I don’t have this to practice with yet, but have played a couple of times.
…in that second video, how did he get the launcher so quickly after the second charge move? are the cancel properties different if it connects with an airborne opponent? i know you can link after it hits, but i saw this in another video where he did the launcher instantly after connecting with b, f+button.
the middle of karas dash will also pass through things
did anyone find a way to combo the chain yet? maybe baroque after the charge move hits…
you can cancel [4],6A/B/C into 3C, it’s not in the movelist. you can also cancel it into 623A/B/C, as mentioned earlier.
about comboing cable - i wondered about that as well. doesn’t work at all against airborne opps, but as you said, might be possible with baroque. will try out later.
best & easiest cable combo so far for me:
cable, then 214B or 214C, 5B,5C[2],3C, jump, late j.B, dj.B,B, 623C.
holy crap. i’ll test some of those and write a transcript for the combos.
edit: the longer combos base on 2C/1C after the charge move, then cancelled into charge move again. Didn’t even know you could cancel it into 2C.
corner infinite:
combo into [4],6B, [1]C, 6B, [1]C, 6B…
managed to get 34 hits so far. only works in your opponent’s corner. Does not seem to work against heavy characters.
j.B loop / infinite
[corner: jump, immediately j.B, doublejump & immediately ABC, wait a split second, j.B, j.B, /] x N
this loop is very hard, don’t have the patience right now to try and get more repetitions. Probably an infinite.
first combo in the clip:
combo into [4],6A or B, link 4B,1B,4C[2],1C, 6B, start loop until in corner, combo into 1C, 6B, 3C, aerial rave.
note: the combo in the vid is against a heavy char.
Having problems pulling this one off. Keep in mind that you can probably transition into the infinite if you are player 1 and are heading for the p2 corner. In all other scenarios you have to convert the combo so that you do 3C after the [4],6A/B in order to get an aerial rave before you might cross up your opponent.
the most useful things in there are probably the corner infinite and the combo after the counter super.
the other stuff is either too spacing/char specific or too hard (j.B combo).
The corner infinite is effortless to set up from Extension chain>reel in kick as it carries the opponent all the way to the corner that Karas is facing, and crouching B combos from it:
63214C>236C, [1]B, (6B,[1]C…)
The loop actually combos anywhere on screen except your corner (there, it crosses under for some reason), not just in your opponent’s corner, so you can carry them to their corner with the loop and continue it once you get there. You can also carry them to your corner and if your partner has a fast enough super you can DHC to it through Karas’s counter super, ie:
(loop till your corner) 2CxxCounter Super immediately DHC to Shinku Hadouken(Shin Shoryuken also worked, but damage isn’t really worth it).
I meant without baroque. But this means that if you’re facing your corner and you want to infinite, you can combo to chain, 214C, and juggle to their corner. I have to train myself to do that now.
the infinite does not seem to work at all in the 1p corner, and also does not seem to work at all on a good number of characters. going through the arcade mode of the game with karas, it didn’t seem to work on roughly half the characters the cpu picked. i’ll try to get a list tonight
of course, that could just mean that there’s a different variant of the infinite you have to use on the rest of the cast. shrug
if you’re blocking against karas doing the rekka -> slide thing over and over, you have to pushblock the slide to create a hole. you can jump out from there or do an invincible move
Something else I’ve found out during matches. Karas standing C can keep people out who jumps in and can punish if it hits. If it does hit while they are jumping in, then you can launch off of it.
The notation is wrong, the part about only being able to do it after 236A/B/C is right though(it can be done through DHC without the first sword spin however).
236A, 236A+B/B+C It only requires two attacks, not specifically B+C.
I messing around in training mode and noticed that if you dash and hit A at a certain frame after dashing through an opponent, it hits from behind. You can then combo into his 236+A/B/C, 236+BC super.
My question is, would his dash open up certain options or cross-ups for/while pressuring?
Anyone mind testing this out on another player? I only have one controller and no one to play with, at the moment :(. And PC is godly at blocking so I can’t really test to see if it’s a real cross-up or not.