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Author Topic: Azaka combo thread  (Read 43730 times)

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Offline PlusPlusMinus

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Azaka combo thread
« on: August 19, 2009, 05:38:16 PM »
Crescent
2B>5B>6B>5C>2C>6C>j.BC>dash.C>dj.BC>Throw

No gauge 5000+? Please and thank you.

EDIT: Valid against crouching opponents, in corner, and out of corner.

EDIT: Disregard that, I etc. etc. Yeah, I was hoping to unlock Akiha's narration by clearing everything I could think of. =/
« Last Edit: August 20, 2009, 03:15:44 PM by PlusPlusMinus »

Offline dakanya

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Re: Azaka combo thread
« Reply #1 on: August 19, 2009, 06:51:14 PM »
??
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Offline AkiraTheMastodon

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Re: Azaka combo thread
« Reply #2 on: August 19, 2009, 06:51:31 PM »

what the fuck dmg setting are you playing on
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Offline Press

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Re: Azaka combo thread
« Reply #3 on: August 19, 2009, 06:57:39 PM »
Lol probably forgot to turn down the damage when turning it up for EASY ARCADE CLEARING
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Offline altergenesis

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Re: Azaka combo thread
« Reply #4 on: August 19, 2009, 10:48:20 PM »
Sup, sup. Working on some S. Akiha combos.

Here's one that uses 100% meter with half style.

(2A 2A) 5B 2B 6C 2C 5C 236C sj.B j.C dj j.B j.C A+D (4.3K damage on Kohaku)

The meterless BnB would simply require you to omit the 236C for around 3.9K. You can remove the super jump in the corner.

Full Style BnB

(2A 2A) 5B 2B 5C 22A (2.7K meterless on Nanaya)

Finishing with DP gives you more damage, but 22A gives you the knockdown.

100% meter variation

(2A 2A) 5B 2B 5C 214C land 5B (or 5C little more difficult) j.B j.C dj j.B j.C A+D (4K on Nanaya)

DP Variation

(2A 2A) 5B 2B 5C 623A 214C land 5B j.B j.C dj j.B j.C A+D (less damage  :V)

« Last Edit: August 19, 2009, 11:26:09 PM by altergenesis »
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Offline Merrubi

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Re: Azaka combo thread
« Reply #5 on: August 20, 2009, 01:50:53 AM »
F-Lolikiha

(2aaaaaa) 5b 2b 2c 3c jB jC sdjB djC throw

Various meter'd combos net me less damage, unless I'm crazy.  Which is possible since I haven't actually took the time to grind training with her.

Seriously, she needs more crap.  Anyone found a use/properties on 22x? 

/Edit: Totally just started reading the other thread. ffff

Offline altergenesis

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Re: Azaka combo thread
« Reply #6 on: August 20, 2009, 07:56:28 AM »
Using 5C before 3C actually nets you even more damage. There is some weird scaling properties on F-S.Akiha, you start tossing in more moves you think will tac on some damage and it does less.  :psyduck:

(2A 2A) 5B 2B 5C 3C j.B j.C sdj j.B j.C A+D (Does 4.5 K on Riesbyfe) :prinny:
« Last Edit: August 20, 2009, 08:04:54 AM by altergenesis »
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Offline Benny1

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Re: Azaka combo thread
« Reply #7 on: August 20, 2009, 07:57:51 AM »
214C has something like 40% relative prorate on the last hit.  You're not getting much damage after that, and always do it after 5C, we don't want that 2C prorate.  But yeah, screw 214C combos, just stick with a 3C bnb or 22A finisher, or heck, 2C tk ring.
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Offline altergenesis

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Re: Azaka combo thread
« Reply #8 on: August 20, 2009, 08:10:16 AM »
Flame ring oki is really good. I might just decide to stick with this loli for that.
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Offline s0ma

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Re: Azaka combo thread
« Reply #9 on: August 21, 2009, 02:08:55 AM »
Tested on Ryougi.

Crescent:

2A 2B 6B 5B 5C 2C 6C jc j.B j.C djc j.B j.C airthrow ~4638
""   ""  ""  ""  ""  ""   ""  ""  ""  ""   ""   ""  ""     j.236C ~4846

Ending in j.236C instead of airthrow adds about 200 damage at the expense of 100% meter and a knockdown.


Half-moon:

5A 6A 2B 5B 6B 5C 2C 6C jc j.B j.C djc j.B j.C airthrow ~4709
2B 5B 6B 5C 2C 6C jc j.B j.C djc j.B j.C airthrow          ~4812

Starting with 2B actually hits for more, and hits low, but I am assuming 2B has slower startup than 5A.

Offline Tempered

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Re: Azaka combo thread
« Reply #10 on: August 21, 2009, 09:23:06 AM »
for your crescent combo 2b > 6b is a reverse beat iirc. you can 5b2b6b or 2b5b6b for like 500 more damage.
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Offline Merrubi

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Re: Azaka combo thread
« Reply #11 on: August 21, 2009, 12:58:23 PM »

Offline LoliSauce

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Re: Azaka combo thread
« Reply #12 on: August 22, 2009, 02:06:48 AM »
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Re: Azaka combo thread
« Reply #13 on: August 22, 2009, 05:41:37 AM »
Here's a couple for Half moon:

2A>2A>2B>5B>5C>6AAA>2C>5C>J.B>J.C>J.B>J.C>Airthrow
2A>2A>2B>5B>6C>6AAA>22A>2C>5C>J.B>J.C>J.B>J.C>Airthrow
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Offline babythethao

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Re: Azaka combo thread
« Reply #14 on: August 22, 2009, 05:51:22 AM »
F-S.Akiha
236C( Tk.236C) 5{B} 2B 2C 23C jB jC d.jB jC G ???
« Last Edit: August 22, 2009, 06:06:41 AM by babythethao »

Offline Masu

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Re: Azaka combo thread
« Reply #15 on: August 23, 2009, 08:40:11 PM »
it decreases the dmg, but I guess if you wanted to finish flashy or something, for F-S.Akiha you can chain 214 C into her AD :p I thought it would be invalid but it isnt. Max/Heat ver. does a total of 3488 dmg and Blood Heat ver. does 3961. BTW this is tested on Chaos.

Edit: Just tested on len for size matters. works on her too, Blood heat AD version does 4708 dmg, regular heat AD does 4150 dmg.
Lolz. It even works on the Nekos. But it does like, 300 less dmg than it does to len
« Last Edit: August 23, 2009, 08:52:53 PM by Masu »

Offline Tempered

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Re: Azaka combo thread
« Reply #16 on: August 23, 2009, 09:01:22 PM »
Yeah Sakihas arc drive seems to be an antiair grab with a HUGE hitbox. Like this thing will grab people from behind her.
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Offline Iduno

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Re: Azaka combo thread
« Reply #17 on: August 24, 2009, 04:08:16 AM »
Full moon scrub combo (since damages so far havent been listed on full moon combos dunno how good this is in comparison to the rest)

2a,2a,2a,2b,5c,3c,jb,jc,dj,[jb],jc can be done anywhere on the screen for around 3000 damage

(square brackets sometimes doesnt allow to combo into jc afterwards not sure why, maybe it's to do with distance or jump timing?)

Training dummy used was v.shion
« Last Edit: August 24, 2009, 07:31:43 AM by Iduno »
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Offline Psylocke

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Re: Azaka combo thread
« Reply #18 on: August 24, 2009, 03:37:27 PM »
So, after watching this poverty video
http://www.nicovideo.jp/watch/sm8029586
and getting hype for what seemed like very good damage off of F-SAkiha 214c combos, I did some damage testing, since the video is inconsistent in whether to start with a jumpin or not

All combos done on Sion
2a5b2b2c3c j.bc dj.bc AT   3842 dmg

2a5b2b2c 22c 3c j.bc sdj.bc AT   4525 dmg
About 700 extra damage for using 100 meter in a combo is pretty good

2a5b2b5c 214c 5a2c 22a [2a2c 22a]x2 236c   3598 dmg
Wow, it does less damage than the normal BNB...  The combo takes some getting used to, but it's actually not that difficult.  The main advantage of this over the normal BNB is that it lets F-SAkiha set up a meaty EX flamewheel

(corner variant) 2a5b2b5c 214c walk back slightly 2a2c 22a [2a2c 22a]x2 236c   About the same amount of dmg
This is a bit more difficult than the midscreen version.  I find that it helps to walk back a bit after the 214c to assist in timing the 2a so that 2c is able to connect afterwards.

(corner) 2a5b2b2c 22a IH [2a2c 22a]x4 236c   5078 dmg
Damage is pretty meh for an IH combo but hey 5000dmg into EX flamewheel is cool
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Offline Rena

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Re: Azaka combo thread
« Reply #19 on: September 01, 2009, 11:24:37 AM »
Just decided to throw out what combos I came up with. My combos were pretty much put up here but with a little variation, so putting mine up. All of these done on Nanaya. This is C-Seifuku Akiha.

No Meter Combos:

2a>2b>5b>6b>6c>2c>5c>j.bc>dash.b>dj.bc>airthrow

~4500 dmg. I know it seems abnormally high, but I don't know. It's on the default damage. Doing a 236c finisher instead of an airthrow finisher will put you at around ~4700 dmg.

2a>2b>5b>6b>6c>2c>5c>j.bc>dash.c>dj.bc>airthrow

~4600 dmg. Doing dash.c instead of dash.b is adding in about 100 more damage in this combo. Doing a 236c finisher instead of airthrow finisher will put you at around ~4800 dmg.

100% Meter combo
2a>2b>5b>6b>6c>2c>5c>>236c>j.bc>dash.b>dj.bc>airthrow

~5000 dmg. The timing of the 236c into the j.bc is very tricky. Right after the 236c animation ends you have to jump into the air immediately or else your opponent will air tech out of it.

(This combo is assuming you have 22c already put down.) 100% meter combo
2a>2b>5b>6b>6c>2c>5c>22c>j.b>j.bc>airthrow

~4900 dmg. The timing of the 22c right after the 5c isn't too bad for timing, it's fairly easy.


200% Meter Combo
2a>2b>5b>6b>6c>2c>5c>>236c>j.bc>dash.b>dj.bc>236c

~5100 dmg. For a 200% meter combo, IMO, doesn't seem like it's worth it, but just throwing it in there for people who want to do something flashy.

(This combo is assuming you have 22c already put down.) 200% meter combo
2a>2b>5b>6b>6c>2c>5c>22c>j.b>j.bc>236c

~5000 dmg. Again, for a 200% meter combo, IMO, doesn't seem like it's worth it, but just throwing it in there for people who want to do something flashy.

-Edit-
For any one of these combos, you can take the 2a out of them to add around 150-250 dmg to the combos.

-Edit 2-
I forgot that you have to do a little variation on these combos for those short characters (Ren, W.Ren, The Nekos, Miyako, whoever else I'm missing.) What you need to do is just do 2a>2b>5b>6b>2c>6c>5c instead of the normal 2a>2b>5b>6b>6c>2c>5c. Everything else should work just fine.
« Last Edit: September 01, 2009, 11:33:27 AM by Rena »

Offline Raoh Punches Faces

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Re: Azaka combo thread
« Reply #20 on: October 21, 2009, 08:30:27 PM »
(full )   2a5b2b5c 214c 5a2c 22a [2a2c 22a]x2 236c
im having problems landing the 2nd 2a2c any one have any tips for this?
« Last Edit: October 22, 2009, 02:04:41 AM by Desert Coffin »

Offline Tae Seong Kim

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Re: Azaka combo thread
« Reply #21 on: October 22, 2009, 02:50:16 AM »
(full )   2a5b2b5c 214c 5a2c 22a [2a2c 22a]x2 236c
im having problems landing the 2nd 2a2c any one have any tips for this?

If they are hitting the ground early then you must get your timing better.  You want to hit them with the 2A 2C as high as possible without whiffing.  If you are whiffing, then your opponent is too far or you are doing 2A too early.  Practice this combo with Tatari Sion first.

Now, if you are doing this in the corner then it may not work for some characters because the attack box for 2C goes off the screen and you'll whiff.

Offline Benny1

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Re: Azaka combo thread
« Reply #22 on: December 03, 2009, 08:49:18 AM »
Just because there isn't much written here for half moon...

Midscreen no meter:
2AA 5B 6B 5C (1) 5A 6AA 22A 2C 5C 6B j.BC sdj.BC airthrow

Midscreen with meter:
2AA 5B 2B 6B 5C (2) 6C 22C 6B j.BC sdj.BC airthrow

Both of these hit pretty hard, and should work on any character.  You might have trouble with 5A whiffing, in which case, omit 6B.  Also, 2A is mid, 5A is low, which is a pain since you need 5A 6AA for your combos, so keep that in mind.

As for crescent, her damage isn't as good.  I've had trouble with ad.C in her combos, so recently I'm trying to do
5A 2A 5B 2B 6B 5C 2C 6C j.CB ad.AB sdj.BC airthrow
It looks pretty cool, does fine damage.

For meter for like 200 more damage, it's best to do
5A 2B 5B 2B 6B 5C 2C 6C 236C j.ABC dj.BC airthrow
It's kind of hard and not really worth the small extra damage, save meter for 236C on block or something, maybe ex pillars.

I'm not quite sure how it works, but I've been trying another combo along the lines of
5A 2B 5B 2B 6B 2C 5C tk.236C j.BC ad.B sdj.BC
But often the first j.C whiffs, so I'm not entirely sure what to do about this.
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Offline Zero

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Re: Azaka combo thread
« Reply #23 on: December 04, 2009, 04:05:53 AM »
I haven't really gone through details on this but for C-SAkika (5a) (2a) 5b 2b 6b 5c 236c 6b 5c 2c 6c j.bc airdash j.c j.bc throw does a lot in the corner.

Offline NappyJin

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Re: Azaka combo thread
« Reply #24 on: December 12, 2009, 10:46:45 PM »
(full )   2a5b2b5c 214c 5a2c 22a [2a2c 22a]x2 236c
im having problems landing the 2nd 2a2c any one have any tips for this?


I usually try and watch the opponent's height after the 22A before 2A hits...that's just my method, though.


Also, here's a combo for Full:

2A->5B->2B->5C->214C->[2A->2C->22A]x3->2A->5C->3C->j.B->j.C->jc.C->Air throw

I tested it on Nero and it netted over 4K. I'll post some other F combos and whatnot when I can get damages.
« Last Edit: December 12, 2009, 11:45:39 PM by NappyJin »
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