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Done By:The Beholder
Faq Version.1
Combos and Tactics FAQ
ALASTIS COPYRIGHT INC.
Thephantommanes@hotmail.com
IT IS A NEAT TRANSCRIP COPY OF THE ORGINAL ALASTIS PRODUCTS, IN WHICH YOU CANNOT COPY RIGHT IT UNLESS ALASTIS INC. AUTHORITIES.
THIS FAQ ONLY DONE FOR THE PURPOSE USE OF ALASTIS INC. ONLY.IT SUPPOSE TO SHOW EITHER GUIDE OR TACTICS OR STRATEGIES OR COMBOS FOR THE PURPOSE OF VIDEO GAMES FAQS.
Table of contents:
I.Notations
II.Combos and tactics
III.Bugs and simple notes
V.Credits and Special thanks
I.Notations:
f Forward direction (Move forward)
u Up direction (Jump)
b Back direction (Move backward)
d Down direction (Crouch)
f/u Foward+Up direction (Front jump)
b/u Back+Up direction (Backward jump)
b/d Down+Back direction (Crouching,could charge b/d)
f/d Down+Forward direction (Crouching,Could charge f/d)
f,f Dashing
b,b Back dash or retreat
d,u Super jump
d,u/f Super front jump
d,u/b Super backward jump
360 Motion pad from u to clockwise or anti clockwise motion tell it reach u agian
u,u/f,f,f/d,d,d/b,b,b/u,u
f270 Motion from f clockwise tell you reach u
f,f/d,d,b/d,b,b/u,u
b270 Motion from b Anti clockwise tell you reach u
b,b/d,d,d/f,f,f/u,u
WP Weak Punch "A"
WK Weak Kick "B"
SP Strong Punch "C"
SK Strong Kick “D”
SP+sK Right throw, throws opponent to the other side (C+D)
WP+WK Left throw, forward throw (A+B)
-Power Bar diffinations:(proportioned to both the red and yellow life bar together)
1/4 Means 1/2 of the first yellow bar
1/2 Means the whole first yellow bar itself
3/4 Means 1/2 of the second red life bar
Full Means the whole first and the second bar themselves.
-Conuter:While guarding, SP+SK.Doesnt deal any damage.Takes a bit from super Bar
-Guard forward step: While Guarding, quickly press either f,f or f Plus any button.Must be done quickly
-Guard Back Step: While Guarding, Quickly press either b,b or b plus any button.Must be done quickly
-Guard crush: Happens when you guard alot untill your guard meter finishes up.Guard crush effect is stun to opponent,giving you properties of free hits
-Special Maximum Cancel: Mainly maximum cancel is like cancel a Special move or special hit or super moves into on to another.Some charecter’s like Sagat,Dimitri,Akuma,or Chun-li are like able to special cancel(mainly most of the charecters can special max.cancel),Example: Sagat, f,d,f/d+SP for tiger uppercut,if you did SP or WP just quickly as soon as you excute Tiger uppercut(maximum bar for maxim cancel),he will cancel the uppercut into a tiger fireball(qcf+Punches or Kicks).These kind of stuff are special maximum cancel’s,mainly most of them are aint usefull that much like dimitri’s f,d,f/d+SP into SP (any charecter that can cancel an uppercut into fireball are mainly useless maximum cancel cause they can never connect).Note:Mainly any charecter with charging move cannot special maximum cancel.
Here are some simple examples of maximum special cancels:
-Dimitri: f,d,f/d+SP >> SP(For fireball)
-Sagat: f,d,f/d+SP >> SP(For fireball)
-Chun-li: Qcf+WP >> qcf+SP(For super)
-Genjuru: qcf+SP >> SP(For uppercut) or vise versa
-Traps: What are traps?? Traps are a non combo strategy but more to Tactic.It is were you get opponent to trick them in order to fall into other hit’s connection(it maybe either followed by combo’s,super,Special move, Throw…etc)
Example of some traps: Akuma and Shin Akuma Death could be used as trap,simply jump in deep to opponent with SK and then normally excute Death super(WP,WP,f,WK,SP).This will not be counted as a combo,but totally guarenteed and non escapable.
Look at the strategies for Shin-Akuma and Dimitri,these charecters hold lot of traps.
-Arieal Rave: A series of combo while you and opponent are in air and you are preforming a combo,a charecter who can arial rave: Like Kim kaphuan.
-Combos or juggle: A series of hits that can guarenteedly hit opponent while he can never escape.
-Super moves: A special move which accumelate super bar, in order to preform a super move
Exceed: A superable Move, which it’s likely near to super.Great deal of damage will be dealt if it hits, and also only preformed one time in the whole battle and must be on the red HP bar.
-Normal Combo:Combo’s that doesnt need the help of the Maximum bar,so that means no maximum cancel will be used in any of the followed juggles that will be mentoined.
-Maximum Combo:Combo’s that does need the help of the maximum bar,so that means maximum bar will be use in any of the followed juggles that will be mentoined.
-Finisher: Finisher is the final finisher that end’s the juggle,where you cannot juggle after the final finisher(Could be either a move,Special hit,A normal hit,Super or exceed).
-Tactics and Strategies:These are small info bout some usefull tactics and strategies that you may use in the game.
-Tips:Small Notes and tips just to help in any prevoius mentioned combos or tactics for the mentoined charecter,or it maybe some small info bout the charecter that may come in handy within the game.
-Combo Analyser:A simple combo analyser for some Hard combos or important combos.It will just bhelp in uderstanding the way for preforming the combo.
>> Maximum Cancel move (Only when mximum bar is on)
>S> Special Maximum Cancel (Only When Maximum bar is on)
[] Charge
"" Take A note
() Simple explination
{} Not guarentee to hit, or use for purpose of non guarentee move
_ You could also use(Meant Or)
ok,here’s some sample of the combos…Just a sample!!!
Chunli:
@Normal Combos:
06-*1: Faraway from corner, jump in deep with WK, [d]+WP,WK,f/d+WK, u+SK(For Bird kick), qcfx+SK, qcfx2+SP or exceed(if it done in corner)
07-*1: Anywhere, Jump in deep with WK, [d]+WP,WK,f/d+WK, u+WK, f,d,f/d+SK, qcfx2+SP or In corner Exceed
Dimitri:
@Maximum combos:
-(Semi Maximum combo,Semi Trap combo)Jump in deep with SK,SP,f,d,f/d+SP >S> SP(for firball)(in this instant buffer midnight kiss super),WP,WP,f,WK,SK(Trap)
-*2While Telepoting, f,d,f/d+SP >> qcf+SP+WP, into buffered WP,WP,f,WK,SK(Trap).
@Normal Combos:
-*1Jump in deep with SK, WP,WP, f, WK, SK (3 hits then into guarenteable super)(Trap)**
-*When in close,SP, qcf+Sp+WP
Hugo:
~~~
@Normal Combos:
-qcb+SP, qcb+WP, qcf+SK
-qcb+SP, qcb+WP, hcb+SK, f,d,f/d+SK or qcfx2+SK (for super)(This juggle better be done near corner or not faraway from screen in order to connect air throw)
-**qcb+SP,wp,wp, qcfx2+SP (For super)
Kim:
@Maximum combos:
-When in close,Sp, qcfx2+SK, wait a bit then hcb+SK*(as soon as you preform the move charge [d]) >> u+SK >> qcb,hcf+SK(in air) (Arial rave combo)
@Tactics:
-Preforming qcb+WK when opponent guard,you'r completly safe then.Also,as a tricky link,you can keep qcb+WK into dd+WK_SK(also,if your in maximum mode and d,d+WK connect,then you have a free maximum cancel super >> qcb,hcf+SK_WK)
-In corner when you sweep opponent or he normally falls to the ground, you can keep cheaping by jump in air and then qcf+SK.This tactic is very usefull Vs. any charecter with dragon punch(f,d,f/d+SP),mainly kim's move(when in air, qcf+SK) will beat it,but take cover cause it opponent could punish you for this (example:Sagat Vs Kim, sagat can qcbx2+SK for a free hit super)
Shin-Akuma:
~~~~~~~~
@Maximum Combos:
-When in close, f+SP, f,d,f/d+SP >> hcb+SP >> hcb+SP(for super cancel) >> qcfx2+SP(This combo could be done with Akuma too)
@Normal combos:
-Jump in deep with SK,then excute Death super(WP,WP,f,WK,SP) (Trap)
@Tactics:
~~~~~~~~~
-SHin Akuma's Exceed is totally not escapable,the only way to escape it is by Teleportation or evade.You can use it after Sweeping opponent to the ground,but it must be correctly timed in where it must be done while opponent getting up from the ground(in order to guarenteedly connect the exceed).This tactic is usefull specially in corner,in where non evader or teleporter charecter can evade it,you could also use this tactic after Shin akuma's Infinity
Here are the charecter's the could escape Shin-Akuma's exceed:
01-Dahalsim: f,d,f/d+SP+WP_WK+SK or b,d,b/d+WP+SP_WK+SK
02-Dimitri: b,f+SP,WK or f,b+SP+WK
03-M.Bison: f,d,f/d+SP+WP_WK+SK or b,d,b/d+WP+SP_WK+SK
04-Shin-Akuma: f,d,f/d+SP+WP_WK+SK or b,d,b/d+WP+SP_WK+SK
05-Akuma: f,d,f/d+SP+WP_WK+SK or b,d,b/d+WP+SP_WK+SK
06-Shiki: d,d+SK_WK or d,d+SP_WP
07-Earthquake: hcb+WK(Must be done as late as possible) or hcb+SK
08-Vega: SP+WP Only (Due to the long evade)
09-Goenitz: qcb+SK or WK
10-Mars People:
11-
(Un completed)
Terry Bogard:
~~~~~~~~~
@Normal Combos:
-qcf+SP, f,d,f/d+SK or qcb+SP or [d],u+SP or qcfx2+SP(for super) or qcfx2+SK(for super,better if it done near corner to let it all hit)
Takuma:
-*While opponent crouching, f+WP, qcfx2+SK(for super) (A crouching Trap)
-When in close, SP, qcfx2+SK or f,d,f/d+SP
-While crouching,[b/d] then,SP into f+SK, qcb+SP or f,b,f+SP or f,d,f/d+SP
@Traps:
-When in close and better if opponent in corner,Jump with SK, d+WK,WK(or d+WK), hcb+S
:),these are just samples,there’s hella more stuff,specially the new and undiscovered stuff or some death and hard combos.
Also, did any one discovered a death combo ?? ofcourse other than Geese and zero,and even not an infinity it’s a death combo…anybody know??
thanks for reading