what is the highest combo dmg output from CH j.lk in air to air? It seems that J.LK lands pretty frequently as a CH.
I’ve been thinking CH J.LK > Cr.HP > EX.Mortar Punch > Cr.MP > Cr.MK > Phoenix Smasher
Haven’t test it in the lab yet, just an idea.
Anyone tested it before?
zUkUu
48
it depends when you hit the opponent as you have more or less time to connect afterwards.
pre peak:
c.lp, c.mk xx Smasher / Super / Cross
or
c.lk, c.mp xx Smasher / Super / Cross
around peak:
c.mp, c.mk xx Smasher
and
c.hp xx Super / Cross (SLIGHTLY (like 7 for super) more damage due to scaling)
post peak:
f.mp, s.hp xx Smasher / Super / Cross
Corner:
c.mp, c.hp xx Smasher / Super / Cross
I simply go with c.mp, c.mk xx Smasher most of the time unless it’s very early in the jump.
edit:
and your combo does not work. ex morta on an allready juggled opponent does not yield a groundbounce which you can followup afterwards. the j.lk/hk whatever also allready consumes juggle potencial. that’s the reason you can’t do c.mp, c.mp, c.hp xx Smasher in the corner (the smasher simply does not hit the opponent).
Recently dropped Asuka to pick up Paul. He definitely seems interesting despite some flaws he seems to have.
I’ve been playing around a lot more with mid-screen shredder combos (from point blank range):
- cr.LP, st.LP, cr.HP xx LK Shredder (1 hit), cr.MK xx MK Shredder (2 hits) = 250 damage
From here you can keep walking forward and jump forward right before the opponent touches the ground. If they quick stand and Paul does an early j.MK, it’s not a cross-up, while the late j.MK will give a cross-up.
- cl.st.MP, cr.HP xx LK Shredder (1 hit), cr.MK xx LK Shredder (3 hits) = 300 damage (The last Shredder gets only 2 hits after a non cross-up j.HK)
Paul can stand still and jump forward right before the opponent touches the ground. The same rule with combo 1 applies here.
In the corner:
The raze does not hit, but if you cancel into it with the normal timing it will not cross-up, while if you cancel into Raze as late as possible you can corpse hop your opponent (but you will put yourself into corner). It is only effective if the opponent quick stands. If you corpse hop you can go for a hit confirm combo of your choice.
A hit confirm combo mid-screen:
cr.LP, st.LP, cr.MK xx LK Shredder (2 hits), cr.HP xx Smasher = 278 damage
I'm yet to have a single match against a human opponent due to the exams last week (I decided to pick him up right before exams), but I seek to improve with him starting today.
Tag Cancel setup Cr.M Punch, Cr.M Punch xx Ex Phoenix Smasher, Forward M Punch, Cr.M Kick xx M Shredder Kick… Leaves them in the air for a good Bit!
zUkUu
51
can’t wait to get back into training mode when the patch rolls out to rewrite the whole combo list. I sincerely enjoy finding this stuff^^ I’ll dig into online matches as well, maybe I’ll stick with the game this time around.
Ralenzo
52
Couldn’t agree more !!
I find the game pretty repetitive at the moment, and I only play it for my friends. So hopefully the patch will change all that.
zUkUu
53
once the patch rolls out I’ll make a new combo thread. this way the pre v2013 info doesn’t get lost (for pc guys and for comparison’s sake) and we have a fresh start with combo talk.
With this chance arising, I’ll make use of a better layout as well, so I’m gonna use 2-3 posts (combo, frame data and general stuff or something).
Honestly I don’t think combos is going to drastically change other than you add Mountain Raze into old combos and then do typical post tag combo for the juggle. Damage wise, it adds another 30-60 damage to most of the combos listed, new combos; if made, will still be around 350 range.
zUkUu
55
combos (or to be more precise, damage values) will change A LOT. the new max damage link cl.hp, c.mp; new raze juggle potential, cross art damage buff, possible new shredder potential, c.hp damage nerf etc
I’m not sure, but at least for a ground combo, cl.st.HP starter -> cr.MP link shouldn’t change since it’s still the same +6 on hit, and I cannot connect with it or far st.MP. All I can do is cl.st.HP -> far st.LP -> cr.MK -> Raze.
zUkUu
57
cl.hp is +5 and c.mp has 6 frames start up currently. c.mp’s startup gets decreased to 5 frames, making the link possible in v2013.
TYVM for clarifying. Apparently I thought cl.st.HP was +6 on hit for some reason. Dang. I also forgot about the buff with cr.MP having 5f start-up.
From what I tested, the link would definitely work since both of them seems to be in range. I’m not sure if it is possible after a jab -> cl.st.HP tho.
zUkUu
59
sadly cl.hp, cl.mp probably won’t work =/ that would be awesome 
I would’ve loved that too.
TBH I don’t think you would have to add a new combo thread. I figure there will be new combos that will be made possible, but there prolly won’t be old combos that will be made impossible. I think you can simply separate the old ones for pc and add new combos to 2nd half of the post or something.
zUkUu
61
problem is character limit, updated frame data picture, and I need to do almost every combo anew anyway since all combos that include raze (and that do most of them) are outdated, any combo that uses c.hp as well (which is also in most of them). it’s not about old ones being “impossible” but “outdated” (damage changed / obsolete / better combos) now. just the very easy low hit combos stay the same and only when they not make use of cross art. I also want to take the chance to write up a move guide or something with ya guys which can be added then as well (when or where to use smasher / morta etc, setups or whatever).
1st Post = Frame Data + Misc info (hp, dash frames etc)
2nd Post = Combos
3rd Post = Special Move overview
This thread will of course be unstickied and renamed once the new one is up to replace its position.
I understand. I respect your decision.
zUkUu
63
I’m looking forward to all the new tech and combo finding with you all.
btw, what super does the most in the game? Zangiefs? If I use it for the cross art combos, I can use [~670] instead of [~650~]. ^^
350 supers should do the most ingame and I imagine there’s a few. Off the top of my head I know Kuma does.
Sent from my DROID2 GLOBAL using Tapatalk 2
I believe Hugo’s Super did 380 dmg.
zUkUu
66
you’re right. that doesn’t change does it? and the DLC characters are below as well I’d guess. thx