we may need a mod to come in here and edit the first post with all the combos and damage.talk about dropping the ball
This would be great. All the combos people are listing from j.hk etc are nice and big numbers but much much more important to get combos from hammer punch, confirm c.lp string, Chrome Dome bounce, counter etc… the max damage jump in combos are nice too, but outside of setups jumping isn’t the best thing…
Im pretty sure max damage overhead is
cr.lp, st.mp xx dp+mp, st.hp xx dp+mp, st.hp xx dp+k,hp
This also happens to be the max damage off forward+mp. But its a 1 frame link so do ing either cr.lp. f+lp.lp at the start or cr.lp into cr.mk xx ex dp if too far away is better
agreed. I’m going to do some more testing when I get home (been pretty sick lately so haven’t had the energy to do anything) and I’ll post my results for f.mp and f.lp -> mp especially since I find these pretty useful in match.
st.mp doesn’t connect with mp.rising upper, it can connect with lp.rising upper though, but you’re still too far away to connect that from b.lp
Sorry mean b+mp not st.mp
So I’m confused: what are 'Hachi’s best meterless and 1-bar combos? I saw the excellent posts about the ones off his overhead/low mixups, but just standard BnBs I’m confused whether it’s better to go with the Rising Uppercut loops or the one that opens with Dragon’s Breath.
this is the longest combo i can think of. uses 1 bar and one ground bounce
j.hk, f.lk xx cr.mp xx f.jab > jab, hcf.lp, s.lk > s.mp > s.hp, ex. dp.hp, f.jab > s.mp, s.hp x dp.mk > hp.
xx = links
> = chains
x = cancels
yeah, i’d like to know too since the op hasn’t updated yet.
so far i’ve been using
meterless: fw.lk, cr.mp, fw.lp, st.mp, st.hp, mp.dp, st.hp, dragon upper, follow up
dmg: 344
if you use j.hk as a cross up make sure it hits deep to link it to fw.lk
i was wondering though can you start this same combo off with fw.mp and b.lp? my execution is getting better with hei, but i’m not sure if it’s possible or if i just execute it. i always seem too far away to do cr.mp, fw.lp,st.mp
as for 1 meter i use
fw.lk, cr.mp, fw.lp, st.lp, demons breath, st.lk, st.mk, st.hp, ex demons breath, b.lk, st.hp, mp.dp, cr.hk
dmg: 328
i forgot who made this combo up, but it was from this thread. so credit him/her.
the dmg doesn’t seem like a lot, but it looks cool when i pull it off
Nice, but I think that it might be better to find meterless options that don’t have chain series (scales worse for grey life). More hits is good for meter building combos, but gets negated by having to use ex out of the chain series.
I have been almost exclusively working from c.lp as a confirm so far and my go to is c.lp x 2, f.lp>lp xx hp.dp, s.hp xx mp.dp, s.hp xx dragon upper follow up (tag). Meterless 379 if I remember correctly (if not tagging). This is nice as well since it can be linked (using 1 c.lp) from hammerpunch (unless the hammerpunch or b.lk causes bounce, then skip the second hp xx mp dp)
But I have also started playing around with ending BnB’s in sweep to try and setup an untechable; feels like oki is way less important in this game because of so many escape options, but who knows…
Is it possible to combo with Hei after Kings up knees into roundhose tag cancel mid air? I’m not great at execution but I feel like it should work. Anyone here tried it out or mind testing it? I’m trying to make a Hei/King team. Although seeing these characters on Cross Assault so much made me hesitate for awhile.
Heihachi’s best meterless combo, which I think was already posted in this thread:
Jump HK (crossup possible) > hp > dp.mp > hp > dp.mp > hp > dp.k > p
That will net you 432 damage.
You can get over 600 easy if you have 3 bar and do tag ultra instead of that last dp.k > p. With Kazuya, for instance, you net 611 damage.
If you have only 1 bar, though, you get some really tasty options. For instance, with Kazuya as his partner:
Kazuya starts:
j.hk > cr.hp > qcb.mp > TAG > hp > dp.mp > hp > dp.mp > hp > dp.k > p for 511 damage.
Heihachi’s best combos (by best, i mean most useful), though, are the ones that are ambiguously blocked. For instance, f.mp is blocked low and can link into f.lp > mp, which can lead to a nice juggle.
f.mp > f.lp > mp > fp > dp.mp > fp > dp.k > p for 344 damage and requires the opponent to really be on their toes for blocking.
What are some good combos for Heihachi to do off of coming in from a partner’s launcher? I was burning way too much meter last night for so little damage.
I guess it depends what character/move you are tagging in from, for rolentos patriot circle i usually do :dp: :lp: > st :hp: xx :dp: :mp: > st :hp: xx :dp: :k: > :p:
How about coming in from a Magic Series?
From a magic series you are pretty limited. I think something like b+mp xx dp+lp (maybe mp if you are to far) st.hp xx dp+lk,lp is probably the most you could get for no meter.
For the guy talking about from Patriot Circles I’ve found that the most damaging is
Rolento Patriot circlex2 (tag) cr.lp xx qcf+lp, b+mp xx dp+mk, st.hp xx dp+mk, st.hp xx dp+k,p
and finally for the guy saying his most damaging combo for no meter is just the hp xx dps combo I showed before its actually
j.hk, b+mp xx qcf+lp, b+mp xx dp+mk, hp xx dp+mk, hp x xx dp+k, p does 437 and looks sick.
Its better from a pure damage standpoint, but feels pretty awkward to execute and its a 10 hit combo. The dp loop feels more like a more solid BnB, even though its 5 damage weaker, it does lead into more damage if you decide to go into super/tag due to being 8 hits.
Im assuming you mean dp+mp and not mk.
That gives me 338 damage with and without low forward before the patriot circles.
The one that i posted about earlier gives me 342 without low forward and 340 with.
Interesting, usually I find switching after full patriot circles does less damage. Well I’ll try it and see how it is.
The other combo though isn’t really awkward and is also a safer hitconfirm since you have better frame advantage after qcf+lp then off st.hp xx dp+mp. Also if you are going to do a tag combo you should tag earlier anyway. In that combo for instance if I was going to tag I’d do
j.hk, b+mp xx qcf+lp, b+mp xx dp+k,p and tag then so you get some damaging hits in and then go into a tag combo to get the most for your meter.
Can anyone confirm for me how much damage the following does:
jp HK, qcf LP, dMK xx qcf PP, dp M, HP xx dp M, dHK
Is this the least hit/easiest to land/solid damage 1 meter combo? I found it here btw.
Also can anyone tell me roughly how much damage I lose by only doing 1 Rising Upper into Dragon Upper? My execution is not at the level to 100% land 2 Risings into Dragon
It deals 444 damage over 8 hits, seems like a pretty impractical combo to me.
What exactly is it that you are having trouble with when trying to do a combo with 2 force stand :hp:'s?
in terms of execution it’s on the same level as the one you listed, might just be a simple timing error that you have as you have to delay the fierce punches quite a bit.
As to how much damage you would lose, it depends on the combo but around 50-100 damage if you cut off 1 dp.