TABLE 1: 50% List (Click Contributor Name for Combo Notes) *Underlined means confirmed
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Table 2: 50% List (Click Contributor Name for Combo Notes) *Underlined means confirmed
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Good video Aenthin !
King
1 Stocks bar, 0 drive gauge
j.C, cl.D (2 hits), df+D xx hcb+B, qcf2x+K = 376 dmg
Near Corner, Can be followed up with a Neomax without canceling
2 Stocks bar, 1 drive gauge
j.C, cr.C, df+D xx dp+B [DC] qcf+BD, qcf2x+K = 455 dmg
Anywhere; Near Corner, can be juggled, delay the dp+B or it won't hit
Vice
2 Stocks bar, 0 drive gauge
j.C, cl.D, f+A xx qcb+AC, hop, Overkill = 440 dmg
Works everywhere on the Screen
Mature
1 Stocks bar, 1 drive gauge
j.C, cl.C xx (qcb+C) 3x [DC] hcb+D, qcb,hcf+K = 429 dmg
Works only in the corner
2 Stocks bar, 0 drive gauge
j.C, cl.C xx qcb+BD, cl.C xx qcb+BD, cl.C = 496 dmg
Works everywhere on the Screen
2 Stocks bar, 0 drive gauge
j.C, cl.C xx qcb+BD, cl.C xx qcb+BD, cl.C xx (qcb+C) x 3 = 540 dmg
Works everywhere on the Screen
3 Stocks bar, 1 drive gauge
j.C, cl.C xx qcb+BD, cl.C xx qcb+BD, cl.C xx (qcb+C) x 3 [DC] qcb + D, qcb,hcf + K = 664 dmg
Must be in the corner at the end for the DM to connect
@Aenthin, Solidshark was saying it's like $10 cheaper at the moment, maybe a golden opp?
I'm not sure of what is the point of this thread, so before posting i'll ask a few questions, it is to found the most damaging and pratical combos with few bars, best deal between damages and cost with less than 50%HD, or just the most damaging ones?
Because if you just want to optimize this thread lacks some, and if you are looking for practical ones, in order to really use them, i don't get the point to start combo with s.C instead of d.B,d.B,s.B for some char who will land 90%+ of their combo from it.
If you flip the argument on its head, you find that the only reason you would do light low moves was because of an execution barrier.The execution has NOTHING to do with the fact a combo will start from a low light rather than an heavy. In fact lows starts slower than stand heavy moves (4 fromes instead of 3), so it's theorically easier to start a combo from a heavy move than a low.
It's not a matter of practicality because all of these combos are practical. They don't use a full bar of drive to do them. I think it really shows the potential of characters when they don't have HD mode as a crutch.
Yes, I rather like this thread. It shows that a few characters (Hwa, Maxima, Takuma, etc.) are far more cost effective when they don't use HD mode, showing their potential as a 2nd or 3rd on a team. Also it is in fact mentioned in the notes when something is started from a low, for the most part.
If you want a light starter combo, I'll throw in another low light starter combo.
I know, I know, sorry I've kinda been overloading this thread with Hwa stuff... he's just got so many tools and he's simply FUN to combo with.
how come nobody has posted flame iori combos
Flame Iori
2 stocks, 1 drive. Anywhere and easy
jD, sC, f+A, qcb+C, qcb+C, DC, qcfhcb+C, followup , qcfx4+AC = 500 dmg
Drunk Hwa easily takes the cake here guys.
5x drunk Chin is not terribly common, to be fair. I mean, I have Hwa drunk basically at all times. Logically it costs less than nothing since Hwa gains back extra meter while in drunk mode.
5x drunk Chin is not terribly common, to be fair. I mean, I have Hwa drunk basically at all times. Logically it costs less than nothing since Hwa gains back extra meter while in drunk mode.
Be that as it may, unless you're doing the drink super mid combo, you have to find two openings to do the drink super and then land the combo which changes everything.
Andy can get 530 for 1 stock, 1 drive in the corner, and the combo builds (I believe) just over 1 whole stock. Here goes...
j.C, s.D, f+A, hcf+B (BD), db,f+A, db,f+A, dp+A [DC] hcf+B (BD), db,f+A, db,f+AC, dp+C. If this doesn't build more than an entire stock, its like 99% of one, and builds about half of a drive bar, too.
... ;dn ;df ;fd ;d, ;dn ;a ...didnt know it yet! :p
5x drunk Chin is not terribly common, to be fair. I mean, I have Hwa drunk basically at all times. Logically it costs less than nothing since Hwa gains back extra meter while in drunk mode.
Be that as it may, unless you're doing the drink super mid combo, you have to find two openings to do the drink super and then land the combo which changes everything.
I don't quite understand what you're saying here. Why two? Hwa's drunk mode lasts 15 seconds and pretty much all of the combos posted are under 5 or 6 seconds, why would you need a second drink mid-combo? If your drink wears out, just end the combo early with DM. Every single combo that I've posted can be stopped mid-loop to be finished with DM and is quite easy to confirm. Even if you don't land a hit, during your 15 seconds of drunk mode, due to safe pressure and pokes you'll gain back about 2-2.5 meter during those 15 seconds.
But I did post a combo that has a mid-combo drink in it, after a stun. The 100% stun Hwa combo does have a re-drink in it, but you can still do that one so long as you land a hit within 6 seconds of having a drink... just don't start it after that long.
The main difference being that Hwa needs under 1 second to get his power up mode (which has invulnerable activation, by the way), whereas Chin takes around 4? You sacrifice oki up to 5 times and have to basically not get hit for almost the entire round, whereas Hwa can literally just take one drink at the very start of the round and he's ready to start pressuring and comboing.
I mean, go ahead and post 5x drink Chin combos, they're absolutely legitimate combos, I just didn't think they were terribly viable, but maybe I'm wrong. I just thought the whole point of this thread was to show potential with low resources, which I just don't think includes elaborate setups like unrealistic numbers of drink powerups.
I mean, go ahead and post 5x drink Chin combos, they're absolutely legitimate combos, I just didn't think they were terribly viable, but maybe I'm wrong. I just thought the whole point of this thread was to show potential with low resources, which I just don't think includes elaborate setups like unrealistic numbers of drink powerups.
... ;dn ;df ;fd ;d, ;dn ;a ...didnt know it yet! :p
Holly s**t! 756 dmg to 1 stock & 1 drive, thats so crazy man! i love it! lulz xD
Well I didn't even factored in Chin's drinking; at least it doesn't cost a stock.
But does Chin have any safe methods of getting drunk?
I dunno. Chin can just drink on any knockdown, even a hard knockdown. He can duck most fireballs too and his EX rolling punch is fireball invincible.
Look at it like this. Drink, roll punch, drink, j.CD, drink, roll punch, drink, EX Roll punch, drink.
Most of chin's moves knockdown and you can also DC into his drink if you really wanted to. 5 might not be common, but in a match, if you leave Chin alone, he's gonna get there.
Matt, once again, you're coming from a gameplay/strategy perspective and yes, Hwa can definitely get drinks in very feasibly in a match, but we're not talking about matches--we're talking about raw damages here. I'm saying, if you set the CPU to do 1 hit guard+jump--drink combos don't work ( outside of stun combos ).
Got one for Benimaru, thanks to this (http://dreamcancel.com/forum/index.php?topic=7.msg46267#msg46267) (00:16).
2 Stocks, 1 Drive
j.D, cr.B xx qcf+K > d,u+K [DC 1st hit] qcb+P, qcf2x+AC
Anywhere
Confirm damage please.
Andy can get 530 for 1 stock, 1 drive in the corner, and the combo builds (I believe) just over 1 whole stock. Here goes...
j.C, s.D, f+A, hcf+B (BD), db,f+A, db,f+A, dp+A [DC] hcf+B (BD), db,f+A, db,f+AC, dp+C. If this doesn't build more than an entire stock, its like 99% of one, and builds about half of a drive bar, too.
Same as the one I added I'm afraid (with 1 different move.) The s.D is good for a little extra damage but personally I don't think it's worth potential whiffing of f+A from the extra knockback.
Also the combo does build 1 whole stock, so you can start at 0 :)
... Mienai, lemme know if you figure out how to kill with that ;)Yep, lemme know too!
You can kill using the last bit of meter you gain from the combo easily, I just wanted to figure out a way of saving it. Unfortunately without starting with a counter hit I'm not sure how, and I'm getting tired of attempting to repeat it over and over again just to confirm damage at the end :P
The King of Fighters XIII: Takuma the Meter Saving Expert (http://www.youtube.com/watch?v=2G978h6VLRo#ws)
Andy: 1 stock, 1 Meter: j.D, st. D, fd+A, db-fd + AC, dp + c (DC) hcf + b (BD) db-fd + a, dp + c = 545
Andy: 1 stock, 1 Meter: j.D, st. D, fd+A, hcf+B (BD), db-fd + AC, dp + c (DC) hcf + b (BD) db-fd + a, dp + c = 545
A little confused, I tried this combo and replaced j.D with j.C as well to maximize damage, but it only does 471 :/
Dunno if this one or a variation of it has already been posted, but here's a combo I've been using lately.
Mai, corner only.
1 stock, 1 drive
j.C, s.C, qcb+AC, qcb+C, hcf+D (2 hits, then) (DC) qcb+C, qcb+C, j.f.C (air throw) = 551 damage.
1 stock, 1 drive
Midscreen: j.C, s.C, Far C, hcf BD, hcf B, qcb C, [DC] hcf D, df.B, hcf B, df.B~B, s.C - 603
Chin anywhere 1 drive 1 stock:
j.C, s.C, Far C, Ex hcf K, hcf B, df B, qcb A, [DC] hcf D, df B x3~B, s.C - 571
EDIT: Looking at the damages again, I think for an anywhere 1 drive 1 stock combo, Chin takes the lead.
Chin anywhere 1 drive 1 stock:
j.C, s.C, Far C, Ex hcf K, hcf B, df B, qcb A, [DC] hcf D, df B x3~B, s.C - 571
EDIT: Looking at the damages again, I think for an anywhere 1 drive 1 stock combo, Chin takes the lead.
Hwa: 726
Takuma: 766
Kane, looks like Matt's got you there ;)
Heh, but I know a solid Chin player who's going to steal that, then try to punish me with it.
btw, is that s.C OR far.C after j.C?
I've also got one to add for King, for 2 stocks, 1 drive...
j.C, s.D, df+D, qcf+BD, qcb+B, hcb+D (1 hit) [DC] qcf+BD, qcf+B, hcb+D
Does 540 in the corner.
Table upped, thanks for supplying that Diavle.
Yeah, at work atm, but based on appearance, that does look like highest dmg for 1|0.
Normals > EX move > Juggle
Almost always beats
Normals > Super
for most characters. Bonus that it's anywhere.
1 HD/1 EX (Corner only) Parenthesis = charge
j.HK > c.LKx2 > ( ;db- ;ub)+HK >Cancel on first hit > (;ub- ;fd)+KK aka EX > ( ;bk- ;fd)+HP > One of the following:
1. b+HK > dash > b+HK > (if close enough) s.HK = 408
2. b+HK > dash > b+HK > CD = 410
3. b+HK > dash > b+HK > (;dn- ;up)+HK = 422
4. b+HK > (;bk- ;fd)+LP > s.HK = 420
5. b+HK > (;bk- ;df)+LP > (;dn- ;up)+HK = 430
[Add 1 Super bar]
6. b+HK > dash > b+HK > qcfx2+K (SUPER) = 448
7. b+HK > (;bk- ;fd)+LP > qcfx2+K (SUPER) = 456
[Add 2 Super bars]
8. b+HK > (;bk- ;fd)+LP > qcfx2+KK (EX SUPER) = 520
9. A.B.C.D to juggle = 383 to ?
2 Stocks
sh.CD Counter Hit (on hoping enemy) > sh.CD > qcf,hcb+PP = 442 dmg
1 HD bar, 2 Stocks
sh.CD Counter Hit (on hoping enemy) > qcb+K > HD cancel to qcb+KK > qcf,hcb+P = 420 dmg
1 HD bar, 3 Stocks
sh.CD Counter Hit (on hoping enemy) > qcb+K > HD cancel to qcb+KK (EX) > qcf,hcb+PP = 489 dmg
1 HD bar, 2 Stocks
sh.CD Counter Hit (on hoping enemy) > sh.CD > Hop qcb+K > HD cancel to qcb+KK > qcf,hcb+P = 471 dmg
1 HD bar, 2 Stocks
sh.CD Counter Hit (on hoping enemy) > sh.CD > Hop QCB+K > HD cancel to QCB+KK > SRK+PP (EX) = 431 dmg
1 HD bar, 3 Stocks
sh.CD Counter Hit (on hoping enemy) > sh.CD > Hop QCB+K > HD cancel to QCB+KK > s.LP > Instant Hop QCB+KK (EX) > SRK+PP (EX) = 475 dmg
1 HD bar, 1 Stocks
sh.CD Counter Hit (on hoping enemy) > QCB+K > QCB+K (WHIFF) > SRK+P > QCF,HCB+P = 402 dmg
1 HD bar, 2 Stocks
sh.CD Counter Hit (on hoping enemy) > QCB+HK > QCB+HK (WHIFF) > s.LP > Instant Hop QCB+KK > SRK+P > QCF,HCB+P = 469 dmg
1 HD bar, 3 Stocks
sh.CD Counter Hit (on hoping enemy) > QCB+HK > QCB+HK (WHIFF) > s.LP > Instant Hop QCB+KK > s.LP > Instant Hop QCB+KK > SRK+P > QCF,HCB+P = 521 dmg
3 Stocks
sh.CD Counter Hit (on hoping enemy) > sh.CD > Hop QCB+KK > s.LP > instant hop QCB+KK (EX) > SRK+PP (EX) = 454 dmg
1 HD bar, 3 Stocks
sh.CD Counter Hit (on hoping enemy) > sh.CD > Hop QCB+KK > s.LP > instant hop QCB+KK (EX) > SRK+P > HD Cancel > QCF,HCB+ P = 529 dmg
1 HD bar, 2 Stocks
j.HP > c.LKx2 > ;dn ;df ;fd+LP > ;fd+HK > (;dn ;df ;fd)x2 +P > ;dn ;db ;bk ;bk + LK > HD Cancel > ;dn ;db ;bk+KK (EX) > ;fd ;dn ;df+HP > ;fd+HK = 505 dmg
1 HD bar, 3 Stocks
j.HP > c.LKx2 > ;dn ;df ;fd+LP > ;fd+HK > (;dn ;db ;bk)+HK x2 > s.HP > ;dn ;df ;fd ;df ;dn ;db ;bk+ PP (EX) > ;dn ;db ;bk ;bk + LK > HD Cancel > ;dn ;db ;bk+KK (EX) > ;fd ;dn ;df+HP > ;fd+HK = 545 dmg
0 HD 2 Stock (Corner)
j.HP > c.LKx2 > ;dn ;df ;fd+LP > ;fd+LK > s.LP > ;dn ;df ;fd ;df ;dn ;db ;bk+PP (EX) > ;dn ;db ;bk ;bk+LK = 459 dmg
0 HD 2 Stock (Corner)
j.HP > c.LKx2 > ;dn ;df ;fd+LP > ;fd+HK > hop CD > air ;dn ;db ;bk+KK (EX) > ;dn ;df ;fd ;df ;dn ;db ;bk+P = 477 dmg
0 HD 2 Stock (Corner)
j.HP > c.LKx2 > ;dn ;df ;fd+LP > ;fd+HK > (;dn ;db ;bk)+HK x2 > c.HP > ;dn ;df ;fd ;df ;dn ;db ;bk+ PP (EX) > ;dn ;db ;bk ;bk + LK = 524 dmg
0 HD 3 Stock (Corner)
j.HP > c.LKx2 > ;dn ;df ;fd+LP > ;fd+HK > hop CD > air ;dn ;db ;bk+KK (EX) > c.HP > ;dn ;df ;fd ;df ;dn ;db ;bk+PP (EX) > ;dn ;db ;bk ;bk+LK= 577 dmg
0 HD 2 Stock (Corner)
j.HK > s.HK > ;dn ;df ;fd+PP (EX) > Run > ;dn ;db ;bk+P > ;dn ;df ;fd+HP > (;dn ;db ;bk x2)+P = 483 dmg
(444 dmg if you substitute the s.HK for c.LKx2 after the initial j.HK)
0 HD 3 Stock (Corner)
j.HK > s.HK > ;dn ;df ;fd+PP (EX) > Run > ;dn ;db ;bk+P > ;dn ;df ;fd+HP > (;dn ;df ;fd x2)+PP (EX) = 580 dmg
(547 dmg if you substitute the s.HK for c.LKx2 after the initial j.HK)
1 HD 2 Stock (Corner)
j.HK > s.HK > ;dn ;df ;fd+PP (EX) > Run > ;dn ;db ;bk+P > wait a bit > ;dn ;df ;fd ;uf+(HKx2) > HD Cancel on second hit > ;dn ;df ;fd+PP (EX) (ground ver)> (;dn ;db ;bk+P ) x 2 > ;dn ;df ;fd+HP > ;dn ;df ;fd ;uf+(HKx3) = 613 dmg
(564 dmg if you substitute the s.HK for c.LKx2 after the initial j.HK)
1 HD 2 Stock (Corner)
j.HK > s.HK > ;fd ;df ;dn ;db ;bk ;fd+PP (EX) > ;dn ;db ;bk+P > wait a bit > ;dn ;df ;fd ;uf+(HKx2) > HD Cancel on second hit > ;dn ;df ;fd+PP (EX) (ground ver)> (;dn ;db ;bk+P ) x 2 > ;dn ;df ;fd+HP > ;dn ;df ;fd ;uf+(HKx3) = 604 dmg
(501 dmg if you substitute the (j.HK > s.HK) with j,d.HK aka Air Drill and hit 3 times.
1 HD 3 Stock (Corner)
j.HK > s.HK > ;dn ;df ;fd+PP (EX) > Run > ;dn ;db ;bk+P > wait a bit > ;dn ;df ;fd ;uf+(HKx2) > HD Cancel on second hit > ;dn ;df ;fd+PP (EX) (ground ver)> (;dn ;db ;bk+P ) x 2 > ;dn ;df ;fd+HP > (;dn ;db ;bk x2)+P = 635 dmg
(593 dmg if you substitute the s.HK for c.LKx2 after the initial j.HK)
1 HD 2 Stock (Anywhere)
j.HK > s.HK > ;dn ;df ;fd+PP (EX) > ;dn ;df ;fd ;uf+(HKx2) > HD Cancel on second hit > ;dn ;df ;fd+PP (EX) (ground ver)> Jump Forward > Air Grab or Land and ;dn ;df ;fd ;uf+(HKx3)= 474 dmg
(442 dmg if you substitute the s.HK for c.LKx2 after the initial j.HK)
1 HD 3 Stock (Anywhere)
j.HK > s.HK > ;dn ;df ;fd+PP (EX) > ;dn ;df ;fd ;uf+(HKx2) > HD Cancel on second hit > ;dn ;df ;fd+PP (EX) (ground ver)> Jump Forward > (;dn ;db ;bk x2)+P = 522 dmg
(481 dmg if you substitute the s.HK for c.LKx2 after the initial j.HK)
0 HD 2 Stock (Anywhere)
j.HP > c.HP > ;dn ;db ;bk+KK (EX) > ;dn ;db ;bk ;db ;dn ;df ;fd+K = 425 dmg
1 HD 2 Stock (Anywhere)
j.HP > c.HP > ;dn ;db ;bk+KK (EX) > (;db~ ;fd)+LK > HD Cancel > ;dn ;db ;bk ;db ;dn ;df ;fd+K = 477 dmg
0 HD 2 Stock (Anywhere)
j.HP > c.HP > ;dn ;db ;bk+KK (EX) > ;dn ;df ;fd ;uf ;dn ;db ;bk+HP= 433 dmg
0 HD 3 Stock (Anywhere)
j.HP > c.HP > ;dn ;db ;bk+KK (EX) > ;dn ;df ;fd ;uf ;dn ;db ;bk+PP (EX) = 535 dmg
1 HD 1 Stock (Corner)
j.HP > c.HP > ;dn ;db ;bk+KK (EX) > (;db~ ;ub)+HP > HD Cancel > (;ub~ ;fd)+HK > hop CD = 430 dmg
1 HD 2 Stock (Corner)
j.HP > c.HP > ;dn ;db ;bk+KK (EX) > (;db~ ;ub)+HP > HD Cancel > (;ub~ ;fd)+HK > ;dn ;db ;bk ;db ;dn ;df ;fd+K or ;dn ;df ;fd ;uf ;df ;dn ;db ;bk+P = 535 dmg
1 HD 3 Stock (Corner)
j.HP > c.HP > ;dn ;db ;bk+KK (EX) > (;db~ ;ub)+HP > HD Cancel > (;ub~ ;fd)+HK > ;dn ;df ;fd ;uf ;df ;dn ;db ;bk+PP (EX) > (;dn~ ;up)+HP = 664 dmg
0|1 (almost full scrn)
j.C, s.C, {qcb+A}x3, [DC]qcb+D, qcb+B, qcb+B, s.C = 385
A bit like the Terrastorm one.
DC late on the 3rd rekka - if too late qcb+D won't hit. It's possible to to get a third qcb+B, but this is more realistic. The timing on the DC can be tricky to get used to and maybe not reliable in matches.
The stable thing I would do in matches is:
1|1 (almost full scrn)
j.C, s.C, {qcb+A}x3, [DC]qcb+BD, qcb+B, {qcb+A}x3, s.C = 400
Where the DC is easy to time and hit with. The rekkas at the end should be done slowly so as not to whiff the juggle.
@Terra, how the hell'd you get j.C, s.C, qcb+BD to hit? don't think that combos although the rest of it does @_@
Mature
1 Stock, 1 Drive
j.c, cl.c, qcb+BD, cl.c, rekkas, [DC] qcb+d, qcb+b, qcb+b, cl.c - 503 damage.
qcb+BD to cl.c is a link.
Rekkas to qcb+d is a rather late DC, done as the last hit causes a KD.
I haven't really tested if the two qcb+b needs the corner to work, most of the time you are at the corner by the time to get to that point anyways.
Hey man, thanks for the tip in timing the qcb+D, thought it was the last slash of it so the opponent would get aired?Have you tried it? It works fine for me.
was talking about this one:Mature
1 Stock, 1 Drive
j.c, cl.c, qcb+BD, cl.c, rekkas, [DC] qcb+d, qcb+b, qcb+b, cl.c - 503 damage.
qcb+BD to cl.c is a link.
Rekkas to qcb+d is a rather late DC, done as the last hit causes a KD.
I haven't really tested if the two qcb+b needs the corner to work, most of the time you are at the corner by the time to get to that point anyways.
Don't see how j.c, cl.c, qcb+BD bit can combo. There some method to it? (I would abuse the hell out of that)
Dude this get's 508 without the 3rd qcb+B (since I have trouble landing that anyways).I didn't realize that you can get a third qcb+b from that combo. I just tried a couple times and couldn't land it either, lol.
Can you tell me what it gets w/3 qcb+B's?
VIDEO TIME: 1:59 to 03:11
1 HD / 3 Stock ANYWHERE = 508 DAMAGE
;dn ;db ;bk+ ;b/ ;d (WHIFF) > ;dn ;db ;bk+ ;b/ ;d (HIT) > HD CANCEL > ;dn ;df ;fd + ;a ;c > ;fd ;d > (;dn ;db ;bk + ;d) > ;dn ;c > ;dn ;df ;fd ;df ;dn ;db ;bk + ;a ;c > ;dn ;db ;bk ;bk + ;b
1 HD / 2 Stock CORNER = 522 DAMAGE
;dn ;db ;bk+ ;b/ ;d (WHIFF) > ;dn ;db ;bk+ ;b/ ;d (HIT) > HD CANCEL > ;dn ;df ;fd + ;c > ;fd ;d > ;fd ;a > ;uf ;c ;d > ;dn ;df ;fd ;df ;dn ;db ;bk + ;a ;c > ;dn ;db ;bk ;bk + ;b
1 HD / 3 Stock CORNER = 593 DAMAGE
;dn ;db ;bk+ ;b/ ;d (WHIFF) > ;dn ;db ;bk+ ;b/ ;d (HIT) > HD CANCEL > ;dn ;df ;fd + ;c > ;fd ;d > ;fd ;a > ;uf ;c ;d > AIR ;dn ;db ;bk + ;b ;d > ;dn ;c > ;dn ;df ;fd ;df ;dn ;db ;bk + ;a ;c > ;dn ;db ;bk ;bk + ;b
1 HD / 2 Stock CORNER = 510 DAMAGE
;dn ;db ;bk+ ;b/ ;d (WHIFF) > ;dn ;db ;bk+ ;b/ ;d (HIT) > HD CANCEL > ;dn ;df ;fd + ;c > ;fd ;d > (;dn ;db ;bk + ;d) > ;dn ;c > ;dn ;df ;fd ;df ;dn ;db ;bk + ;a ;c > ;dn ;db ;bk ;bk + ;b
VIDEO TIME: 08:53 to
1 HD / 1 Stock = 412 DAMAGE
;uf ;c > ;d > ;c > ;dn ;db ;bk + ;d > (;dn ;df ;fd x2) + ;b/ ;d > ;fd ;fd + ;a > AIR ;dn ;db ;bk + ;d
1 HD / 2 Stock = 483 DAMAGE
;uf ;c > ;d > ;c > ;dn ;db ;bk + ;d > (;dn ;df ;fd x2) + ;b/ ;d > ;fd ;fd + ;a > AIR ;dn ;db ;bk ;db ;dn ;df ;fd + ;b/ ;d
1 HD / 2 Stock = 487 DAMAGE
;uf ;c > ;d > ;c > ;dn ;db ;bk + ;d > (;dn ;df ;fd x2) + ;b/ ;d > ;fd ;fd + ;a > AIR ;dn ;db ;bk + ;b ;d >
(;db ~ ;up)+ ;d > ;dn ;d
1 HD / 3 Stock = 531 DAMAGE
;uf ;c > ;d > ;c > ;dn ;db ;bk + ;d > (;dn ;df ;fd x2) + ;b/ ;d > ;fd ;fd + ;a > AIR ;dn ;db ;bk + ;b ;d > ;fd ;fd + ;a > AIR ;dn ;db ;bk + ;b ;d > (;db ~ ;up)+ ;d > ;dn ;d
1 HD / 3 Stock = 548 DAMAGE
;uf ;c > ;d > ;c > ;dn ;db ;bk + ;d > (;dn ;df ;fd x2) + ;b/ ;d > ;fd ;fd + ;a > AIR ;dn ;db ;bk + ;b ;d > ;fd ;fd + ;a > AIR ;dn ;db ;bk ;db ;dn ;df ;fd + ;b/ ;d
1 HD / 3 Stock = 579 DAMAGE
;uf ;c > ;d > ;c > ;dn ;db ;bk + ;d > (;dn ;df ;fd x2) + ;b/ ;d > ;fd ;fd + ;a > AIR ;dn ;db ;bk ;db ;dn ;df ;fd + ;b ;d
I like the little rewind part during Ash's section. Well done.
Terry 1 drive & 1 stock
Jump C, C (2hit), Dwnfwd C, QCB A (DC), QCB B, Dwn Up A+C (436/443 for corner)
0 Stock, 1 HD Bar
;uf+Attack > ;c > ;fd ;b > ;fd ;dn ;df + ;c > HD Cancel > ;dn ;db ;bk + ;d > (;db~ ;fd)+ ;b =
350 Dmg if started with ;uf ;b ;d
365 Dmg if started with ;uf ;d (add 2 points for ;uf ;c)
1 Stock, 1 HD Bar
;uf+Attack > ;c > ;fd ;b > ;fd ;dn ;df + ;c > HD Cancel > ;dn ;db ;bk + ;b ;d > (;db~ ;fd)+ ;d =
427 Dmg if started with ;uf ;b ;d
442 Dmg if started with ;uf ;d (add 2 points for ;uf ;c)
1 Stock, 0 HD Bar
;uf ;d > ;c > ;fd ;b > ;bk ;db ;dn ;df ;fd + ;c ;d > ;dn ;db ;bk ;bk + ;d > ;dn ;df ;fd + ;a > ;fd ;dn ;df + ;c =364 Dmg
0 Stock, 1 HD Bar
;uf ;d > ;c > ;fd ;b > ;fd ;dn ;df + ;c > HD Cancel > ;dn ;db ;bk + ;d > ;fd ;dn ;df + ;c =394 Dmg
0 Stock, 1 HD Bar
;uf ;d > ;c > ;fd ;b > ;fd ;dn ;df + ;c > HD Cancel > ;dn ;db ;bk + ;d > ;dn ;df ;fd + ;a > ;fd ;dn ;df + ;c =433 Dmg (Hard to pull, but possible)
1 Stock, 1 HD Bar
;uf ;d > ;c > ;fd ;b > ;fd ;dn ;df + ;c > HD Cancel > ;dn ;db ;bk + ;b ;d > ;dn ;db ;bk ;bk + ;b > ;fd ;dn ;df + ;c = 475 Dmg
3 Stock, 1 HD Bar
;uf ;d > ;c > ;fd ;b > ;fd ;dn ;df + ;c > HD Cancel > ;dn ;db ;bk + ;b ;d > ;dn ;db ;bk ;bk + ;b > ;dn ;df ;fd ;df ;dn ;db ;bk + ;a ;c = 636 Dmg
0 Stock, 1 HD Bar
;uf ;d > ;dn ;b x3 > (;db~ ;fd) + ;b > HD Cancel > ;dn ;db ;bk + ;d > ;fd ;dn ;df + ;c = 329 Dmg
1 Stock, 1 HD Bar
;uf ;d > ;dn ;b x3 > (;db~ ;fd) + ;b > HD Cancel > ;dn ;db ;bk + ;d > ;fd ;bk ;fd + ;b ;d > ;fd ;dn ;df + ;a = 389 Dmg
2 Stock, 1 HD Bar
;uf ;d > ;dn ;b x3 > (;db~ ;fd) + ;b > HD Cancel > ;dn ;db ;bk + ;d > ;dn ;df ;fd ;df ;dn ;db ;bk + ;a ;c = 505 Dmg
Raiden 5 stocks, 0% drive (Edited: got the 2nd dropkick juggle in)
j.C, cr.C xx db~f AC, Lvl 4 Super Dropkick, db~f AC, db~f AC, db~f AC, db~f AC, Lvl 4 Super Dropkick, dp A = 1006 damage!
Raiden 5 stocks, 0% drive (Edited: got the 2nd dropkick juggle in)
j.C, cr.C xx db~f AC, Lvl 4 Super Dropkick, db~f AC, db~f AC, db~f AC, db~f AC, Lvl 4 Super Dropkick, dp A = 1006 damage!
Here's the video for this, I'm sorry about the quality - I need to jiggle around with my video camera settings T_T
KOFXIII Raiden 100% Combo (5 Bars, 0 Drive) (http://www.youtube.com/watch?v=UPkVluXlfec#)
Heh good stuff. Pretty impractical tho.
A little Yuri combo that does 565 damage in the corner using 1 stock and 50% driveYooosh! Nice!! Good dmg for YURI using few stocks!! I'm surprised. Must to check this out!
j.C, s.C qcb+AC, qcb+C, qcf+C, dp+a, DC, qcb+C, qcf+c, s.C dp.D~AC.
Sorry if this was already posted, I just realized I could do this today.
why is this thread so dead.Because this thread is all about damage instead of practical stuff.
A lot of the things in this thread is very practical and optimal, Tikok.
A lot of the things in this thread is very practical and optimal, Tikok.I kinda think this thread would be better if it were about practical stuff instead of "look how much damage my character can do with 1 drive !"
To me , this thread would be more interesting if we listed optimal stuff from different openings instead of always j.C > strong attack.
A lot of characters like Kula or Takuma need meter to combo off a low, some characters to get the most damage out of their lows need a link, like Yuri or NESTS Kyo.
:~ ... why do you want to change the purpose of the thread??!!...I don't, I even said that I may just be nitpicking, so don't mind me too much. I'm just stating my opinion~
I usually substitute the jump attack with a low even though I may get less damage. The jump attack starters are for the max damage. Any other starter (from a low or a ground attack) will make the damage a bit less. I would assume people have done the same thing.The thing is a lot of combos aren't doable from a low, either because they require a hard attack's hitstun (like Yuri's EX Saiha combos) , or because your character doensn't have a reliable way to keep comboing from a low without meter (like K' without EX Ein Trigger midscreen). It's not just about damage.
im a dedicated yuri player Ex saiha combos are very rareI'm a dedicated Yuri player too, and EX Saiha combos aren't and shouldn't be rare because she can link c.B > c.C/s.C and these are very easy, hitconfirmable 3f/2f links.
I don't, I even said that I may just be nitpicking, so don't mind me too much. I'm just stating my opinion~Ok, forget.
any cr B not done right next to your opponent then the link will not hit.I know that, but like you said, a lot of her openings come from her dp+K mixup, and you're close enough for it from that opening.
its hard to confirmIt's not.
or dpC DC into dm or sdm.That's a waste of drive, you might as well do c.B c.B s.B EXDM.
you need to watch that video with MAgo and tokido VS E.T the taiwanese player.I started watching this video and got bored so I closed. Guess I'll stick with Shoki's Yuri , the rare times he plays her
The thing is a lot of combos aren't doable from a low, either because they require a hard attack's hitstun (like Yuri's EX Saiha combos)...And then:
...and EX Saiha combos aren't and shouldn't be rare because she can link c.B > c.C/s.C and these are very easy, hitconfirmable 3f/2f links.So what I missed?!! Something disturbes me... :/
Vice
2 Stocks, 1 Drive - 482 Damage
j.C, cl.D, f+A xx qcb+C [DC] hcf+D, qcb+AC, hop, Overkill
Corner
While trying to look for the videos for the console changes again, I found this for Yuri (0:28):
KOFXIII既存キャラ調整4 (http://www.youtube.com/watch?v=ma_QoLwmM_Q#ws)
1 stock, 1 drive
s.C xx qcb+AC, dp+C, dp+A [DC] dp+D > P, s.C xx dp+D > AC
Anywhere
Again, not sure about its exact damage but seems to do slightly around 400.
You might find other good combos in the video for this thread but I'm only interested in Yuri at the moment.
Vice
2 Stocks, 1 Drive - 482 Damage
j.C, cl.D, f+A xx qcb+C [DC] hcf+D, qcb+AC, hop, OverkillCornerAnywhere
I enjoy doing these combos, unfortunately I couldn't find a situation where "qcb+AC, hop, Overkill" trumped the damage from hcbx2+PP D: I guess you are a little better off on their wakeup, but Overkill isn't a good knockdown either :P Also you can do it anywhere on screen.