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Author Topic: shiki combos  (Read 7958 times)

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Offline Bloodonyourhands

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shiki combos
« on: June 06, 2008, 08:13:44 AM »
anyone know any good combos or any good combo vids i can see? i mastered one a 7 hitter (sometimes 8) for about 2.5k damage. its

AAA BB up BB C    you hit 5 times then send the other player in the air, jump up and hit 3 more times. anyone else got any good ones?
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Offline noradseven

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Re: shiki combos
« Reply #1 on: June 06, 2008, 10:08:59 AM »
anyone know any good combos or any good combo vids i can see? i mastered one a 7 hitter (sometimes 8) for about 2.5k damage. its

AAA BB up BB C    you hit 5 times then send the other player in the air, jump up and hit 3 more times. anyone else got any good ones?

numbers represent direction pressed 2=down 6=forward 8=up,4=back, 5= neurtal, j. = jump

lol 2500 dmg, I never played shiki before but I did they MB never played this char before combo aka 2AA,2B,[5B],2C,5C,j.B,C,j.B,C,dash grab = about 3400dmg
for some reason 2AA,2B,[5B],2C,5C,j.C,B,j.C,B dash grab does bout 30-40 more dmg.

that combo works with about 3/4 the cast but its normally not the best combo.

edit played around some more like 5 more minutes if you have meter try this in corner, 2AA,2B,[5B],5C,2C,214C,j.C,B,j.C,B dash grab = about 4200dmg.

As for his combos look around, there are not many good ppl who play shiki not cause he is bad but cause he is very simple like that combo above is accually pretty decent and for some chars doing something like that is just silly.

talk to some other players they know this char better than me heck I have just been playing him for the last 10 minutes, Tinshi is pretty good a few others can also play him pretty well he is not hard to learn he just has BS priority, and safe pokes all over the place.

*note playing as a pink shiki adds to the awesome attribute.
*nanaya can only be played in gasta outfit aka #24, he has a gold knife for gods sake I mean come on its pimp.

*DON'T FLAME ME FOR NOT SHOWING HIM THE BEST COMBOS I DON'T PLAY THIS CHAR.
« Last Edit: June 06, 2008, 02:58:28 PM by noradseven »

Offline Pfhor

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Re: shiki combos
« Reply #2 on: June 06, 2008, 02:07:33 PM »
His most damaging combo whiff cancel combo.

http://youtube.com/watch?v=asBkK2UC26c&fmt=18

Some others:

Long range 2c hitconfirm: 2c 5c j.bc j.bc airthrow

Against crouchers: 2a 2b (1-2 hits depending on character) 5b j.bc j.bc airthrow

All of his none-623 specials can be super-canceled to get some damage for meter, preferably into 214c or 623c if your opponent is too high. Off of 241c generally the best combo is 5a(whiff) j.bc j.bc airthrow.
« Last Edit: June 06, 2008, 03:47:30 PM by Pfhor »

Offline noradseven

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Re: shiki combos
« Reply #3 on: June 06, 2008, 02:59:40 PM »
j.C,B,j.C,B does like 20-30 more dmg.

Offline Pfhor

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Re: shiki combos
« Reply #4 on: June 06, 2008, 03:36:02 PM »
2 reverse beats is not worth 20-30 damage

Offline Zero

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Re: shiki combos
« Reply #5 on: June 06, 2008, 11:01:59 PM »
There are also 2c 236a 623c for knockdown and if 214c was done next to wall then you can go with 5b j.bc j.abc airthrow.

Offline Devereaux

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Re: shiki combos
« Reply #6 on: June 07, 2008, 04:02:44 AM »
I'm sure most all of Tohno's combos were brought up and discussed in the "main" thread:

http://www.meltybread.com/forums/index.php?topic=190.0

Generally, what Pfhor and Zero posted is right on target, though to make a small contribution, my vid shows an easier version of the whiff cancel which may be better to start out on. Theres also the really easy version which is 2AA 2B 5C 2C 5BB(5A) j.C dj.BC throw, that you can do.

http://youtube.com/watch?v=DTi33Ze6H3M
« Last Edit: June 07, 2008, 04:13:00 AM by Kyrie »

Offline Dragonthorn

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Re: shiki combos
« Reply #7 on: August 26, 2008, 02:37:21 AM »
How about OTG combos?

Something I like to do although not always practical. When opp is too far away for an air combo and you don't have meter for the 623C, after a 2C, go 214a (whiff) instead of 236a then 2aaa2b(2 hit)5c OTG combo. The 2C is untechable apparently and there's a small window for an OTG combo and the 214a puts you close enough. After that, do 5a whiff cancel then go to your usual oki from there.
« Last Edit: August 26, 2008, 02:38:56 AM by Dragonthorn »

Offline Lolly

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Re: shiki combos
« Reply #8 on: August 30, 2008, 12:38:06 AM »
http://youtube.com/watch?v=jQMQgJlInGo

combo vidya!

(all damage values tested on Aoko)

BNBs

01.2aa bnb 4058dmg
2aa5c2c5bb 2a(whiff) jcjb sdjajbjc
Not much to explain here. Good damage. Easy hitconfirm.

02.5c punisher 4975dmg
5c2b(2hit)2c5bb 5a(whiff) sjbjc sdjajbjc AT
Great for punishing laggy moves. Big damage. Midcombo superjumps are HAWT.

03.j[c] bnb 4265dmg
j[c] 2c5bb jcjb sdjajbjc AT
Not a great move overall, but good to mixup with in the corner now and then. Use this if you manage to land it.

04.max range 2c 3135dmg
2c5c jb(1hit)jc sdjb(1hit)jcja AT   
Good to use if they're out of range of 5bb.

05.max range 2c with EX 2764dmg
2c 236a 623c
Another alternative. Less damage but gives better oki to work with.


214c combos

06.214c out of corner. 2658dmg
214c 236a..
Useful for following up bunker cancels. You can even followup 236a with 623c for an extra 200(whoop) damage if you really

want to burn some meter. Won't give knockdown tho.

07.236b 214c midscreen. 3982dmg
236b 214c 5a(whiff) sjajb djbjc AT
close enough to the opposite corner, you can sometimes SJ and chase with j.a/j.b for a valid combo.

08.236b 214c midscreen. 4245dmg
236b 214c 5b jb(1hit)jc sdjbjcja AT
At certain distances and certain characthers its possible to followup a midscreen 214c with 5b and aircombo. Note the 236b 214c string shown here will only work on aoko.

09.236b 214c corner. 4391dmg
236b 214c jumpcancel late jC land jbjc sdjajbjc AT
Slightly more damaging than simply following up with 5b.


CH Combos

10.shield ja 2990dmg*
jdja ch land 2c5c5b jbjc sdjajbjc AT
Note: Damage values were being weird and inconsistant while testing this one.

11.jc CH 4590dmg
jc CH land 2b(1hit)5b jajbjc sdjaajbjc AT
You can use the same combo to followup j.a CHs.

12.236a CH 5310dmg
236a CH 5c 5b jbjc sdjaajbjc AT   
Big damage if you're lucky enough to land it. 100% proration on 236a so follow up with 5c whenever possible.

13.CH2 combo 5626dmg
5c CH iad jc 5c2c5bb 2a(whiff) jcjb sdjajbjc AT
Useful for punishing certain whiffed/blocked EX's (ciel 236c). Where you don't have to time to setup a jump-in. Note: there are more damaging variations of this combo. The basic idea is just 5c CH into iad j.c and work from there.

14.623a trade CH 4265dmg
623a trade CH 2c5bb jcjb sdjajbjc AT
Shiki gets big damage off trading counterhits on his shoryus.

15.Last Arc + followup 5765dmg
LA 5c5b jbjc sdjajbjc AT   
lols.


5bb strings

16.5b{b} overhead 2148a
5b{b} 214a(whiff) 5aa5b jbjc sdjajbjc
214a recovers fast enough to combo after a succesful 5b{b} launcher. Note: You have to omit a 5a for certain characthers and certain midscreen distances.

17.5bb 2148a double otg
214a dash 5aa2b5b5c2c2aa dash 5aa2b5c2c5a
Fake overhead with a partial charge then hit them with 214 low sweep.Theres two points where they can attempt to ground tech. Be sure to cover them if you expect it.

18.5bb 2148a launch
5bb jc djbjc
Should they attempt to jumpout of your 5bb, 2148a will give you a jump cancel instead of slide kick. Giving you plenty of time to hit confirm into a quick air string.
« Last Edit: August 30, 2008, 03:36:58 AM by Lolly »

Offline Pfhor

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Re: shiki combos
« Reply #9 on: August 31, 2008, 09:05:56 PM »
This video doesn't cover what he can do off of a crouch confirmed 2b.

YOU FAIL LOLLY.