You can’t get f+mp after the jump rh. =( or I wasn’t able to atleast.
hmm that sounds interesting
ugh midnight can’t come any sooner…
There is no QCB K
The table is now open to a better thread title, now that we have our own subforum. Suggestions welcome.
On combos.
So I finally got my copy early in the afternoon and I haven’t even gotten to my second character yet. My wrists are sore.
Punish combo: stand roundhouse xx double lift kicks, jump roundhouse, stand roundhouse xx onikubigari, sweep. One-button combo, pretty cool, works anywhere. In the corner you need to neutral jump during the combo, not forward jump.
392 damage meterless, 443 (? memory failing) with a jump-in at the start. For a more confirm-ish combo that works if the opponent is crouching, replace standing roundhouse with Jab Uppercut for 373 damage (without jump-in.)
As far as damage goes it’s best to do as few hits as possible. Not only do you get better damage, but it’s actually worth spending meter to extend it because it’s not scaled too far. You can switch cancel the onikubigari and continue with your next character, should be worth the 1 bar. Think of it as: the more normals you chain, the more damage you’re trading for hitconfirm and meter build, which do you need more at the moment?
Or, you can spend 3 bars and go jump roundhouse -> standing roundhouse xx Cross Art. I had Jin as my partner and got 571 damage from the non-jump-in starter.
I haven’t yet figured a way to combo into Asuka’s super that I’m satisfied with.
The chains that include multiple strings are worth doing for blockstrings and hitconfirms, but don’t overdo it just because you can - try to hitconfirm to the launcher as early as possible.
This combo is pretty hard to do at first but as usual I found it became easier when I stopped trying to mash out the juggle links. Jump Roundhouse should be done quickly and stand roundhouse should be done as soon as you touch the ground, so visually confirm those sections of the combo and press the RH button just once with the appropriate timing. Now that I’ve practiced it the hardest part for me is the sweep at the end – but by that point I’ve already done most of the damage I’m going to do, so it’s not a big deal.
Other stuff coming later but I want to say one thing that hasn’t been mentioned, stand jab is actually a really good anti-air during the like 2 frames it’s active, but you have to do it dangerously late and get the timing just right. F+LK is probably better in most situations and probably better than most characters’ meterless antiairs tbh, but stand jab works in some situations where you don’t have time to get a F+LK.
This title is perfectly fine. Never cared for that stuff tbh.
here’s one that looks pretty swag
jump-in HP-> MP-> LP-> MP-> LK-> MK-> c.MP-> upkick-> f+mp-> c.mk-> hcb+p and then follow ups. i think it builds decent meter and does about 364 meterless.
You know what I meant, I’ve had the game for like 4 hours, I haven’t even looked at her move list.
I thought it was a QCB.
Quick notes on frame data:
Tsuwabuki (f+MP) overhead combos to stand jab and only stand jab, which means it’s her 3f normal. Link (or chain if you want) the jab to standing MP -> etc.
Switch Canceled EX hopkicks are completely safe. That is, they are neutral at worst. Couldn’t punish with reversal Julia super, which is active on the first frame. Probably also true for regular hopkicks, but they don’t have invincibility.
Without the cancel, EX hopkicks are very unsafe. Regular hopkicks are actually a fairly safe way to hop over low attacks from the appropriate distance. As long as you’re not far enough away to whiff the second hit, it’s difficult for most characters to punish (Ryu can punish with super but SRK and normals can all be blocked.)
Every hit of every exorcisor is unsafe on block to 3/4f moves. Pretty good move to buffer into though, and HP exorcisor is fast enough to reaction-punish Ryu’s fireball.
Roundhouse Onikubigari should be neutral or better on block. Unpunishable by Julia’s super.
Haven’t got the game yet since not out in UK, but i have question as im planning to main Asuka and Xiaoyu, was wondering hows her damage output, i heard the female characters are pretty weak in that area so was wondering how was hers since she was pretty hard hitting in the Tekken games.
Wait, you can’t counter jump ins? Why?
As far as damage goes? You can probably tell by reading the above posts, but my day 1 assessment is she has some of the best damage in the game.
- 4-hit juggle does 100 - 90 - 90 - 90. For comparison, King’s knee juggle is 80 per hit. Drawback: you might not get the jump-roundhouse if you’re being switched in.
- Doesn’t need meter for damage (like Rufus/King do for example)
- Doesn’t need corner (listed combo works midscreen because of how far hopkicks and mid-combo jump move her forward)
- Doesn’t need to hitconfirm with linked jabs, scaling the combo (safe strings from mediums)
- Doesn’t need to worry about pushing herself out when using mediums, because of safe strings that move forward.
Because it starts up instantly and counters all grounded physical attacks regardless of type - I guess.
I want to know what EX counter is for now, though.
This may be my imagination, but can anyone confirm if you can get more than 50% meter in a single combo?
Alright about time someone made the Asuka combo thread guys
Does that mean you want to make it, or were you making a suggestion? I probably wouldn’t mind doing it but it’d take some preparation.
Well, when I say “a way that I’m satisfied with,” I want it to be worth the meter, or at least I want it to feel like I’m using it in the best way I could be. It’s not that I can’t find a juggle into super but they don’t feel ideal. If you mean directly after the first hopkicks launcher, I don’t think that’s ideal - I’ve found a couple ways to land 2 more hits beyond that and still get full super, but I think I can do better
The meterless, 1-bar, and 3-bar versions are more satisfying, so to speak.
Well, yeah, sometimes you’ll have to do jab uppercut anyway. But if you go straight into launcher from there, you’ll do more damage than if you continued the string. All I’m saying.
Those extended strings really shine when used on a blocking opponent. No meter-gain decay, plenty of break points.
Don’t know offhand how the meter goes in the combos but it’s not like it’s a landslide difference. As a combo gets more hits you gain less meter, and the heavy attacks in the punish combo build a lot of meter. If you can get near 400 damage for no meter it could save you a bar later on. It really doesn’t take long to get that meter if you’re landing combos.
It’s a balance. You don’t want to completely forfeit damage to build meter because it limits your options. If I can finish you in 3 heavy combos without any meter, then I can throw away my meter on reversals, command grabs, safe tags, and such to give me an advantage. Meanwhile if you’re doing 250-300 damage per combo but building a little more meter, you’ll still need 3 combos to kill me, but you won’t get to use meter on other things because you’re betting everything on that huge 500-damage combo.
I don’t wanna do it
Since y’all are listing combos and shizz, how about someone start a proper combo thread already?
No thanks. Let’s keep our thread titles simple and descriptive. None of that fancy shmancy shit from the MvC3 boards.
OK so some other notes.
Random move properties
I was surprised to learn that the first hit of Heron Dance (f+MK) hits low. Interesting poke, can actually be pretty useful for whiff punishing and for getting you in. The d+MK ender (sacred blade) is special cancelable, so you can make it safe or dash cancel in.
The second hit of Leg Cutter is similarly special-cancelable.
Jab Low Kick does not hit low.
Mentioned earlier that Tsuwabuki (f+MP) can link into standing jab on hit, which can be linked or chained into standing MP followups. It also forces a standing state.
Whiplash to Toe Kick (b+MP, MK) links into jab on hit, and both this and the sacred blade ender can be special-canceled.
Counterhit standing roundhouse xx onikubigari xx dash cancel -> standing jab is a combo.
Fierce pokes are better than they look. Punch hitboxes extend forward.
Low forward can be timed to duck cleanly under Ryu’s jab hadoken.
Dragon Wheel Kick (f+LK): Hits twice for 120 damage + juggle against people neutral jumping above you. Reasonable speed, lots of active frames. Just a really cool move in general. Covers a wide area, beats low attacks at their tip range, and the backflip moves you away from retaliation.
f+HK can be followed up with EX Falling Rain for style points.
Maybe I’ll do it but I dunno yet. Not tonight. I didn’t even get to practice my second day 1 character.
I’m gonna be maintaining the MU/Strategy thread so I dont want to do the combo thread as well as I have 2 other threads that I’ll have to keep updated.
If no one is gonna do it though I’m gonna go for it… better than being made by a random that’ll only be active for like a month and then peace out.