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Sarah VF5FS Ver. A.1 (Console) Combos

Discussion in 'Sarah' started by Cla, Jun 8, 2012.

  1. Strategist

    Strategist Active Member

    Just put colons in front of them here's P and now [P]
     
  2. Cla

    Cla Well-Known Member

    Go into full Reply rather than Quick Reply. Then click the button to insert smilies. ( [​IMG] ) You'll see all the directions and buttons. Usually, it's just surrounding the button with colons. Like...

    [2] [3] [6] [P]
    [6] [6_] [K] [+] [G]
    =<div class="ubbcode-block"><div class="ubbcode-header">Code:</div><div class="ubbcode-body ubbcode-pre" ><pre>[2] [3] [6] [P]
    [6] [6_] [K] [+] [G]</pre></div></div>
     
  3. KarnF91

    KarnF91 Active Member

    Went through and tested the higher damage 1K combos on each character. Once again these are off a Counter Hit(CH) and from closed stance. I will list by weight class, for some characters I will list individually in their weight class.

    Heavy

    1K->PPP7K->7K 97 Damage
    1K->KP->P->3KK 87 Damage
    1K->3PK->FL K->FL 8K 85 Damage


    Middle Heavy

    1K->PPP7K->7K 97 Damage 103
    1K->KP6->FSPPK 92 Damage 98
    1K->KP->P->3KK 87 Damage 93
    1K->3PK->FL K->FL 8K 85 Damage 91

    In bold is the damage that Jean takes


    Light Middle

    1K->P->4K+G->3P+K+->7K 97 Damage
    1K->PPP7K->7K 97 Damage*
    1K->3PK->FL 6K+G-> 3KK 96 Damage
    1K->KP6->FSPPK 92 Damage

    * the 7K on the closer doesn't work on El Blaze or Shun in my testing.


    Light

    This one is all jacked up. I'm listing each character since it is so messed up.

    Eileen

    1K->KP->P->4K+G->66K+G 109 Damage
    1K->P->4K+G->3P+K->7K 97 Damage
    1K->3PK->FL 6K+G->3KK 96 Damage


    Aoi

    1K->4K+G->P->6K+G->P->66K+G 109 Damage
    1K->KP->P->4K+G->66K+G 109 Damage
    1k->P->4K+G->3P+K->7K 97 Damage
    1K->3PK->FL 6K+G->3KK 96 Damage


    Pai

    1K->p->4K+G->3P+K->7K 97 Damage
    1K->3PK->FL 6K+G->3KK 96 Damage


    Sarah

    1K->4K+G->P->6K+G->7K 99 Damage
    1K->p->4K+G->3P+K->7K 97 Damage
    1K->PPP7K->7K 97 Damage
    1K->3PK->FL 6K+G->3KK 96 Damage



    I tried the buttons but it made my entire post really confusing to me lol. Once we get things all settled I'll try it again. For now I think it's best to get the information out there. I'm still sure there are a lot of variations for the 1K combos, I came up with a few during testing. The ones I listed are the ones I feel are easiest to do in most situations. I'm going to be working on some of the 2P+KK combos later.
     
  4. Cla

    Cla Well-Known Member

    ^Thanks for all that. I'm still testing the info from previous posts but I'll catch up to this latest post soon.

    Oh and about the weights, follow Mike's latest info. My opening post has the weights all wrong and unfortunately I can't go back and edit it.



    So hey listen up everyone. I noticed something interesting....

    VS Eileen (should work on El Blaze but not tested yet)
    2P+KK, P, 1K+GK, FL 6KK | [2][P][+][K], [P], [1][K][+][G][K], FL [6][K][K]
    2P+KK, 1K+GK, FL P, 3KK | [2][P][+][K], [1][K][+][G][K], FL [P], [3][K][K]

    Both of these combos do the same damage, (69) but the second combo leaves you in a better position. (you recover sooner and can even follow up with 2K+G if the opponent does not ukemi) So in this case, the "better" combo of the two would be the second combo. Keep this in mind while doing your own experiments. (but remember to test if the "better" combo is also still possible in both foot positions, NH vs CH, etc)


    Also side note... 1K+GK does more damage than 3PK. So if you have a combo that uses 3PK, test it with 1K+GK instead. If the combo still works, it will be more damage, even if only a point or 2. In this game, that point or 2 can spell the difference between a win and a loss. Similiarly, using 3KK as ender instead of FL 6KK does more damage. With the last hit of the combo that goes into FL, try FL P, 3KK instead and see if that works.


    Hey um... can someone explain this to me? From the VFMad link, there's this 2P+KK combo:

    44P~背PKG~6K+G~P~66K+G

    Um... lolwut? This doesn't seem possible. Though I'm not sure what 背 means. (most likely "backturned", which still doesn't make this combo make sense)


    EDIT: After a good 4+ hours in the lab, here's what I got so far:

    <div class="ubbcode-block"><div class="ubbcode-header">Code:</div><div class="ubbcode-body ubbcode-pre" ><pre>
    VS SUPER LIGHT WEIGHT (EILEEN/EL BLAZE)

    DMG HIT FOOT COMBO NOTES
    NH/CH

    NA/99 CH AF KP6, FS PP, 4K+G, 66K+G
    89/101 AH AF 1K, KP, P, 6K+G, 66, 2P, 7K
    96/108 AH CF 1K, KP, P, 6K+G, 66, P, 66K+G
    NA/111 CH CF 1K, KP6, FS P, 6K+G, 66, P, 66K+G
    73/78 AH AF 2P+KK, P, 6K+G, 66, 2P, 7K
    80/85 AH CF 2P+KK, 1K+GK, 6K+G, 3KK
    NA/76 CH AF 2K+G, 1K+GK, P, 3KK
    NA/89 CH CF/OF? 3P+K, 66, DELAY 10-15 FRAMES, P, 4K+G, 3K, 7K
    NA/76 CH AF 3P+K, 1K+GK, FL P, 3KK | EASIER 3P+K COMBO
    75/86 AH AF 4K+G, P, 6K+G, 66, 2P, 7K
    81/92 AH CF 4K+G, P, 6K+G, [6]P, 66K+G
    60/68 AH AF 4PK4K, 1K+GK,FL 6KK
    63/71 AH CF 4PK4K, P, 3K, 7K
    NA/73 CH AF 4PK4K, 1K+GK, FL P, 3KK
    NA/76 CH AF 6PK, 1K+GK, FL K, FL 7K
    NA/78 CH CF 6PK, 1K+GK, FL P, 7K
    69/79 CH AF 8K+G, 1K+GK, FL P, 3KK | WORKS ON NH IF NO UKEMI
    NA/83 CH AF 8K+G, P, 6K+G, 66, 2P, 7K
    70/80 NH AF 9K, 1K+GK, FL P, 3KK
    69/81 AH AF 9K+GKK, 66, 1K+GK, FL 6KK | NH + CF IS HARD
    NA/120 CH AF BS P, 1K, KP, P, 6K+G, 66, P, 66K+G
    76/87 AH AH BS K, 2P, P, 4K+G, 66, 2P, 7K
    79/90 AH CF BS K, 2P, 4K+G, FS PPK
    84/94 AH AF BS P+K, 4K+G, P, 6K+G, 66, 2P, 7K
    92/102 AH OF BS P+K, 4K+G, P, 6K+G, 66, P, 66K+G
    75/88 AH AF FL P2KKK, FL 1KK, 6KK
    78/85 AH AF FL K+GK, P, 6K+G, 66, 2P, 7K
    NA/87 CH AF FL 2_8P+K, FL 6K+G, 1K+GK, FL PK
    73/83 AH AF FL 3K, 2P, 6K+G, 66, P, 7K
    77/87 AH OF FL 3K, 2P, 4K+G, FS PPK
    97/109 AH AF FL 6K+G, KP, P, 4K+G, 66K+G
    73/83 AH AF JPD, 1K+GK, FL K, FL 8K
    </pre></div></div>Still going through the posts in this thread and the combos from the 2 Japanese fan sites to compare to these.
     
  5. NGKrush

    NGKrush Well-Known Member

    PSN:
    de_kroet
    XBL:
    de kroet
    so are sarah combo's very stance dependant in fs? i'm doing some simple b&b juggles, but others don't connect consistantly [​IMG]
     
  6. Strategist

    Strategist Active Member

    Most of them won't work in her closed stance. Only few and I do mean few work there if you want to land combos make sure she is in her open stance haha
     
  7. Cla

    Cla Well-Known Member

    ^It's interesting you would say that cause in my experience, I'm seeing more combos that need to be Closed. (strictly talking about the highest-possible damage combos though, not EVERY possible combo) In my tests against Eileen (see my most recent post before this one), I've noticed only 2 instances where you have to be Open to get the highest damage possible.
     
  8. Strategist

    Strategist Active Member

    I don't do the most damaging ones like the examples you listed, that may be why lol but I went to the website Karn posted where the Japanese Sarah player posted combos and most worked in open stance.
     
  9. KarnF91

    KarnF91 Active Member

    背 Means back turned in the situation. 44P will turn your back, from that launcher though, seems like it's be hard to do.

    On some of the combos on that site I posted he has it listed what characters it works on and foot position. O will work X won't work.
     
  10. Devilstar22

    Devilstar22 Well-Known Member

    There is a good quick rise punish combo you can use.

    its forward slide into serpent tail then down back KG into 6k 6k
     
  11. Cla

    Cla Well-Known Member

    ^I'm not sure that's a combo because you can recover after Serpent Tail, but I'll experiment with it. What exactly do you mean by "quick rise punish" anyway? You mean against someone who uses the P+K+G quick recovery after falling on the ground, right? I'm not sure that there are any guaranteed hits in that situation but I'll experiment soon enough.


    Alright, so here are my notes so today. I've added combos that start with a wall hit because those are 100% consistent and is a situation you will run into often.

    (note I have not yet determined an abbreviation for Wall Splat since I'm already using WS for Wall Stagger.)
    <div class="ubbcode-block"><div class="ubbcode-header">Code:</div><div class="ubbcode-body ubbcode-pre" ><pre>SARAH STANCES: JUMP ATTACKS:

    FL = FLAMINGO JPR = JUMP PUNCH RISING
    ST = STEP JPD = JUMP PUNCH DESCENDING
    FS = FORWARD SLIDE JKR = JUMP KICK RISING
    BS = BACKWARD SLIDE JKD = JUMP KICK DESCENDING
    BT = BACKTURNED RRK = REACT ROUND KICK (BT 6P+K+G AT WALL)
    SH = SIDE HIT
    ________

    WS = WALL STAGGER

    WHEN YOU SEE "WS", USE ANY ATTACK THAT CAUSES A STAGGER WHEN IT HITS AN
    OPPONENT INTO THE WALL. THESE ARE KNOWN POSSIBLE WALL STAGGER STARTERS:

    HIT/CMD DMG
    NH/CH

    AH K 21/
    AH 1K 25/ CAN'T DO 1K TWICE IN A ROW. SKIP TO NEXT HIT IN COMBO.
    AH 44K 21/
    AH 66K 23/
    AH FS K 30/



    ?? = WALL SPLAT

    WHEN YOU SEE "??", USE ANY ATTACK THAT CAUSES A SPLAT WHEN IT HITS AN
    OPPONENT INTO THE WALL. THESE ARE KNOWN POSSIBLE WALL SPLAT STARTERS:

    HIT/CMD DMG
    NH/CH

    BT 3K 25/

    ________

    HIT: NH = NORMAL HIT, CH = COUNTER HIT, AH = ANY HIT
    FOOT: OF = OPEN FOOT, CF = CLOSED FOOT, AF = ANY FOOT POSITION
    </pre></div></div><div class="ubbcode-block"><div class="ubbcode-header">Code:</div><div class="ubbcode-body ubbcode-pre" ><pre>
    VS SUPER LIGHT WEIGHT (EILEEN/EL BLAZE)

    DMG HIT FOOT COMBO NOTES
    NH/CH

    NA/99 CH AF KP6, FS PP, 4K+G, 66K+G
    89/101 AH AF 1K, KP, P, 6K+G, 66, 2P, 7K
    96/108 AH CF 1K, KP, P, 6K+G, 66, P, 66K+G
    NA/111 CH CF 1K, KP6, FS P, 6K+G, 66, P, 66K+G
    73/78 AH AF 2P+KK, P, 6K+G, 66, 2P, 7K
    80/85 AH CF 2P+KK, 1K+GK, 6K+G, 3KK
    NA/76 CH AF 2K+G, 1K+GK, P, 3KK
    NA/101 CH AF SH 3K, FS P+K, P, 6K+G, P, 66K+G
    NA/89 CH CF/OF? 3P+K, 66, DELAY APPROX 10 FRAMES, P, 4K+G, 3K, 7K
    NA/76 CH AF 3P+K, 1K+GK, FL P, 3KK MUCH EASIER 3P+K COMBO
    75/86 AH AF 4K+G, P, 6K+G, 66, 2P, 7K
    81/92 AH CF 4K+G, P, 6K+G, [6]P, 66K+G
    60/68 AH AF 4PK4K, 1K+GK,FL 6KK
    63/71 AH CF 4PK4K, P, 3K, 7K
    NA/73 CH AF 4PK4K, 1K+GK, FL P, 3KK
    NA/76 CH AF 6PK, 1K+GK, FL K, FL 7K
    NA/78 CH CF 6PK, 1K+GK, FL P, 7K
    69/79 CH AF 8K+G, 1K+GK, FL P, 3KK WORKS ON NH IF NO UKEMI
    NA/83 CH AF 8K+G, P, 6K+G, 66, 2P, 7K
    70/80 NH AF 9K, 1K+GK, FL P, 3KK
    69/81 AH AF 9K+GKK, 66, 1K+GK, FL 6KK NH + CF IS DIFFICULT
    93/105 AH AF BT 6K, 4K+G, $K+GG, FL 6K+G, 3KKG, FL 8K
    46/54 AH AF BS P, PPP LEAVES YOU AT -8 BUT 6 INTO FS IS POSSIBLE
    43/51 AH AF BS P, 3PK BETTER SITUATION (+5)
    NA/120 CH AF BS P, 1K, KP, P, 6K+G, 66, P, 66K+G
    76/87 AH AH BS K, 2P, P, 4K+G, 66, 2P, 7K
    79/90 AH CF BS K, 2P, 4K+G, FS PPK
    84/94 AH AF BS P+K, 4K+G, P, 6K+G, 66, 2P, 7K
    92/102 AH OF BS P+K, 4K+G, P, 6K+G, 66, P, 66K+G
    NA/81 CH AF BS K+G, 1K+GK, FL 6KK
    75/88 AH AF FL P2KKK, FL 1KK, 6KK
    78/85 AH AF FL K+GK, P, 6K+G, 66, 2P, 7K
    NA/87 CH AF FL 2_8P+K, FL 6K+G, 1K+GK, FL PK
    73/83 AH AF FL 3K, 2P, 6K+G, 66, P, 7K
    77/87 AH OF FL 3K, 2P, 4K+G, FS PPK
    97/109 AH AF FL 6K+G, KP, P, 4K+G, 66K+G
    73/83 AH AF JPD, 1K+GK, FL K, FL 8K
    85/100 AH AF RRK, 4K+G, 4P+K, FL 8K
    +87 AF WS, 1K, 3K, 4K+G, 1K, P, 6K+G, 6_P, 66, 2P, 7K
    +94 CF WS, 1K, 3K, 4K+G, 1K, P, 6K+G, 6_P, 66K+G
    </pre></div></div>
     
  12. Cla

    Cla Well-Known Member

    Ok so I think I'm finally done experimenting on Eileen. I have also compared all combos from the 2 Japanese links and combos shared in this thread and my own combos. Here's the results of what I believe are the highest damage combos possible. I think I found every possible combo starter (including wall staggers and splats) but please tell me if you see a combo starter missing.

    Read the first section carefully to understand the wall combos.
    <div class="ubbcode-block"><div class="ubbcode-header">Code:</div><div class="ubbcode-body ubbcode-pre" ><pre>SARAH STANCES: JUMP ATTACKS:

    FL = FLAMINGO JPR = JUMP PUNCH RISING
    ST = STEP JPD = JUMP PUNCH DESCENDING
    FS = FORWARD SLIDE JKR = JUMP KICK RISING
    BS = BACKWARD SLIDE JKD = JUMP KICK DESCENDING
    BT = BACKTURNED RRK = REACT ROUND KICK
    ^(BT 6P+K+G AT WALL)

    SH = SIDE HIT
    WH = WALL HIT (THIS SPECIFIC ATTACK HITS THE OPPONENT INTO WALL)
    _______________________________________________________________________


    WST = WALL STAGGER

    WHEN YOU SEE "WST", START WITH ANY ATTACK THAT CAUSES A STAGGER WHEN IT
    HITS AN OPPONENT INTO THE WALL. THESE ARE KNOWN WALL STAGGER STARTERS:

    HIT/CMD DMG
    NH/CH

    CH P4K NA/24
    NH K 21/NA
    CH 3PP NA/22
    CH 3K NA/30
    CH 4K NA/22 <- EXTRA DAMAGE "FL WST" COMBO POSSIBLE
    CH 44P NA/21
    AH 44K 21/31
    AH 66K 23/34
    NH BS 2K 21/NA <- A LOW THAT CAN START A BIG COMBO!
    CH FL PK 28/
    NH FL 2_8P+K 23/NA <- "FL WST" COMBO POSSIBLE/REQUIRED?
    AH FL 4K 21/ <- USE "FL WST" COMBO INSTEAD
    AH FS K 30/



    WSH = HIGH WALL SPLAT

    WHEN YOU SEE "WSH", START WITH ANY ATTACK THAT CAUSES A HIGH SPLAT WHEN
    IT HITS AN OPPONENT INTO THE WALL. THESE ARE KNOWN HIGH SPLAT STARTERS:

    HIT/CMD DMG
    NH/CH

    CH PK NA/30
    CH K NA/31
    AH 1K 25/
    CH 6PK NA/20
    AH BT K 25/
    AH BS K+G 25/
    AH FL 6K+G 25/
    AH FL 8K 32/
    AH FS PPK 32/



    WSL = LOW WALL SPLAT

    WHEN YOU SEE "WSL", START WITH ANY ATTACK THAT CAUSES A LOW SPLAT WHEN
    IT HITS AN OPPONENT INTO THE WALL. THESE ARE KNOWN LOW SPLAT STARTERS:

    HIT/CMD DMG
    NH/CH

    AH PPP7K 25
    AH 6P+KPK 21/
    AH 6P+K3PK 21/
    AH 7K 38/
    AH BT 3K 25/

    ________

    HIT: NH = NORMAL HIT, CH = COUNTER HIT, AH = ANY HIT
    FOOT: OF = OPEN FOOT, CF = CLOSED FOOT, AF = ANY FOOT POSITION
    </pre></div></div><div class="ubbcode-block"><div class="ubbcode-header">Code:</div><div class="ubbcode-body ubbcode-pre" ><pre>
    VS SUPER LIGHT WEIGHT (EILEEN/EL BLAZE)

    DMG HIT FOOT COMBO NOTES
    NH/CH

    NA/79 CH AF PK, 1K+GK, P, 6KK
    NA/99 CH AF KP6, FS PP, 4K+G, 66K+G
    96/108 AH AF 1K, KP, P, 6K+G, 66, P, 66K+G
    NA/111 CH AF 1K, KP6, FS P, 6K+G, 66, P, 66K+G
    79/84 AH AF 2P+KK, P, 6K+G, 6_P, 66K+G
    80/85 AH CF 2P+KK, 1K+GK, 6K+G, 3KK
    NA/76 CH AF 2K+G, 1K+GK, FL P, 3KK
    NA/101 CH AF SH 3K, FS P+K, P, 6K+G, P, 66K+G
    NA/89 CH CF/OF? 3P+K, 6_P, 4K+G, 66, 3K, 7K
    NA/86 CH AF 3P+K, 6_P, 6K+G, 6_P, 66K+G EASIER 3P+K COMBO
    NA/76 CH AF 3P+K, 1K+GK, FL P, 3KK MUCH EASIER 3P+K COMBO
    75/86 AH AF 4K+G, P, 6K+G, 66, 2P, 7K
    81/92 AH CF 4K+G, P, 6K+G, 6_P, 66K+G
    60/68 AH AF 4PK4K, 1K+GK,FL 6KK
    63/71 AH CF 4PK4K, P, 3K, 7K
    NA/73 CH AF 4PK4K, 1K+GK, FL P, 3KK
    NA/76 CH AF 6PK, 1K+GK, FL K, FL 7K
    NA/78 CH CF 6PK, 1K+GK, FL P, 7K
    69/79 CH AF 8K+G, 1K+GK, FL P, 3KK WORKS ON NH IF NO UKEMI
    NA/83 CH AF 8K+G, P, 6K+G, 66, 2P, 7K
    70/80 NH AF 9K, 1K+GK, FL P, 3KK
    69/81 AH AF 9K+GKK, 66, 1K+GK, FL 6KK NH+CF IS DIFFICULT
    79/84 AH AF BT P+KK, P, 6K+G, 6_P, 66K+G
    80/85 AH CF BT P+KK, 1K+GK, 6K+G, 3KK
    93/105 AH AF BT 6K, 4K+G, 4K+GG, FL 6K+G, 3KKG, FL 8K
    46/54 AH AF BS P, PPP LEAVES YOU -8 BUT 6 INTO FS POSSIBLE
    43/51 AH AF BS P, 3PK BETTER SITUATION (+5)
    NA/120 CH AF BS P, 1K, KP, P, 6K+G, 66, P, 66K+G
    76/87 AH AH BS K, 2P, P, 6K+G, 66, 2P, 7K
    79/93 AH OF BS K, 2P, 6K+G, 6_P, 66K+G
    NA/80 CH AF BS 2K, 1K+GK, FL P, 3KK
    84/94 AH AF BS P+K, 4K+G, P, 6K+G, 66, 2P, 7K
    92/102 AH OF BS P+K, 4K+G, P, 6K+G, 66, P, 66K+G
    NA/81 CH AF BS K+G, 1K+GK, FL 6KK
    75/88 AH AF FL P2KKK, FL 1KK, FL 6KK
    92/99 AH AF FL KKKK, 1K+GK, FL 6K+G, 3KK
    78/85 AH AF FL K+GK, P, 6K+G, 66, 2P, 7K
    NA/87 CH AF FL 2_8P+K, FL 6K+G, 1K+GK, FL PK
    73/83 AH AF FL 3K, 2P, 6K+G, 66, P, 7K
    83/93 AH OF FL 3K, 2P, P, 6K+G, 6_P, 66K+G
    97/109 AH AF FL 6K+G, KP, P, 4K+G, 66K+G BEST FL P+K OPTION
    NA/61 CH AF FS P+K, PPP ENDS -6 BUT 6 INTO FS POSSIBLE
    NA/58 CH AF FS P+K, 3PK BETTER SITUATION (+8)
    83/89 AH AF ST PP, P, 4K+G, 66K+G
    75/80 AH AF ST KKK, FL 1KK, FL 6KK LOW STARTER!
    73/83 AH AF JPD, 1K+GK, FL K, FL 8K
    85/100 AH AF RRK, 4K+G, 4P+K, FL 8K
    +87 AF WST, 1K, 3K, 4K+G, 1K, P, 6K+G, 66, 2P, 7K
    +94 CF WST, 1K, 3K, 4K+G, 1K, P, 6K+G, 6_P, 66K+G
    +97 AF FL WST, FL 3, 1K+GK, FL 3K+G, 1K, P, 4K+G, 66K+G
    +62 AF WSH, 3K, 4K+G, 1K, P, 6K+G, 66, 2P, 7K
    +69 CF WSH, 3K, 4K+G, 1K, P, 6K+G, 6_P, 66K+G
    +39 AF WSL, 1K+GK, FL P, 7K
    85 AF WH 41236P+G, 1K
    </pre></div></div>[/size]
     
  13. Cla

    Cla Well-Known Member

    Oh and hey, I figure some people don't care to try to memorize combos for every possible situation. So I wouldn't mind putting together a list of "universal combos" too. (the best combo possible off the launchers regardless of char, Normal/Counter Hit, or footing. Although maybe even for those we should not consider Taka. I don't know, I guess we'll just see how much of a difference there is between Taka and Heevy Weight ombos.)

    EDIT: Two corrections to most recent combo post:
    <div class="ubbcode-block"><div class="ubbcode-header">Code:</div><div class="ubbcode-body ubbcode-pre" ><pre>NA/79 CH AF PK, 1K+GK, P, 3KK
    NA/102 CH AF KP6, FSP+K, 6K+G, P, 66K+G</pre></div></div>
     
  14. KarnF91

    KarnF91 Active Member

    Taka doesn't get launched but seems to get staggered. From that point of view it seems like you can get more damage on him.

    Universal combos would be nice. Off 1K PPP7K 7K seems to work on everyone. The 7K might not get off on everyone though. It's just going to take time to figure all of this out.
     
  15. Cla

    Cla Well-Known Member

    I saw a lot of combos like that on the Japanese fansite. But it seems like it's always possible to ukemi the last 7K. Though I haven't tested on everyone.
     
  16. KarnF91

    KarnF91 Active Member

    If you go to free training and do the PPP7K 7K the combo number turns green on the last hit which means you can Ukemi it. Thinking about it now, it's an okay combo because of damage. But it might not be the best one too use in the long term against good players.

    So just out of what we've all seen so far, what do you think is good damage for a combo? I think anything 85 damage or above is the optimal range you should look for. I know off some starters it's hard to get it that high. Like I said earlier it's going to take some time to figure things out. I'm glad I picked Sarah though, she seems to have a lot of tricks up her sleeves.
     
  17. steelbaz

    steelbaz Well-Known Member

    PSN:
    Raze--
    XBL:
    spliffy baz
    I was thinking of making a separate thread for Sarah's combo videos, the vids make it alot easier for me to do the combos. Plus it's great to see how they work in actual game play. Anyone for or against this idea, I really think it would be better if they had there own thread. What say you Sarah players?? [​IMG]
     
  18. tenren

    tenren Well-Known Member

    i dont see why not.Id just label it video thread so that its not just combos.
     
  19. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    I really wish someone formatted those in VFDC icon notations.. Really hard to read those and find whether some combo is mentioned or not.. Can you at least divide them according to the launcher..?

    Anyway, heres one, not sure if it was mentioned already:

    [1][K] -> [4][K]+[G] (high bound) -> [P] -> [6][K]+[G] (low bound) -> [P] -> [7][K] for 100 points on CH in both stances on Lion.. Propably works on other lightweights.

    Got this to work on Eileen, Blaze and Aoi in closed stance.
    [2][P]+[K][K] -> [4][4][P] -> [P][K]~[G] -> [6][K]+[G] (light bound) -> [P] -> [6][6][K]+[G]

    88 on normal hit.
     
  20. Cla

    Cla Well-Known Member

    I'm almost done with my El Blaze tests. A lot of the Eileen combos I mentioned do not work the same. Anyway, I'll share all that info once I actually prepare it.

    When all combos are finalized, we'll clean up the layout and create a section that also has the combos in icon form. But until then, yeah things are gonna be very rough-draft-y to say the least.


    Are you talking about my posts? The first code box is the legend/explanation, and the second code box contains the actual combos.


    If you're talking about my posts, it's my goal to have just the only one best combo for each launcher anyway. But if there is a need for additional combos off the same launcher (perhaps a bigger combo that is possible only on Counter Hit or in a specific foot position) then those combos will be mentioned too. Either way, combos from the same launcher are always grouped together.


    Thanks. I have an 111 dmg CH combo against Eileen*, though it probably will not work against any other chars. This combo should work on more chars. If you change the 2nd P into 2P, you will probably get at least one more point of damage. If you use the same attack multiple times in the same combo, it gets an additional reduction in damage. But if for the second P you do 2P instead, it should have the same reaction but technically do more daamage.

    *CH 1K, KP6, FS P, 6K+G, 66, P, 66K+G

    (FS = Forward Step)


    Just realized I was reading it wrong. I was think it was saying to do P+K+G after the 44P. Now I what it really meant. I wonder where else doing 44P, PKG after a launcher can help get bigger damage?
     

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