This would be so much easier to read if the icons were used…? hint hint
I actually think otherwise to be honest. just look at a thread that uses a massive amount of icons. it’s too colorful and you lose focus way too easy. you’d still need to use text anyway for “s.” “cl.” etc beforehand. “s.mp” is easier to read then “s.:mp:”. imo.
Noobs like me that learn visually and aren’t particularly good at the game need visual reminders. =)
I just find it easier while I am sitting here in training mode to not have to really “read” the combo just kind of look at it and know what I am supposed to do.
I started using this as a meterless punish where I know I can get a hit / jump in or something.
Jump in or cross up, cr. fierce xx lk shredder, cr. fierce xx mp phoenix smasher. I’m at work, but I believe it does slightly under 400. If the cr. fierce is blocked, you have enough time to press a punch to get mortar punch instead. I tested it a bit, and it doesn’t seem like you can jump away from the mortar punch, instead you’ll get an airborne knockdown, where you can follow with a ground bounce.
I know Paul is supposed to be terrible, and I’m not particularly awesome with him, but I’m enjoying him the most / I wanna build my team around him as crazy as it sounds =).
Thought I’d share a decent hit-confirm combo with good damage and oki afterwards.
Starting up close: st.lp, step st.lp, cr.hp xx lk shredder, cr.mk xx HK shredder.
With a j.MK it does just barely over 300 I believe. Leaves you right next to them. You can tag cancel the last shredder for extended combos but it scales pretty bad.
thanks to you and eaglyjin I tested shredder combos some more. c.hp xx lk shredder is VERY consitently. in the worst case it you only get one hit, which still lets you combo afterwards, in which case you get less damage then with a lk raze, but you’re still get something out of it, but ONLY off a** c.hp** and only lk shredder. this makes it rather limited to jump in combos as you’ll get only the one hit version after a s.lp, s.lp, c.hp and cl.mp, c.hp.
the best news about this is that it’s HELLA easy to link afterwards. you can even use c.mp, making it even easier. I also found that you can combo cl.hp and c.hp (which is also very easy, in fact you have to slightly delay it, otherwise smasher will go under) afterwards leading to combos like this:
[389] j.hk, c.hp xx lk Shredder, c.hp xx Smasher
[391] j.hk, cl.mp, c.hp xx lk Raze, c.mk xx Smasher
only 2 damage less, but instead of two 2 frame links you can pull it off way easier. for the sake of consistency (and we all drop combos every know and then), I’ll prolly roll with shredder from now on for jump in punish combos.
[536] j.hk, c.hp xx lk Shredder, c.hp xx Super Art
[539] j.hk, c.hp xx lk Raze, c.mk~s.hp xx Super Art
again only 3 damage less, but easier to do.
because you can combo two heavies it’s in fact the best 3 bar combo, depending on your partner:
[~608~] j.hp, cl.mp, c.hp xx lk Raze, c.mk xx Cross Art
[~623~] j.hk, c.hp xx lk Shredder, c.hp xx Cross Art
as you mentioned this is also a way to make use of switch cancel for paul:
[344+] j.hk, c.hp xx lk Shredder, c.mk xx lk Shredder xx Switch Cancel
only c.mk works midscreen (early c.mp as well, but it’s not worth the extra timing). lk shredder, c.hp xx shredder connects in the corner, tho.
Lk shredder seems the best to use for switch canceling as it’ll leave the opponent slightly closer to your second character.
depending on the second character’s options it could be wise to skip the second c.mk xx shredder due to damage scaling.
if you do lk shredder, c.mk xx shredder without switch canceling you only get one hit, however due to the fact that the last hits occur after you switch cancel it also resets the juggle points for the opponent, making them connect. as far as I can tell it does NOT take away any juggle points from your partner. so free extra damage.
added these and more combos to the list in the first post.
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?
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!
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.
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.
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.
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.
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.
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.