Either this is a bug, or stage5 is so strict that it’s now counting your buttons inside of chains.
Nah, I don’t know why exactly but for some reason the game doesn’t allow longer combos after grabs. I don’t know what dictates it but I haven’t been able to do any long links either.
Because you started with a grab, that automatically puts the combo @ a higher stage, where IPS is bitchy~
Gas Corner: same as usual corner, but starts with c.hp after the gas & with only 1 j.hp after initial c.hp + does more dmg (see just what starting with c.lk c.mk(1) gets you?) :: 7332dmg/1.oo/Syringless
Corner: c.lk c.mk(1) c.hP j.hp ad j.hp qcf+hk land c.mk(1) c.hp j.mk j.hp ad j.lk(1) j.hp land j.lp j.hp(1) ad j.mp j.hp land lp x3 lk mp(all) x2 mk(all) hk x3 xx qcf+hk xx qcf+kk :: 7154dmg/1.oo/Syringless
Swift Edit: YUP! seems my corner grab combo is ball’d up on damage! I can’t wait to fuck with syringes~
I was able to do this on lights (Peacock, Painwheel), mids (Filia, Val, Parasoul) and one of the heavies (Bella). I couldn’t get it to hit consistently on the super-heavy (Double). Because of this, I came up with a variant that was much easier to get for double that deals even more damage:
c.lk c.mk(1) c.hP j.hp ad j.hp qcf+lk land c.mk(1) c.hp j.lk j.hp ad j.mp(1) j.hp land mp mp mk c.hp j.lp j.mp(all) j.hp land lp x3 mp(all) x2 mk(all) hk x3 xx qcf+hk xx qcf+kk
The variant is even more damaging. I got 7279 on my latest try, but it varies because I have trouble getting all the hits of the j.mp so I cut them short when it “feels like” the whole thing won’t hit.
Also, for this opener:
c.lk c.mk(1) c.hP j.hp ad j.hp qcf+hk
The qcf+hk doesn’t always hit for me. I found it easiest to use HK for lights, MK for mids, and LK for heavies and super-heavies. Has HK been working universally for you guys?
corner to corner combo meterless with actual oki! starting with 2LK for practicality’s sake
2LK 2MK(2) 2HP j.HP airdash MP(2) j.HP land dash j.LP j.MP(2) j.HK(2) dash 5LP 5MK(1) 5HP (plink MK with this for peacock drop assist or whatever assist you can get to work for this) dash 2HP j.LK(1) j.MP(5) j.HP dash 5B(4) 5HK 5HK 5HK 214MP - 4583 damage, gives hitstun vial, +.75 meter (approx)
[media=youtube]wCxhj4ZCfjM[/media]
Depends on how early/late you time your hits :: instantly j.hp’ing ad & a normally-paced j.hp with a flicker of
delay on the qcf worx well for me on Valentine (the only dummy i’m using atm) btw, I have a more damaging corner combo posted somewhere up there. It’s just hp loops starting with j.mk, j.lk j.lp then descending with j.mp & lp x3 mp(all) x2 mk(all) hk x3 xx qcf+hk xx qcf+kk for 7.1K (grab combo still wins! Haha)
Swift Edit: You got that damage by throwing in multi-hitting mediums before your relaunch? Cool, i’m gunna mess around with that tomorrow & try topping it with the multi-hitting j.mp descent & see the comparison.
Good stuff love the assist useage man.
I am looking for a bnb that does at least 4k (no meter) from midscreen so far I can get almost 4k meterless so anyone got a good bnb?
Thanks, now the only thing to do is to find a way to do this while increasing my damage output. I’m pretty sure there are different ways to do the air combos to probably be better for damage or just getting further. And maybe put more filler moves in towards the end for damage. Just happy I could get corner to corner with okizeme.
My goal today: go over 5.3K midscreen; no Vial, 1.00.
But I still need help on your 5.3k combo
I can’t figure out how you landed a cr.MK after you landed.
done
2LK 2MK(2) 2HP j.HP airdash j.MP(3) j.HK(2K) land jump j.LP j.MP(3) j.HK(2) dash 5LP 2MP 2HP j.LK(1) j.MP(5) j.HP dash 5MP 5HK 5HK 5HK 236HK 236KK
5589 damage uses 1 bar, works anywhere
If you want me to upload video, no problem
version 2 of valentine corner to corner [media=youtube]IL-4ulfevRY[/media]
5.1k meterless, if I add 236HK 236KK at the end it does 6373 damage
Ok that didn’t take too long
I got 5.5 on Double, 5.7 on others. Here’s the notation.
Double Combo:
c.LK c.MK(1) c.HP > j.LP j.MP(1) j.HP dash j.MP(1) j.HP > land c.MK(1) c.HP > (delayed until highest point) j.LK(1) j.HP dash j.MK(1) j.HK > land s.LP s.MP s.HK HK HK xx QCF HK xx QCF KK
Other Combo (if it doesn’t work on a character, tell me, tested on Peacock but I have found Double to be the main exception to combos so far):
c.LK c.MK(1) c.HP > (delayed until highest point) j.MP(1) j.HP (slightly delayed) dash j.MP(1) j.HP > land c.MK(1) c.HP > j.LK(1) j.MP(1) j.HP dash j.MK(1) j.HK > land s.LP s.MP s.HK HK HK xx QCF HK xx QCF KK
Valentine seems to be the most difficult character int the game at this point, at least of those I’ve tried. Haven’t gone too into Fortune or Fillia yet.
There are some quite difficult parts in these combos, but the timing isn’t all that tight, it’s mostly spacing and should be consistent with some practice.
@rayplay in the “other” combo, to get that c.MK(1) to land, you need to do the air series such that the last j.HP restands them. How I do it is to delay my first j.MP until the peak of my jump and then slightly delay my air dash. This often crosses them up, so if you are slightly slow and miss the second j.MP, it is a reset and you totally meant it.
I see, thanks. And I agree with the Valentine difficulty. She certainly requires a lot of execution to use effectively. But I love the character and execution barriers never stopped me before, and it won’t stop me now.
I find Filia’s :hk: Hairball to be a good combo-assist for Val: one example- s:lp:s:mp:s:mk:. After the :mk: I would call for the assist and then immediately do a :mk: Savage Bypass. The assist will come out after you’ve completed the savage bypass and are on the other side of your oponent. This will keep the hairbaill from travelling it’s full distance and keep your opponent open for an extended combo.
LOL! I love how people ignore my 5.8k/syringless mid-screen & basically highest damage combos & still cry.
Go read (@other whiner)
Just discovered that besides being extremely helpful as a neutral game assist (IMO), if you use Filia’s updo (H) custom assist and call it during a pressure string, quite often it’ll come in and hit as a crossup, so basically just a free 50/50, and hitting buttons doesn’t work because it’s also mostly invincible. As long as you’re on the ball then you can quickly dash straight into c.HP and get a full combo. If they do happen block that mixup, they’re generally locked down well enough go straight into some tick throw shenanigans or IAD crossup j.HP for a full combo. Basically, if you get them to block then that really sucks for them.
What’s the starter on this? I think I missed the combo, I don’t see it.
I’m doing all of my damage starting with a light move for practicality sake.
Also peacock + Valentine 10k damage corner combo using 2 meter.
[media=youtube]rltRqk3tVNs[/media]
Having a hard time figuring out which assist to use with valentine. So far I think her best assists are s.MK, cr.HP (Launcher), qcf+HK (Savage Bypass), qcb+lp+lk (Mortuary Drop). Any others you think are really useful?