Thank you, added to [media=youtube]0K6coFcv8ak"[/media], with credit and links. Cheers.
Man I can’t switch weapons mid combos even if my life depended on it. Makes me feel like I’m missing out on a big aspect of her combat.
Hmm, after playing around with the ,:f::h::h::h:, :qcb:
repeat loop (reflector), I notice that I tend to drop it after the 2nd
, almost as if it becomes a 1 frame link after the first rep due to the hitstun proration. The most I’ve gotten out of it is 10 hits from 2 reps.
EDIT:
Also, :uf:j.:l:j.:h:j.:h:j.:h:. I’ve only gotten 2 reps on Sent. Against smaller characters, I can get 3 reps in the corner only. Take note, j.:l: needs to hit on the way up. Combo into launcher after second rep into j.j.
j.:h:j.:h: into Okami Shuffle for 530,300 damage.
EDIT 2:
Vale of Mist extends it to 4 reps on Sent before proration kills it.
I have been timing it as early as possible and it still fails most of the time midscreen. It works perfectly fine after throws or in the corner.
Also, there are a few things to consider with this combo. One, c:m: is better for starting combos because it hits low, and does not (though
leaves you closer to the opponent on hit). Two, you won’t always be able to start combos directly next to them with the c:m: in a real match, so there goes the advantage of being as close as possible. Three, you won’t necessarily be able to rely on sounds to help with timing in a tournament setting. There are always lots of people talking and many TVs on at once. And lastly, each character has their own falling speed and hit box properties, meaning it’ll be harder to do this combo on certain characters.
The combo I posted in my last post works, as far as I know, against most if not all characters and is pretty easy. It also does only one s:m: worth of damage less than the one we’re all having trouble with. The difference is negligible considering how much easier and universal it is.
on sent you can do :uf::h::h::h:, land :f::f::uf:
:h::h::h:, land
:h::d::h:, :uf::h:(delay):h::h:, land, :uf:
:h:(slight delay):h::h:, land :s:, :uf:
:h::h::h::s:, land :d::d:
j.:df::h: :qcf::s: shuffle
on the ground combo part you can actually replace the last j.:h: with a j.:s: for slight damage increase
instead of doing the :d::h: into relaunch you can just do :f::h:~ series for a slight damage loss
edit: you can do
:h::d::h:, :uf::h:(delay):h::h:, land, :h::f::h:~ :s:
and also working on
:h::d::h:, :uf::h:(delay):h::h:, land, :uf:
:h:(slight delay):h::h:, land :f::h:~:s:
on this one I’ve tried it with :h: before the :f::h:~ and they bounced too high after three hits
Has anyone found a halfway decent combo with her Rosary? All I’ve been able to do is >:s:>j.
>j.:h:>:qcf::h:>j.:h:>land>:qcf:
>Instruments
And while that does decent damage, I can only connect her lvl 3 at the end, they tech out if I go for Shuffle
Well, that’s kind of a trick question because yes, you can do combos with her Rosary… but really once you get into a close range combo, for max damage you want to switch forms. And I’ve done ones similar to yours or that primarily use celestial brush loop/s while strictly staying in rosary. In the end i wind up pressing d,d+m to switch to glaive for damage.
Is (Glaive) :h::d::h::qcf:+:l:
character specific? I can’t catch storm and c.viper with it at all and I’ve tried so many times. I always have to use the :l: follow up after the lightning dash to catch them.
Any ideas of how to incorporate Viper’s Burn Kick/Seismo and Dante’s Jam Session assist?
Burn Kick:
You can use it to set up some nice "un"blockables in the corner (and, to be technical, anywhere else), by stuff like:
instant overhead ja 3c 236c 5b 5s jb jb js 3c
When the last divekick hits, there will be no ground bounce/otg because the 236c took it away. Thus, the opponent will have to recover.
Depending on how you timed it, the bomb may or may not come out. It honestly doesn’t matter a whole lot for the setup itself; its preferable that you DON’T get the bomb, however, as that can be blocked > advancing guard.
From here though, you get enough time to either A) dash in > instant overhead to repeat the combo, or B) a 2a into a glaive combo.
You do, however, have enough time to call an assist to mess with the opponents blocking, and Viper’s BK is perfect for that. Call the assist and then hit low, etc. You get the deal. The same can work with low-hitting assists, just go in with instant overhead instead.
Of course, it can just work in overall pressure mid-screen or otherwise.
Jam Session:
Typical uses, honestly; mainly OTG combos. It is still a passable anti-air though.
Anyone have any reliable combos into snapback?
So what are you guys doing off of Dogzuna Drop? I was able to time an air dash j.BB after it but it’s really difficult for me so far. Also looks like you can switch to glaive and quickly ground bounce with :df::h: but I didn’t have long to experiment with it.
Also found a damaging rosary combo. Granted it takes X factor if you wanna make it hurt but it’s still funny to see. Gotta adjust the timing per character but I did:
:f::h::h::h::h: XFC :f::h::h::h::h:(Call assist) :h: (assist juggles them high enough) :f::h::h::h::h:(call assist):h: Okami Shuffle
In the corner you can end that with run up into level 3. Did 100% on trish, which is kinda ridiculous for it being off of a long range rosary hit. My assists were Zero (Shippuga) and Doom (Plasma Beam)
Timing midscreen is definitely harder, but it works. I’ll try your version later.
Has anybody had success opening from an air attack?
B>D>j.B>j.C>236C>j.C>elements for 460k
I’m having problems with Ammy’s BnB combo(according to the first post).
The L head charge doesn’t combo into her super So would I just do the combo but leave out the head charge?
Really wish the OP would update the thread, and with better notation or something.
I’ve had a lot of luck recently with (j:l:)>j:df::h:>j:qcf::h:>land>:m:>:h:>(optional :d::h:, needs a little delay)>:qcf::l:(you could snapback or lvl3 here)>:m:>:s:>sj:m:>sj:m:>tag and finish with another. Easy 600k if you super with the tag. Potentially a ton depending on the team and it’s supers.
You can swap the tag with :s:>:df::h:>something for a little over 400, but it is a little dangerous, since they recover right after the :df::h:. Could probably be better with weapon switches or assists, but as it is the timing is really easy, so it’s very dependable.
counter > airdash df > land > sword switch > otg df+h+repulsor blast assist > j.h(hold) > okami super > dhc ironman lvl3 993,100dmg
Don’t press any buttons
Here are some new possibilities for you guys to play around with-
[media=youtube]fPFSxu9s_nc[/media]
I’ll post the same description so you know whats going on.
Combo 1) “Instant” overhead (I say “instant” because most crouching hitboxes to DO the initial overhead is too small for the j.M to hit), into a triple launcher. End with double Okami Shuffle.
Combo 2) Use of all weapons for one BnB combo.
Combo 3) Glaive BnB into assist cancel, and use of charged glaive attacks (You NEVER see them in combo, so I had to try it)
Combo 4) A VERY useful combo, since its very hard to do damage with the Beads. The crossup 236H differs between most characters. Also, 236MMMMMM into Okami Shuffle has strict timing.
Combo 5) I was very proud of this combo :3… You can actually COMBO off of Solar Flare counters! You have to dash VERY quickly, and hit you weapon switch ASAP. After that you can do Glaive BnB.
Combo 6) Almost COMPLETELY impractical, but nonetheless, looks cool, and actually does AMAZING damage.
Combo 7) Bead BnB, something to defend yourself with if you have beads equipped.
Combo 8) THIS IS A RESET SETUP. Its NOT a full combo, its showing “Oki/reset” possibilities using assist cancels and 236H instead of 236S after 3H’s.
Combo 9) You can use THREE lighting glaives on the ground. You HAVE to ONLY use 5H beforehand for this combo to work though, from what I’ve tried.
Combo 10) Same triple lighting glaive combo, with assist cancel and lvl 3 super.