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The Ms. Fortune Combo Thread - I Dismember You!


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#1 10 January 2012 - 05:13 AM

Mr. Kimura
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Listing of combos go here. Try to post optimal or flashy combos. Don't be shy about your findings.

Make sure you look for the blue spark after an OTG, if it does have a blue spark, then its not a combo. They can tech. Hit them before they bounce again for the blue spark.

It would be greatly appreciated if some of you guys can check periodically to make sure the combos work, and are in their proper listing.

Contents

1) Standard Combos
1.A) Midscreen
1.B) Near Corner
1.C) Corner

2) Headless Combos
1.A) Midscreen
1.B) Near Corner
1.C) Corner

3) Team Assist Combos
1.A) Midscreen
1.B) Near Corner
1.C) Corner


STANDARD COMBOS

MIDSCREEN

LP > LK > MK > HK > jump > j.MP > j.HP > j.HK > j.214P - babby's first combo into launch, with head toss. Use this if you're brand new in training. Other than that... expand.

LP > LP > LK > MK(2) > HK > j.MP > j.MK(2) > j.HP > j.214LK > OTG 2LK > HK > j.LK > j.MP> j.MK(2) > j.214P > delay 623HK~K > j.HK -3836 damage


NEAR CORNER

LP > LK > MK(2) > HK > j.MP > j.HP > AD > j.HP > 214PP > 2LK > 2HP > air stuff - still working on this one, this one came from SRK.

HK > j.MP > j.HP > ADC > j.HP > j.214LK > land > MP >HK > j.LP > j.MP > j.HP > ADC > j.MK > 214HP > land > 2MK > HK > j.LK > j.MK > j.HK > j.214KK - ~6600

HK > j.MP > j.HP > ADC > j.HP > j.214K > (land, use up OTG) > 2MP > HK >j.LK > j.MP > j.HP > ADC > j.MK > j.214P > land > 2MK > HK > j.LP > j.MP > j.HK > j.214KK - ~6900

2LP > 2LK > 2MP > MK(2) > HK > j.MP > j.HP > ADC > j.MK(2) > j.214LK > land > 2LK > HK > j.LK > j.MP > j.MK(2) > j.214P > wait > MP > HP > LP > MP > MK(2) > HP > LK > MP > MK(2) > HP > 2MP > MK(2) > 214HP > j.HK > 2MK > 236P x3 > 236PP - this combo goes headless after the spike for a juggle

2LK > 2MP > MK (2) > HK > j.HP > ADC > j.MK (2) > j.214P > land, pause until close to ground > 214HP > LP > LP > LK > MP > MK (2) > 236MP x3 > 236PP - Needs to be checked for techability.

2LK > 2MP > MK (2) > HK > j.MP > j.HP > ADC > j.MK (2) > 214P > wait > 214HP > LK > MP > MK (2) >236MPx2 > slightly delayed HP > LP >LP > LK > MP >MK(2) > 236MPx3 > 236PP

... > HK > J. HP > ADC > J. MK > J. 214P > 214HP[h] > J. HK > MK > HK > J. MP > J. MK > J. 214LK > 6HP[h] > MP[h] > MK > HK > J. LK > J. MK > J. 214LK > 6HP[h] > LP > LP > MP[h] > MK > HK> J. LP > J. MP > J. MK > J. 214LK> 6HP[h] >...


CORNER

LP,LP > LK > MK(2) > HK > j.HP > Airdash > j.MK(2) > j.QCB+[HP] > MP > MK(2) > QCF+LPx2 > ]HP[ > HK+[HP] > j.MP > j.MK(2) > j.HK > F+HP > LP,LP+[HP] > MK(2) > QCF+LPx2 > ]HP[ > cr.LP,LP+[HP] > MK(2) > QCF+LPx2 > ]HP[ > LK+[HP] > MK(2) > QCF+LPx2 > ]HP[ > cr.LK+[HP] > MK(2) > QCF+LPx2 > ]HP[ > cr.MK > HK > j.LK > j.MP > j.MK(2) > j.HK > QCB+HP > cr.MP > cr.MK > HK > j.LP > j.MP > j.MK(2) > j.QCB+MK > j.QCB+KK -Ultra long combo by Uri. You have to get the head to hit them after j.HK before they hit the ground, avoiding the OTG and just becoming a juggle. Then you can use it later for Nomnomnom.

2LK > MK (2) > HK > j.MP > (slight delay) j.HP > (slight delay) j.HK > (land) > LP > MP > MK(2) > HK > j.MK(2) > j.214HP > (land + walk back a little bit) > 623HK ~ K > j.LK > j.MK (2) > j.HK > (land) > 214HP > MP > MK (2) >236MP x3 > 236PP - Copperdabbit, corner combo, does 7033 (3 Characters) 9172 (2 Characters) 12335 (1 Character). This requires the j.HK>s.LP restand. You'll have to get below the opponent before doing j.HK to do that.

j.HK > 214MK > (land) 2LK > 2MK > HK > j.MP > (slight delay) j.HP > (slight delay) j.HK > (land) LP* > MP > MK (2) > HK > j.MK > j.214HP > (land) (wait for the opponent to get lower to the ground) 623HK ~ K > j.LK > j.MK (2) > j.HK > j.214HP** > (land) > MP >MK (2) > [HP]*** > 236MP x3 > ]HP[ > 623HP > (straight jump) j.LP > j.LK > j.MK (2) > 214MK > 214KK > (during the ending the super) 214HP**** > (dash forward) 2LK > MP > MK (2) > 236MPx3 > 236PP.

*: If you get the timing right on this, it does NOT otg. Instead it restands them.
**: Again, if you do omnomnom quickly enough, this juggles and does not OTG.
***: This is a really tricky bit. You need to hold the HP button down so you don't collide with the head, and then release it immediately after the rekkas FINISH hitting, and cancel the hit of the head into 623HP. It took me a few hours to get it down fairly consistently.
****: If you've done everything right, this is the time you use up your OTG. -Copperdabbit. This combo does lots of damage. This should be video of it.


j.HK > 214MK > (land) >2LK > 2MK > HK > j.MP > (slight delay) >j.HP > (slight delay) > j.HK > (land) > LP > MP > MK (2) > HK > j.MK > 214P > (land) (wait for the opponent to get lower to the ground) > 623HK ~ K > j.LK > j.MK (2) > j.HK > j.214HP > (land) > MP > MK (2) > [HP] > 236MP x3 > ]HP[ > 623HP > (straight jump) j.LP > j.LK > j.MK (2) > 214MK > 214KK > (during the ending the super) 214HP* > (dash forward, to other side of opponent) 2LK > MP > 5MK (2) > 236MP x2 >236K > 214HP > LK > MP > MK [HP] > 236Px3 > 214]HP[ > 2LP > MP > MK (2) >[HP] > 236Px3 >214]HP[ > 2MP > 2MK (2) > 236Px3 > 236PP

The damage varies slightly depending on how many hits you get from each omnomnom. The most I've ever seen it do is 12005 (again, 1v1). It also is a meter positive combo and builds the meter for each super you do in it.

Total count of rekkas: 5
Total count of omnomnom: 5
Only move not used to start a chain with: 2mk.

May not work at all on Double, and very hard on Cerebella. -Copperdabbit


j.HK > j.214HK > 5HK > j.HP > ADC > j.MK(2) > j.214P > 214HP[h] > j.214MK > MP[h] > 236MP~236MP~236MP > HP[h] > 214HP[h] > j.HK > j.214MK > 2MK > 236MP~236MP~236MP > HP[h] > 214HP[h] >j.MP > j.214MK > 2MP > 236MP~236MP~236MP > HP[h] > 214HP[h] > j.LK > j.214MK > 5MK > 236MP~236MP~236MP > HP[h] > 214HP[h] > j.214LK > 5LK > 5MP > 5MK > 236MP~236MP~236MP > HP[h] > 214HP[h] > j.LP > j.214LK > 2LK > 5MP > 5MK > 236MP~236MP~236MP > HP[h] > 214HP[h] > 5LP > 5LP > 5LK > 5MP > 5MK > 236MP~236MP~236MP > HP[h] > 214HP[h] > 2LP > 2LP > 5LK > 5MP > 5MK > 236MP~236MP~236MP > HP[h] > 214HP[h] > 214PP - Really long death combo. Click here for the "easier to read" version. Click here for video.

Edited by Mr. Kimura, 19 May 2012 - 01:58 AM.

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#2 10 January 2012 - 05:15 AM

Mr. Kimura
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Headless Combos will probably go here.

MIDSCREEN

NEAR CORNER

CORNER

LP>LP>LK>MK(2)>HK>jump>j.LP>j.MP>j.MK>j.214LK>c.LP>HP[h]>MP>MK(2)>HK>jump>j.LK>j.MK>j.214KK - ~4.4K, have the head near you. May help to hold the HP button to avoid hitting the head and to make the head hit easier.

Edited by Mr. Kimura, 15 April 2012 - 02:17 AM.

[2:39:05 PM] SpiritJuice: i wish i was an attractive girl with big breasts
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#3 10 January 2012 - 05:18 AM

Mr. Kimura
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Team Combos will go here.

MIDSCREEN

NEAR CORNER

CORNER

IAD j.LP>j.MP>Land>Dash>LP>LP>LK>MK(2)>623LK~K>j.MK(2) >j.HK>OTG c.MP>c.MK>HK>j.LP>j.MP>j.MK(2)>j.214P>Land>Wait>23 6PP>DHC to Peacock Laser Super. - If you're midscreen, after the j.HK knockdown, land and Dash into c.MP>HK>and continue it. I don't think you get the super at the end cause the Head Throw won't bounce them but I'll refine it tomorrow. -Orion

Edited by Mr. Kimura, 13 April 2012 - 02:33 AM.

[2:39:05 PM] SpiritJuice: i wish i was an attractive girl with big breasts
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#4 11 April 2012 - 11:50 AM

OrionXElite
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So I decided that Fortune fits my needs as a point character really well. Shes a lot of fun, shes a cat person and when her head is OMNOMNOMNOMNOMNOM'in on people, I can't help but laugh :3

So after like an hour, I came up with a combo that works anywhere with a slight variation between Midscreen and Corner. Also note, I start these the way I do cause they are quick overheads into easy confirms, and I haven't worked out the variation for crouching opponents yet mainly because its 4:30AM and I have school at 9 :P Its not very refined but I figured I could get some kind of conversation going for people to work with :3 (Side Note: IAD = Instant Air Dash)

Head ON: IAD j.LP>j.MP>Land>Dash>LP>LP>LK>MK(2)>623LK~K>j.MK(2)>j.HK>OTG c.MP>c.MK>HK>j.LP>j.MP>j.MK(2)>j.214P>Land>Wait>236PP>DHC to Peacock Laser Super.

EDIT: this is the corner version. If you're midscreen, after the j.HK knockdown, land and Dash into c.MP>HK>and continue it. I don't think you get the super at the end cause the Head Throw won't bounce them but I'll refine it tomorrow.

But uhh...Yeah thats what I came up with in like an hour :3 I already have a concept for a crouching confirm which involves replacing the s.MK with a c.MK since it whiffs on crouching and replacing the Fiber Uppercut part with her Rekka and getting an OTG from there.

#5 11 April 2012 - 02:44 PM

Urichinan
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After the j.214P ground bounce, I'm sure you could follow it up with a ground string starting with MP since it hadn't been used yet in a combo.

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#6 11 April 2012 - 06:30 PM

Bolverk-GTM
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snip


Okay so I took this and made it actually...possible to do without the opponent blue bouncing mid-screen.

Stuff into 623LK~K > j.MK(2) > j.214LK > OTG c.LK > s.HK > j.LK > j.MP> j.MK(2) > j.214P

Bam. I heard that blue bounces are techable, even if the first bounce is a red bounce. I didn't know if it was true or not, but just in case, I started fixating combos based off of that.

EDIT: I'll get back to this one... I could be acting stupid and thinking that the second light bounce in a knockdown counts toward the blue bounce rule.

Edited by Bolverk-GTM, 11 April 2012 - 06:42 PM.


#7 11 April 2012 - 06:56 PM

Mr. Kimura
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During ground recovery, the character remains completely invulnerable until she is free to take another action. Ground recoveries are available for 12 frames during a knockdown. Generally, each combo allows for one OTG, giving the first knockdown red impact sparks and is not immediately Ground Recoverable. The second knockdown in a combo will have Blue imact sparks meaning it is instantly Ground Recoverable.


Sounds like you're right.
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#8 11 April 2012 - 07:02 PM

Bolverk-GTM
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and I just noticed that the first bounce of j.214P doesn't leave a spark at all. Time to go investigate more... Almost 5k off of a light is a nice thing, but... I could have 5k or more.

Edit: AHA!

Stuff into st.HK > j.MP > j.MK(2) > j.HP > j.214LK > OTG c.LK > s.HK > j.LK > j.MP> j.MK(2) > j.214P > delay 623HK~K > j.HK

I knew you could do something meterless with that j.214P ender!

Edited by Bolverk-GTM, 11 April 2012 - 07:23 PM.


#9 11 April 2012 - 08:07 PM

worldjem7
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My Ms.Fortune Bnb, requires attached head.

6,500-6841 (varies based on head shenanigans) in 1v1
s.HK -> j.MP j.HP (dash cancel) j.HP -> QCB+LK (land) c.MP -> s.HK ->j.LP j.MP -> j.HP (dash cancel) j.MK -> QCB+HP (land) c.MK -> s.HK > j.LK -> j.MK -> j.HK -> QCB+2K


Slightly easier version that still does 6.8k on 100% damage. Just swapped where the j.LK and j.LP go since for the third air chain they go pretty high and j.LK hits lower.

s.HK > j.MP j.HP (dash cancel) j.HP > j.214MK (land, use up OTG) c.MP -> s.HK ->j.LK j.MP -> j.HP (dash cancel) j.MK -> 214HP (land) c.MK -> s.HK > j.LP -> j.MP -> j.HK -> 214KK

This combo also builds the meter it needs for the super, so you can even start at 0 bars. 6946 is the highest I've gotten with this combo.

Edited by worldjem7, 11 April 2012 - 10:23 PM.


#10 11 April 2012 - 08:10 PM

Mr. Kimura
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and I just noticed that the first bounce of j.214P doesn't leave a spark at all. Time to go investigate more... Almost 5k off of a light is a nice thing, but... I could have 5k or more.

Edit: AHA!

Stuff into st.HK > j.MP > j.MK(2) > j.HP > j.214LK > OTG c.LK > s.HK > j.LK > j.MP> j.MK(2) > j.214P > delay 623HK~K > j.HK

I knew you could do something meterless with that j.214P ender!


It worked when I did it, and got 3836 damage.
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#11 11 April 2012 - 08:30 PM

CopperDabbit
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I found that in the corner, if you do an air chain that ends with j.hk while you're well under them, you can land and hit with 5lp as a re-stand, so you don't use up your OTG. I need to experiment with it some more, but I was able to figure this out:

ground chain into 5hk > jc > j.mp > (slight delay) j.hp > (slight delay) j.hp > (land) > 5lp > 5mp > 5mk > 5hk > jc > j.lp > j.mp > j.hp > j.hk > (land) > 2lp > chain into launcher > j.lk > chain into j.hp xx 214p (ground bounce) and then I need to figure out more stuff. Seems promising.
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#12 11 April 2012 - 08:51 PM

Mr. Kimura
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I was testing with that, but the second j.HP... should that be j.HK? Anyway I messed with just doing HK>j.MP>j.HP>delay>j.HK>LP and that worked so I think you're onto something.
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#13 12 April 2012 - 12:45 AM

Horror
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Easy headless sandwich combo.

Be within h.HP range, head on opposite side of opponent (h. = headless, unless there's already a notation for it!), st.LP>st.MP>cr.MK>h.HP>dash forward>st.LP>st.MP>cr.MK>h.HP>rekka rekka super | ~4700

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#14 12 April 2012 - 01:34 AM

EmbersRed
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Do we have throw combos that are not: (ground throw) xx Rekka xx Berserker Barrage? Also what about Air throw combos?

#15 12 April 2012 - 01:37 AM

worldjem7
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Well, in the corner you can use your OTG to do whatever, but I think midscreen is pretty limited.

#16 12 April 2012 - 03:04 AM

Horror
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I've noticed that you can do IAD j.lk>j.mk>214lk land, and then continue on from there. Seems to be a worthwhile pressure tool.

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#17 12 April 2012 - 03:25 AM

Mr. Kimura
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Has anyone been practicing combos on Valentine and had anything weird happen? As in some things just won't connect? For me j.MKs in combos just seem to have trouble hitting her so I omit them.
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#18 12 April 2012 - 03:43 AM

Horror
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Has anyone been practicing combos on Valentine and had anything weird happen? As in some things just won't connect? For me j.MKs in combos just seem to have trouble hitting her so I omit them.


Check out the hitbox option in training mode I guess? I've noticed some ground stuff will miss on Painwheel, so it's gotta be character specific stuff.

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#19 12 April 2012 - 03:56 AM

Mr. Kimura
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Check out the hitbox option in training mode I guess? I've noticed some ground stuff will miss on Painwheel, so it's gotta be character specific stuff.


Yeah I used the hitbox display, looks like her hit animation or something makes it whiff.
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#20 12 April 2012 - 04:39 AM

Jackie Chandler
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Notation:
Combo 1: jHK, Air Dash, jLP, jLK, cLP, cLK, cMP, sMK (2 Hit), sHK, Jump, jLP, jLK, jMP, jMK (2 Hit), jHK, cMP, cMK, cHP. 3699 Damage.
Combo 2 (Blue Beat): Air Grab, falling jHK, cMP, sMK, sHK, jMP, jMK (2 Hit), jHK, Air Super. 4675 Damage. Doing both combos results in 8374 Damage.

Like it says in the description, probably isn't maximized at all. Don't haze me bro~

EDIT: Turns out the second combo is techable after the air grab. Gah.

Edited by Jackie Chandler, 12 April 2012 - 11:49 AM.


#21 12 April 2012 - 04:42 AM

Urichinan
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Corner BnB:

LP,LP > LK > MK(2) > HK > j.HP > Airdash > j.MK(2) > j.QCB+[HP] > MP > MK(2) > QCF+LPx2 > ]HP[ > HK+[HP] > j.MP > j.MK(2) > j.HK > F+HP > LP,LP+[HP] > MK(2) > QCF+LPx2 > ]HP[ > cr.LP,LP+[HP] > MK(2) > QCF+LPx2 > ]HP[ > LK+[HP] > MK(2) > QCF+LPx2 > ]HP[ > cr.LK+[HP] > MK(2) > QCF+LPx2 > ]HP[ > cr.MK > HK > j.LK > j.MP > j.MK(2) > j.HK > QCB+HP > cr.MP > cr.MK > HK > j.LP > j.MP > j.MK(2) > j.QCB+MK > j.QCB+KK

I don't remember how much damage it does, I only did it once. You have to get the head to hit them after j.HK before they hit the ground, avoiding the OTG and just becoming a juggle. Then you can use it later for Nomnomnom.

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#22 12 April 2012 - 05:02 AM

OrionXElite
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I've noticed that you can do IAD j.lk>j.mk>214lk land, and then continue on from there. Seems to be a worthwhile pressure tool.


I've been doing IAD j.LP>j.MP since the MP has a lot of Hitstun but recovers really fast on the ground so you actually have enough time to Dash up after landing before continuing the combo. Also I use IAD j.HP since up close, it can crossup into an easy confirm. So switching between j.LP and j.HP can be a pain in the ass to deal with if you're caught off guard.

EDIT: Also Uri, that combo is awesome. I thought I was making progress then this combo shot down my hopes:v: Oh well, I'll try it out later and see if I can get those concepts down, having a combo that uses the Head and can end in Headless Super of some kind while also getting good damage is certainly what I need right now to make my team more effective.

Edited by OrionXElite, 12 April 2012 - 05:24 AM.


#23 12 April 2012 - 05:41 AM

Mr. Kimura
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Corner BnB:

LP,LP > LK > MK(2) > HK > j.HP > Airdash > j.MK(2) > j.QCB+[HP] > MP > MK(2) > QCF+LPx2 > ]HP[ > HK+[HP] > j.MP > j.MK(2) > j.HK > F+HP > LP,LP+[HP] > MK(2) > QCF+LPx2 > ]HP[ > cr.LP,LP+[HP] > MK(2) > QCF+LPx2 > ]HP[ > LK+[HP] > MK(2) > QCF+LPx2 > ]HP[ > cr.LK+[HP] > MK(2) > QCF+LPx2 > ]HP[ > cr.MK > HK > j.LK > j.MP > j.MK(2) > j.HK > QCB+HP > cr.MP > cr.MK > HK > j.LP > j.MP > j.MK(2) > j.QCB+MK > j.QCB+KK

I don't remember how much damage it does, I only did it once. You have to get the head to hit them after j.HK before they hit the ground, avoiding the OTG and just becoming a juggle. Then you can use it later for Nomnomnom.


I'm struggling to get this one down... I may dumb it down a bit. Probably not a good idea to try hard at this after a few beers :v:
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#24 12 April 2012 - 06:22 AM

CopperDabbit
CopperDabbit

    Corner Combo

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Heya guys, I found a cool corner combo using the j.hk (land) lp re-stand I mentioned earlier. Ends up doing:

7033 (3 Characters)
9172 (2 Characters)
12335 (1 Character)

Notation:

2lk > 2mk (2) > HK > j.mp > (slight delay) j.hp > (slight delay) j.hk > (land) > 5lp > 5mp > 5mk > HK > j.mk(2 hits) > 214HP > (land + walk back a little bit) > 623HK ~ k > j.lk > j.mk (2) > j.hk > (land) > 214HP > 5mp > 5mk (2) xx 236MP xx 236MP xx 236MP xx 236PP

I found this before I saw urichinan's post. Too late/tired to try out his combo to compare. Anyway, enjoy.
"What kind of robot are you anyway?"
"I'm just a robot that wants to live in your underpants."

#25 12 April 2012 - 11:51 AM

Jackie Chandler
Jackie Chandler

    Dat Ass-Troll

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Regarding the second combo I posted, someone pointed out that it's actually techable as they hit the ground after the air grab, which makes it not a true combo. My bad guys.

This game's training mode is innovative in all the right ways, but lacking in all the wrong ways. Unless I'm missing a "set dummy to tech" option somewhere.

#26 12 April 2012 - 04:56 PM

Furok
Furok

    Gold Member

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this is the corner combo i came up with:

cr.lp cr.lk cr.mp st.mk(2) st.hk j.mp j.fp airdash j.mk(2) j.214lk cr.lk st.hk j.lk j.mp j.mk(2) j.214p wait st.mp hp st.lp st.mp st.mk(2) hp st.lk st.mp st.mk(2) hp cr.mp st.mk(2) 214hp j.hk cr.mk rekkas super

does ~7500 at 1.00 dmg ratio

#27 12 April 2012 - 08:57 PM

FairlySadPanda
FairlySadPanda

    Not Very Effective

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Not many people discussing basics.

Ms Fortune gets something like 4.5k off of a random st. HP without any skill required:

st.HP, qcf+HP [x3], qcf+pp

For a reasonably easy 5.5k, works anywhere on screen:

cr.lk, cr.mp, st.mk (2 hits), st.hk (launcher), jump, j.hp, air dash, j.mk (2 hits), qcb+p (removes head, ground bounces), land, wait until they're just about to hit the ground, qcb+hp (omnomnom), st. lp, st. lp, st.lk, st. mp, st. mk (2 hits), qcf+mp x3, qcf+pp.

Minimum damage scaling is 15%, you hit that at 14 hits. So make sure to maximise the number of hits following the fourteenth (so wait for the last hit of omnomnom, and make sure you do the complete lp-mk chain).

Only part of the above combo I'm nervous about is the omnomnom connection. As it's hitting near the point they collide with the ground, I'm worried it's techable.

Edited by FairlySadPanda, 12 April 2012 - 09:01 PM.


#28 12 April 2012 - 09:36 PM

EmbersRed
EmbersRed

    Skirt Chaser

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A nice gimmick combo to end the round:

IAD backwards j.LK xx QCB+KK dash forward s.LK, s.MK xx QCF+PP
Does about ~4700 one vs one

Or

IAD backwards j.LK xx QCB+PP
Does about ~5300 one vs one

The IAD backwards j.LK comes out real quick and catches people off guard. Useful if you need an instant overhead and some quick damage to close out the round. Pretty sure it can be optimized better. **EDIT: you can do it off a cross-up IAD j.LK or a jump-in w/e dash cancel j.LK to crossup for an easy combo.

Edited by EmbersRed, 12 April 2012 - 09:43 PM.
Added damage values


#29 12 April 2012 - 09:55 PM

Bolverk-GTM
Bolverk-GTM

    Accidental Reset God

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For a reasonably easy 5.5k, works anywhere on screen:

cr.lk, cr.mp, st.mk (2 hits), st.hk (launcher), jump, j.hp, air dash, j.mk (2 hits), qcb+p (removes head, ground bounces), land, wait until they're just about to hit the ground, qcb+hp (omnomnom), st. lp, st. lp, st.lk, st. mp, st. mk (2 hits), qcf+mp x3, qcf+pp.

Minimum damage scaling is 15%, you hit that at 14 hits. So make sure to maximise the number of hits following the fourteenth (so wait for the last hit of omnomnom, and make sure you do the complete lp-mk chain).

Only part of the above combo I'm nervous about is the omnomnom connection. As it's hitting near the point they collide with the ground, I'm worried it's techable.


Since there wasn't an OTG in the combo, that is definitely not techable, even if they touch the ground a little (it will red bounce). Matter of fact...I can do something more with that combo, I bet. I learned a thing or two about headless today and I think something can be applied toward the end of the combo.

EDIT: Okay nevermind. The head flies off into no man's land after the OMNOMNOM, making any headless loops impossible to do in that combo. Oh well, it was worth a shot.

Edited by Bolverk-GTM, 12 April 2012 - 11:11 PM.


#30 13 April 2012 - 02:20 AM

Jackie Chandler
Jackie Chandler

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