actually i do a variation of this. In the beginning i do:
b+D, dash forward, b+B, b+B then do the rest of your combo. I got 16 hits for 622 dmg.
actually i do a variation of this. In the beginning i do:
b+D, dash forward, b+B, b+B then do the rest of your combo. I got 16 hits for 622 dmg.
I’m sorry? It’s an old habit from playing so much SF in the past. It’s common that you put the strength of the attack and then the name of the special move such as Viper’s EX Seismo, or Guile’s LP Sonic Boom, or Ryu’s HK Tatsu, etc. I understand the names for Ash’s special moves are kind of unique, but it’s not that hard to remember, really. But since you want notations, I’ll fix it for you. :bluu:
I didn’t see this one. If I did, then I am blind, I’m sorry, and I will delete this post:
[corner] j.D, c.C (charge db), CD, f+C, (charge d), u+D (300 dmg).
Again, if this has been posted, I’m sorry.
EDIT: Should go without saying, but this is not a CC
Which super does more damage in general, the flash kick super or sans-culotte? I find SC a little easier to get for some reason, despite the fruity motion.
Flash kick does more damage by itself and is overall the more versatile/better super. However SC juggles in the corner do look pretty cool
b+D, dash forward, b+B, b+B then do the rest of your combo.
how the hell does this work? ash does the same kind of thing in the combo video but after my first backkick he just stops the CC
Learning Ash, got some questions:
how fast do I have to start a charge from neutral in order to get a flash kick from cr.b->cr.a or s.C->CD?
can you press ABCD so fast that SC comes out before the jab if I’m not in any recovery animation?
what’s the difference between the two versions of flash kick DM?
is it possible to spam projectiles and/or sit on down back charge for a time over win? Also whats a good way to beat such tactics?
are there any CC combos that does respectable damage without using any 4~6P move?
I’m fairly certain the damage is the same on both BUT (D) version moves Ash further on the first kick, thus, having more range. Though it also has slower start-up than the (B) version and can’t be comboed from lights.
-well you can’t go from neutral to a cr.b->cr.a flask kick. you would have to charge a little bit before you hit cr. b. However, you can go cr.b, cr.b, (slight delay) cr.a into B flash kick. For all that to hit though you need to be really close to them. and as an added side note if you get cr.b, cr.b, wiff cr.a and you did the cancel for flash kick really fast then the flash kick will not come out.
-nope.
-I didn’t think there was a difference and I’m not really convinced that one moves further forward after looking at them again. Also, the D flash kick super does combo from lights
-Ash has great projectiles and can definitely go for time out wins. However fireballs can be dealt with fairly easily in this game so don’t expect to win off chip damage or anything like that. Smart use of Ash’s tools, including his fireball, can make it really hard to get in on him though.
-Easy mode CC combo with no 4~6P moves:
CC-> (while charging down back) C+D, B flash kick, B flash kick, flash kick super
(408 DMG)
Works anywhere but the harder combos are worth the extra damage out put imo.
Speaking of CC’s, has anyone found anything good mid-screen for ash yet? I guess 448 (posted earlier) is the number to beat.
^ I think the easy mode CC is simply a single flashy screen kick super that does 430 damage…your combo above does serve as a backup in case the super doesnt come out.
Here’s another midscreen CC
(4D, 66, 4Bx2, j.D rising), j.D falling, 5D, 236236K
Oh man good call on that immediate Flash kick super. I guess I was over thinking it a little bit haha.
So has anyone found any good match videos with a good Ash player present? I know vids of this game are kinda sparse anyways, but post em’ up if you find anything interesting!
I’m not sure how useful this will be, but you can use Ash’s qcb+x kiss special to extend combos. e.g. Throw opponent, qcb+B, c.B, c.B, c.A, kiss hits, run up, s.C, CD, qcfx2+K. If you’re fast enough you can do a hyperhop j.D inbetween but I’m not sure you can get the rest to connect if you do that. The problem is something like this is really hard to set up. If he recovered from his throw just a little bit earlier, you could do it easily. As it is though, the opponent should be able to jab you out of the kiss if they see you going for it on wakeup. Anyone else got some other setups/gimmicks you can use with this special?
Meterless midscreen combo, better damage than using c.B, c.A, d~u+K
If you land the s.C, CD, b~f+P in the corner, instead of juggling for damage, you can do f+C, CD or f+C, AB as a reset option.
Put up some combos in the Ash wiki page: http://www.shoryuken.com/wiki/index.php/Ash_Crimson_(KOF_XII)
BTW, he can only cancel f+C into CD if he has CC meter, at least in training mode. He can always cancel it into specials/supers, though.
Since I haven’t seen anyone mention them yet, there are a few Ash combos in the KOF XII guide book that I snuck into his combo appendix at the very last second. Unfortunately, I didn’t have the time to make a bigger mention of them like I had intended to. They do improve his throw/counter hit mix up significantly, however, so I at least wanted to talk about them here.
Ash can use his Genei to extend mid screen combos in a really powerful manner. To do so, land a Counter hit standing HK then cancel into a fully charged HP + HK. When the body blow attack crumples the enemy, cancel into QCB + HP, which purposefully whiffs. The second you recover from the Genei’s recovery, catch the falling opponent with crouching LK–>crouching LP–>charge B, F + LP. The LP Ventose will hit the opponent and push them into the planted Genei, enabling you to immediately super low jump forward and link into jumping HK, crouching LK–>crouching LP–> D, U + HK. This entire sequence combos and deals 409 damage. Bypassing crouching LK–> crouching LP–> D, U + HK and simply landing and doing QCF x 2 + HK leads to bigger damage.
Near corners, Ash can attack with a similarly powerful combo without the use of a the Genei. Score a counter hit HK–> HP + HK (fully charged), then dash forward and link into crouching HP–> HP + HK–> B, F + HP, juggle with LP LK HP HK, then juggle again with B, F + HP, then D, U + HK (478 damage).
Though seemingly difficult to safely land these combos, you can verify whether HK–> charged HP + HK has counter hit or not before continuing with the remainder of the combo. When blocked, you can release HP + HK early and cancel into B + HK to safely make a retreat. A basic way to land them is to perform a single crouching LP, then either throw or attack with either combo. Ash’s throw is relatively threatening, so throwing multiple times before going for the counter hit combo is occasionally an effective tactic.
j.A and j.D can be used as instant overheads. j.D on regular hop only. j.A and j.B can crossup, but realistically it’s only gonna happen on a crouching opponent. c.B, c.A, d~u+B sets up the distance perfectly if they don’t roll.
Hmm thanks for the heads up on the f+C, Dandy, I didn’t realise that. Seems you can use c.C as a reset in the same situation, the timing is just a little tighter.
Awesome, thanks for posting this. The timing is pretty tight to get the first c.B but it’s a cool combo.
I played around with Ash a bit more to try and come up with some more kiss setups and here is what I got. I dunno how useful it is, it’s hard to test with no opponents and only shitty AI to play against.
These setups only work if they don’t recovery roll the sweep, but if they do, the kiss will hit meaty as they recover from the roll, allowing you to pressure if they block or combo if they get hit. Of course this is just the beginning. After the opponent begins to fear the kiss, you can go for something more risky like a grab.
jump D > qcf+C (f+C) > qcf+D (flip kick DM) is a nice combo
What a great thread. I will try these combo’s tomorrow.
Does anyone have a match with Ash using Sans-Culotte or Thermidor?
I see most of these KOFXII character threads revolves around finding most damaging CC combos. While I do acknowledge that CC is formidable tool for huge damage but the sheer dedication has me thinking that kof12 is dedicated to just landing cc.
Though CC is a bit impractical in actual matches but it does seem that once it occurs its game over for that round.
well anyways I’m trying to learn ash and I was hoping to get some info on tactics.
What I mainly what to focus are his normals and implementing mind games using his commands as little as possible.
ash’s fireball is the most spammable fireball in the game… along with his kiss variations it’s really hard to get in on him… and once u do u gotta be careful cause of his d~u+B and abcd/qcfx2+B DMs… in general his normals aren’t all that good besides jump D, cr.B/A & b+D… so it’s wise to stay away and play zoning to frustrate ur opponent then when u get the opportunity which is often …since kof characters can run & short jump unlike stiff ass dumb sf characters …besides bison …he can fly …lol get in and do ur worst… then if u feel brave stay in and try to keep pressure or just land a throw… which lets u setup pretty much anything… and if u feel that ur opponent is scary up close such as goro do damage then run away…
if u spend some time to look through the thread there is actually info on pretty much all his b&bs and CC combos… also info on how to set them up… don’t be lazy… there is only 4 pages to read…