delay) dm3635
 
75%+Burst:
5C>236A>214D>omb>214AB>2A>5C>214AB>2B>5C>214AB>2B>JC>J214A>5A>5C>2C>214B(delay)>236A dm6760
 
100%:
Throw>2B>JC>J214A>5A>5C>2C>214B(delay)>214214C>236236A dm4581
236B>fastest 5C>JC>J214A>5A>5C>2C>214B(delay)>214214C>236236A dm4743
 
100%+Burst:
5A>5B>5C>236A>214D>omb>214B>2B>JC>J214A>5A>5C>2C>214B(delay)>214214C>236236A dm5964
5B>5C>236A>214D>omb>214B>2B>JC>J214A>5A>5C>2C>214B(delay)>214214C>236236A dm6234
5C>236A>214D>omb>214B>2B>JC>J214A>5A>5C>2C>214B(delay)>214214C>236236A dm6967
 
150%:
5A>5B>5C>214D(omc)>2B>JC>J214A>5A>5C>2C>214B(delay)>214214C>236236A dm5296
5A>5B>5C>214D(omc)>fastest 214B>2B>JC>J214A>5A>5C>2C>214B(delay)>214214C>236236A dm5571
AOA>D Followup(FC)>[214AB>fastest 2B>5C](×2)>2C>214B(delay)>214214C>236236A dm5740
Throw(omc)>214214C(crossup)>2B(1)>5C>236A>BD(1)>214214C dm4661
2B(air hit)>5C>hjJB>JC>J214A(omc)>JD>5A>5C>2C>214B(delay)>214214C>236236A dm5309
 
150%+Burst:
5B>5C>214D>214214C(delay)>236236A>omb>214B>2B>JC>J214A>5A>5C>2C>214B(delay)>214214C dm7965
5C>236A>214D>214214C(delay)>236236A>omb>214B>2B>JC>J214A>5A>5C>2C>214B(delay)>214214C dm9127
5C>236A>214D>214214C(delay)>236236A>omb>5D>5B>追加D>214B>2B>JC>J214A>5A>5C>2C>214B(delay)>214214C dm9520
Throw(ch)>214214C(crossup)>2B>5C>omb>dash 214214C(crossup)>2B(1)>5C>236A>BD(1)>214214C dm6432
AOA>D Followup(FC)>214214C>236236A>omb>214B>2B(1)>5C>236A>BD(1)>214214C dm6222

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that's alot of combos lol, i'll go through them and see which ones to keep, some could be repetitive or obsolete

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Has anyone been able to get down S.Narukami xx>rampage>5C>214AB>2AB? I can't seem to get sweep to connect.

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Ah got it, it's just an Air Zio whiff Cancel sorta thing. Gotta do 214AB~236C/D (it's technically j.236C/D), this way you can cancel the recovery frames and land in time to combo into Sweep afterwards.

Also works with j.214A> 5C!

It can also be used to cancel 214A and  214B (214A/B/AB~j.236C/D/CD) recovery frames.

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so far i edited in corner meterless combos, i've optimized what was there and have included some from xlolxlolx's post like the corner command grabs.

i'll try to get through all this, but i probably won't be able to seeing as i'll be attending Summer Jam and won't be home for the weekend.

 

Also i'm not able to do the ender 214B>236A for some reason, apparently its listed in xlolxololx's post as a combo, but i kinda dont believe it. if someone else can confirm, thanks!

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It can combo but can only in corner and hitstun isn't tight

Edit: I only cause yellow combo no matter how early the combo is

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i'll be sure to put in some combos i found using 5C to punish using up all our resources for high damage. unfortunately i'll be away so be patient! 

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pretty sure most practical high damage combos off ch 5c midscreen are

 

air hit ch 5c>dc>(5b)>5c>burst>dash c cs>[2b(1)>5c>214ab]x2>dash 2b(1)>5c>236a>dp>c cs

ch 5c>236a>214d>burst>dash c cs>[2b(1)>5c>214ab]x2>dash 2b(1)>5c>236a>dp>c cs

 

unless you can get the new sandwich 5dd which is pretty awkward to do

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pretty sure most practical high damage combos off ch 5c midscreen are

 

air hit ch 5c>dc>(5b)>5c>burst>dash c cs>[2b(1)>5c>214ab]x2>dash 2b(1)>5c>236a>dp>c cs

ch 5c>236a>214d>burst>dash c cs>[2b(1)>5c>214ab]x2>dash 2b(1)>5c>236a>dp>c cs

 

unless you can get the new sandwich 5dd which is pretty awkward to do

 

ok if its midscreen, i cant connect 2b(1) 5c 214AB series, unless you need to microdash EACH 2b(1), but if i get to the corner, and CS so that they get the corner, you only get about 8.4k for the first one and 8.9k with the 2nd combo if you use the same combo,

however, if i land omb C CS to cross up, and using the same loop and finishing with 5C 2C 214b DP CS gets 9.4k, but it requires you to be close enough to the corner, but not reach the corner so that CS can cross up and getting cross up cross slash to connect consistently is kinda tough . theres other combos using the same resources that does 200 less along with lower execution.

 

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woops yeah i forgot to put type dash before the 2nd 2b in the loop haha

 

also if you know you're at least from p1 starting position when land ch 5c, you might as well just do the easy mode 9.6k combo, those 2 combos are strictly for midscreen that is far away from the corner you're facing, but there are probably similar damage no slide sideswap ones

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https://www.youtube.com/watch?v=ijHTCex52rU

 

Side swap/FC stuff I recorded.  Check for practicality.  Some of them are probably a bit unoptimized.

 

I like 5AAA>delay j.236C|>5B... for confirming FC 5A, j.B, etc without meter (stuff>236A>214AB).  It's helpful for punishing FC recovery stuff like Kanji's grab or IB'd droit.  The delay took me some practice but I think it's practical.  If ...delay j.236C|>5B/2B is too hard you can do 5A instead but it seems to limit your combo potential afterwards.

 

The 5AAA>delay j.236C side swap route out of the corner can go into 5C>2C>B Lion ender but it doesn't really give you the slide knockdown so I go for 236A ender.

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5C>236A>214D>Burst>5D>66B>5D>TK214A>5A>5C>2C>214B>2B>5C>236A>DP>236236A. 6315 Optimal 5C starter mid screen/corner Burst 50 meter?

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5C>236A>214D>Burst>5D>66B>5D>TK214A>5A>5C>2C>214B>2B>5C>236A>DP>236236A. 6315 Optimal 5C starter mid screen/corner Burst 50 meter?

 

you might be able to do more damage if you end with air ziodyne, but seeing as how you can easily get punished off a highly prorated combo that ends in air ziodyne its a good combo but little tough to execute, i'm assuming this is off CH 5C and 5D(1)?

if so, then theres another combo that doesnt require you to time 5D nor tk 214a while getting 1 point of damage higher lol with the B issen ender, so if you're comfortable going for that combo, then go for it. but here's an easier, slightly harder to drop

5C 235A 214D OMB 214B 5B 5C IAD j.A j.C j.214A 5A 5C 2C 214B DP(1) 236236B, non-CH: 6,226, CH: 6316

note: non-CH is easier to drop 5A 5C 2C portion as either 5A may hit too high, resulting in izanagi to 2C the opponent behind you or whiff, or 5A may whiff as you try to hit the opponent at a low height to avoid any problems with 2C.

 

edit: apparently you could do B-issen ender in your combo to get more damage. good stuff.

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updated, added in cornered 5C omb 150% and omb 50% punish combos, cornered combos starting with FC 5AAA combos, included safejumps, and optimized a few combos.

Next on the agenda are the following:

 

  • going to continue adding in combos with specific resources as well as position and multiple starters with and without awakening
  • add in corner maxe damage that leads into oki utilizing more safejumps, 5D, 2D, and 236[D],
  • add in combos utilizing 2A+C (hop cancel combos)
  • lab up FC combos with non-FC moves (similar to FC 5AAA, nice find btw)
  • look into guard cancel omb setups
  • include burst safe setups and combos
  • dig through optimal shadow rampage combos

 

so ya i hope to get this done by next week maybe? not sure cause school is starting up again so if you guys wanna help out feel free to post your findings

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even easier and higher damage route is just to b shiden burst early, both routes work from about the same distance from the corner

 

5c>236a>214d>b shiden>burst>5d>5b>5dd>214b>2b>j.c>j.214a>5a>5c>2c>214b   6661

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you might be able to do more damage if you end with air ziodyne, but seeing as how you can easily get punished off a highly prorated combo that ends in air ziodyne its a good combo but little tough to execute, i'm assuming this is off CH 5C and 5D(1)?

if so, then theres another combo that doesnt require you to time 5D nor tk 214a while getting 1 point of damage higher lol with the B issen ender, so if you're comfortable going for that combo, then go for it. but here's an easier, slightly harder to drop

5C 235A 214D OMB 214B 5B 5C IAD j.A j.C j.214A 5A 5C 2C 214B DP(1) 236236B, non-CH: 6,226, CH: 6316

note: non-CH is easier to drop 5A 5C 2C portion as either 5A may hit too high, resulting in izanagi to 2C the opponent behind you or whiff, or 5A may whiff as you try to hit the opponent at a low height to avoid any problems with 2C.

 

edit: apparently you could do B-issen ender in your combo to get more damage. good stuff.

Yes sir. Oh sweet its easier to do thanks. :) !!!. keep me posted. Also which do you prefer the Safe FC combos or non. Really not sure which one to go with at the moment?

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Found a 100% OMB corner combo that extends grovers's combo by using lol's opening

 

5c>236a>214d>236236b>OMB>(delay)214b>5b>5c>IAD j.a>(delay)j.c>j.214a>5a>5c>2c>214b>DP(1)>236236B Non-CH: 7343 CH:7432

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even easier and higher damage route is just to b shiden burst early, both routes work from about the same distance from the corner

 

5c>236a>214d>b shiden>burst>5d>5b>5dd>214b>2b>j.c>j.214a>5a>5c>2c>214b   6661

j.C won't seem to hit Sho because Izanagi is still on the ground when you do the move and it misses hit hitbox, and 5DD tends to completely miss a few characters, i've tried delaying it but couldnt get it off. On the chars it works on w/o delay, its a hell of a lot easier than the other stuff

 

edit: instead of doing j.C, on Sho & Mitsuru you can do 2B > 5C > 2C > B Lion for 6229

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interesting, didn't know about this, but it seems you can fix the height by doing 2b(1) or 5b instead of 5b(2) for about 60 less dmg. some characters float a little too high from the 5d but you can almost always delay the 5b so that 5dd connects 

 

either way, if it's too finicky i'd say burst straight into b dive combo is the safest option

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