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==Ground Throw Starter== | ==Ground Throw Starter== | ||
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! # !! Combo !! Damage !!Works on: !! Difficulty !! Notes | ! # !! Combo !! Damage !!Works on: !! Difficulty !! Notes | ||
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| Throw, Rensen || ??? || All || <span style="color:# | | Throw, Rensen || ??? || All || <span style="color:#00AEFF">[1] Very Easy</span> || Very cheap, but better than nothing | ||
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Revision as of 01:45, 4 August 2016
Combo Notation Guide | |||||||||
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Combo List
- All damage values are damage dealt to Sol unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
- Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
# | Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
_ | *** | *** | *** | *** | *** | *** |
5P/2P Starter
5K/2K Starter
6H CH Starter
5D Starter
Ground Throw Starter
# | Combo | Damage | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
_ | Throw, Rensen | ??? | All | [1] Very Easy | Very cheap, but better than nothing |
_ | Throw, 6K > 2S (HJC) j.H > j.D > Bomber | ??? | Most | [2] Easy | 2S whiffs on Zato and Venom (at least in -Sign-) |
_ | Throw, 66, 5K > 5P > 6K > 2S (HJC) j.H > j.D > Bomber | ??? | Most | [2] Easy | The alternative starter. Works better on irregular hurtboxes. |
_ | Throw, 6K > 2S > TK Bomber | ??? | Medium & Heavy | [3] Medium | Knockdown. Delaying the TK Bomber makes the knockdown easier. |
_ | Throw, 66, 2H(2), 5K > 5P> 2S, delay j.S(2) > j.H > j.D, 2S, j.H > j.D > Bomber |
??? | Millia | [4] Hard ??? | "Yousuke Super Phoenix" ver. Throw |
_ | "insert the full screen carry j.D loop" | *** | Potemkin | [5] Very Hard | Only for masters of delaying. |
_ | *** | *** | *** | *** | *** |
Air Throw Starter
Benten Gari Starter
Heaven Can Wait Starter
Thunder Shadow Chain Starter
Rashousen Starter
Combo Theory
TK Axl Bomber Loops
Bomber loops are done in the corner for easy damage and (usually) a knockdown. While there are various methods for performing a TK Bomber, it is most commonly done with a 6923 motion after a jump-cancellable normal. The TK Bomber motion can be practiced easily with a c.S on a grounded training dummy, though the timing varies between "launchers" (eg. 6P has a very short timing).
Relaunches are usually done with (5K or c.S) > 2S > TKB, (5K or 6P >) c.S > TKB, or 5P > 6K(1) > TKB, depending on the character weight and the number of repetitions. The balance between lifting the opponent high enough for more hits and reps (ie. damage), and finishing low enough for a knockdown from final TK Bomber or alternative ender (eg. Spinning Chain Strike (Rensen-down) or Sickle Storm) is something you have to learn by practice, especially from random antiair starters where the pickup height and amount of hits isn't identical each time (unlike throw starters).
Dropped TK Bombers can usually be salvaged by ending the leaked j.H into j.D > Axl Bomber, although it can leave you in a risky position (opponent recovering above you with a frame advantage). Another salvage method is a double jump and airthrow after the leaked j.H which can catch the opponent's air tech.