Hi guys, I’m trying to make a statistic regarding combos (all characters) and I need a little help. I need 2 combos per character:
Best BnB combo
Best punish combo
It doesn’t matter how many bars uses, but it must work midscreen, on at least half the cast, at least standing, and it should be practical. No jump in/counterhit/Ultra/Super.
Also, if the same combo is used as bnb and for punish, then I list only 1.
For now, what I’ve found is:
cr LP - cr Lp - cr Lk xx Ex Dash Upper - cr Lp - cr Lk xx H Headbutt = 231 dmg
cr Mp xx Ex Dash Upper - cr Lp - cr Lk xx H Headbutt = 311 dmg
I shouldn’t be posting because i don’t have dmg/stun values…anyway.
bnb: cr.lp, cr.mp xx ex.ru, cr.lp, cr.mp xx hp.hb (works on the entire cast except maybe Juri)
punish: cl.hk, cr.mp xx hp.ds FADC, cr.lp, cl.hk, cr.mp xx mk.ru
Those are the most practical with most damaging links.
cr.lp, cr.lk is the MOST practical…but not the most damaging. They assume standing.
You ruled it out, but Balrog’s best combo starter is j.hk/j.hp, cl.hk, cr.mp xx <insert dash punch> It’s about 300/450 stun before the special
That’s great stuff 3nigmatic, exactly what I’ve wanted, thank you. I will check the dmg value myself, no problem.
Wow, the first combo does 312 dmg, and the 2nd - 419. Man, Balrog has big dmg, I don’t know why people think he doesn’t.
It’s true that these combos involve a couple of 1 framers, but still…
Damage has never been an issue, he doesn’t have easy damage, a lot of hit high damage combos require a standing opponent and generally since everyone is crouch-teching, they’re not standing he only has one SLOW overhead. So he has damage, just not easy damage that either works on standing/crouching or coupled with a high/low mixup. Compare vipers f+mp OH to seizmo cancel with cr.mk and throw, silly fast high/low, throw mixup that leaves her safe. That’s generally the biggest impetus to speed up OH even if we can’t combo after it.
It’s a 1f link, you have to focus dash cancel forward, and hit cr.lp. It’s difficult, try against akuma in the corner, here’s a reference:
I don’t understand how it’s a 1 frame link to use Fierce straight after cr. strong. Seeming as if I just hold charge for the appropriate time THEN do the combo I can use fierce straight easily. :S
Ah…sry i misunderstood. you’re having trouble with cr.mp xx hp.ds (i thought you were having trouble with the hp.ds xx FADC xx cr.lp link) You’ve got it right, to get the hp.ds you need appropriate back-charge. cr.mp xx hp.ds is not a self-charging combo. Something like cr.lp, cr.lp, cr.mp xx hp.ds is, (or the obligatory cr.lp, cr.lp, cr.lk xx hp.ds).
Kinda sorta yeah. My problem is when I go from cl. st. Roundhouse to cr. strong INTO fierce straight the straight does not come out therefore I am wondering if I have to do something specific to get the appropriate charge time during that combo for Fierce straight to come out. Does that make sense(no sarcasm intended)?
lol i understand. cl.hk, cr.mp is not self-charging. meaning that you need partial back-charge BEFORE starting that combo. For example, if you do j.hk, cl.hk, cr.mp xx hp.ds, that combo is self-charging meaning that you need no back-charge before landing the first hit. That may be a good example.
You can also add an extra button, for example, cr.lp, cl.hk, cr.mp xx hp.ds is self-charging (but you can’t get down-charge, only back-charge)
Being a very detailed gentleman Jav1ts listed a whole lot of them but the one that is most efficient for damage and stun is
OH, crMP xx Fierce Dash Straight, FADC, crLP stHK crMP xx fierce UPPER