yeah landing calibur execution in the corner by itself isn’t going to be much help, but if you baroque into it from something else I’m sure it’ll be quite doable. I THINK you can even do it off a 6B4B if you time it just right, but I also suspect it’ll blow you back a bit too far before the chainsaw finishes buffering.

Keep in mind that you can input the motion as 6B1B to start charging the chainsaw as soon as the attack comes out.

edit: 5C (1 hit) 2C M-Calibur execution 6B4B M-calibur execution 2C works in the corner, doing about 20000b on it’s own. But not like you’ll be able to land a 5C in the corner most of the time.

Not sayin, but just sayin XD

At any rate, I think it can be agreed that both of his charge moves are integral to combos, as almost every combo I’ve seen that does any noteworthy damage integrates them in some way, sometimes more than once, sometimes both of them! (baroquing the bnb can allow for both in one combo) and there are dozens of options for both of them, not in the least of which is comboing nicely into both TC and L-P for a finisher, or a rocket for a reset.

Also, Calibur execution is completely doable off of the 6B-4B, just buff it in on one, like you said. A nice combo initiator too, if you can baroque after the last hit but before the animations downtime finishes outside of the corner (after the moves completion and the enemy goes flying) you can use that huge flight time as a launcher and nail them on the way back down with whatever combo you like, initiating with either 5A for accuracy or 2C for loss of proration are probably the better ideas, seeing how both can be comboed religiously.

Something interesting I noticed.

6b4b > mid guns (fire both) does more damage than a regular tackle combo ending with 2C

with two machineguns, a simple 2A, 6b4b, 236B 214B does about 19000b damage, which is very respectable.

also. tackle C into A rocket doesn’t work as well as I originally thought. There’s still enough time for some characters to avoid the rocket. 3C > C-rocket is probably much more effective as a reset, though you can still get guaranteed resets from C-tackle if you are prepared to baroque it and fire the rocket early.

Near the corner, you can link a raw B-version tackle from 6b4b into a dash 6B4B or a launcher if you’re quick. In some instances you can even get a 5A 5B 5C series in there, but the other options are more damaging.

And yeah, I’m having a hard time firing the guns more than twice in a row.

Been reading on the combos being said since the op wasn’t updated.

The calibur combos in the corner, I am having issues finding an appropriate starter move for it since it doesn’t seem to work while they’re OTG from 2C (not surprised) so depending on them to get hit by it is… I can only land A version calibur after 2C, baroque, and repeat and can’t seem to do tactical calibur super (or L-P) unless I was further away from them in the corner (as in not in their face, which would make 2C unable to land 3 hits) and used C calibur.
Been testing these with Auto-Guard in training on a Karas.

Would love to see a video with all the combos set here. Would do it myself but I can’t seem to execute them too well (plus it would just be a low quality camera lol)

If it isn’t too much trouble if the op could be updated with the combos found that work <3 Having to copy and paste them on notepad on my pc isn’t as nice XD

For those corner calibur combos, you need to start it with the first hit of 5C and then cancel that into 2C. you can usually get 2 hits of the 2C before you have to cancel into calibur.

And sure, I’ll update the OP with some combos and resets when I get the time.

My favorite combo which isn’t too hard to do once you get the quirks and timing down.

(in corner facing right)

Throw,5A,5B,6B4B,B-VStackle, Baroque, 5A,5B,6B4B, C-calibur execution, L-P buster, Forward dash, 2C.

This combo goes for 45-46 hits and will usually do around 50.000b damage.

Of course the throw is breakable and thus, is optional. If you simply land the 6B4B, you can easily land the rest.

Another very fancy variation can go like this:

Throw, 5A,5B,2B,6B4B, C-CaliburExecution, Baroque, 5B,2B, 6B4B, C-Calibur Execution, LP Buster, Forward Dash, 2C.

Goes for around 59 hits with only 1b more damage than the previous one around.

Yeah in general you don’t really want to list combos that start from grabs, since grabs are quite unreliable. I need to start listing good baroque combos though, so I’ll make that my next addition to the main post, then I’ll go into rocket resets.

Which is why I said the throw is optional.

5B-6B4B

2B-6B4B

2A-6B4B

These are other options as well. Like I said, it’s the 6B4B that truly matters.

I named the throw simply because it’s the most powerful. Of course it’s not that reliable, but if you land the throw, you confirmed the whole combo pretty much.

Also PTX’s frame to break the throw is not as forgiving as some people make it. Sure it’s huge compared to every other character except Lightan, but it’s still reasonable.

Was the time to tech it smaller than it was in the japanese TvC? I was practicing against a friend awhile ago and he told me that the time to tech it isn’t THAT big. Out of 10 times, he teched half of them.

The following is an extremely important question: If PTX-40A isn’t in Lost Planet 2, but Marcus Fenix is… will we be seeing chainsaws tearing it up in TvC2?

lol I’ve been thinking that too.

I actually believe that PTX is going to be model-swapped for the new PTX replacement mecha in LP2.

PTX’s cross-up/trap tricks! Wish I’d known sooner. T_T


http://www.nicovideo.jp/watch/sm9797586 vs giants

the damage! <_>

I beleive you could do those resets without using baroque though, through rocket > machinegun chain. But I’m not really sure about that.

New discovery.

I’ve been mucking about with PTX’s guns. I found some rather interesting stuff.

the guns fire one after the other depending how fast you did the input. you can do the first two really fast but then you have to wait for the second gun to fire before you can get the third one to fire simultaneously. the timing is a bit tricky, but doing a quick left B right C is a fantastic way to bother pesky super jump IAD users.

the A version of guns is the only one which can be chained into itself 3 times. So far I’ve only been able to get 3 shots off the A version by inputting 214A 126A 214A nice and steady. The interesting thing is that I only seem able to chain the third if I use the left gun first.

Left > right > left

I could not get this to work with the b and c versions of the guns. They only seem to be able to chain twice.

You can however do the following:

Left A Right B left B
Left B Right A Left B
Left B right A left B

and so on.

Also, the third shot will only come out if your second shot has hit the opponent.

There seems to be a few rules to chaining the guns:

Rule1: you must fire the guns in the order of left-right-left
Rule 2: only the A guns can be chained into themselves more than twice
Rule 3: your shots must hit the opponent
Rule 4: the second shot must be an A

Sometimes I found it was possible to skip guns by firing too fast. PTX would aim the right weapon and not fire before shooting the left shoulder again.

another random oddity was that sometimes PTX’s gun would drop off and cancel all recovery in doing so, meaning I was able to jump or move as soon as the gun had dropped off. I can’t seem to replicate this but it’s happened a few times now.

I also noticed is that when a gun hits the opponnet, it counts as a hit cancel point for any of PTX’s moves. You can test this for yourself easily. Stand way back and use PTX’s barrage on a training mode dummy without guard. When the missiles fire and the opponent starts getting hit rapidly by the explosions, start hitting A as fast as you can. You’ll notice PTX do a series of really quick jabs even though his jabs aren’t actually hitting the opponent. I’m not sure how useful this is, but it works for baroqued rockets too.

People really should start using these things more. A chain of 3 guns in a combo fills more than half of PTX’s bar.

PTX mirror matches. Hellz yeah!

[media=youtube]He-HX8fG5Cw[/media] (wtf happened at the end?!)
[media=youtube]0fThGygG7eE[/media]
[media=youtube]5JT7szpc4JI[/media]

woow, some nice things in those matches, but so many missed opportunities. Not a single vs tackle was used properly, and they missed many potential game ending calibur Executions. Not to mention not a single 4B-6B, very disheartening…

I’m a Jun/Chun user and am scared to fight PTX. Any advice on the best way to approach him?

As chun, jump above him and spam aerial lightning legs until you have enough meter for a level 3, then use lightning legs into level 3 for big damage.

As Jun the swan, just try to land any one of her dancing swan attacks and you’ll be able to juggle him.

On the opposite end of that, what’s the most effective way to deal with the Lightning Legs spam?

Swat them with jabs.

Block.

Prepare a light VS tackle.

Actually, 5C will surprise chun Li’s who think they’re safe above you, as will a well-timed J.5C.