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Shun VF5FS Combo Thread

Discussion in 'Shun' started by TeeZed, Jun 9, 2012.

  1. Chill

    Chill +40 DP Content Manager Shun Gold Supporter

    PSN:
    Chill58
    XBL:
    Chill PKG
    Thread Resurrection!

    OK so lately I've been busy with general VF training and the combo stuff fell by the wayside. But hopefully now I can commit some time to finishing off all the characters.

    We're running on double proof liquor as I'm now up to combos for Shun!

    I didn't notice too much strangeness, though there were some combos that only worked at 8DP for some reason, as if the recovery for the attack had been trimmed at that level of drink points. Also looking through I thought I found some new combos that I might have to double check on the lighter characters but could be wrong. Onward!


    Shun


    - [2][3][6][P] (6 DP)

    [6_][P], [2][3][6][K][P], [4][6][P][P],[P][+][K] = 68 dmg

    (will not work at max. range) [2][3][6][K][P], [6_][P][P][4][P][P] = 74 dmg

    (8 DP) [6_][P], [2][3][6][K][P], [4][3][+][P][+][K],[P] = 77 dmg

    (CH, or normal hit in open stance only) [6_][P], [6][+][K][+][G], short dash, [2][3][6][K][P][P] = 77 dmg (87 dmg CH)

    (CH, or normal hit in open stance only) [6_][P], [6][+][K][+][G], short dash, [3][K][P] = 68 dmg (78 dmg CH)

    (8 DP, CH, or normal hit in open stance only) [6_][P], [6][+][K][+][G], [4][3][+][P][+][K],[P] = (85 dmg)



    - [2][3][6][P],[P] (8 DP)

    [6_][P], [6][+][K][+][G], short dash, [2][3][6][K][P][P] = 86 dmg

    [6_][P], [6][+][K][+][G], [4][3][+][P][+][K],[P] = 83 dmg



    - [2_][3][P]

    [6][K],[K][P] = 72 dmg

    (6 DP) [2][P], [2][3][6][K][P],[4][6][P][P][P],[P][+][K] = 81 dmg



    - [1][P][+][K]

    [2][P], [6_][P], [1][P][K] = 55 dmg

    [2][P], [6_][P], [6][P][P] = 54 dmg

    (4 DP) [6_][P], [6_][P][P][4][P][P] = 60 dmg

    (6 DP) [2][3][6][K][P], [4][6][P][P][P][P][+][K] = 70 dmg



    - [8][+][K][+][G]

    (Timing is quite tight for this one) Forward dash, [6][P], [6][K], [K][P] = 69 dmg

    Forward dash, [6][K], [K][P] = 62 dmg

    (6 DP) Forward dash, [2][3][6][K][P], [4][6][P][P][P][P][+][K] = 70 dmg (with DP bonus combo #1 still has best damage)

    (8 DP) Forward dash, [2][3][6][K][P], [4][3][+][P][+][K], [P] = 72 dmg (with DP bonus combo #1 still has best damage)


    - [6] [K][+][G]

    short dash, [1][K][K] = 43 dmg

    (8 DP) [3][P][P][K] = 54 dmg


    - [6][6][K]

    [6_][P][P][4][P], [1][P] = 62 dmg

    [6_][P][P][4][P],[3][P] = 60 dmg

    (CH) [6_][P][P][4][P], [4][3][+][P][+][K] = 77 dmg

    (4 DP) [6_][P][P][4][P][P] = 64 dmg

    (6 DP) [2][3][6][K][P], [6_][P][P][4][P][P] = 79 dmg



    - [4][P],[P] (CH)

    [4][6][P][P][P],[1][P] = 59 dmg

    [4][6][P][P][P],[3][P] = 57 dmg

    (4DP. Open stance only until 8 DP) [4][6][P], [6_][P][P][4][P][P] = 63 dmg


    - [6][K] (CH)

    [P], [1][P][K] = 69 dmg

    [P], [6][P][P]= 65 dmg

    (4 DP) [P][P], [6_][P][P][4][P][P] = 85 dmg

    (8 DP, Closed) [P][P], [6_][P], [4][3][+][P][+][K], [P] = 90 dmg



    - [1][+][K][+][G]

    [1][P],[K] = 57 dmg

    (8 DP) [4][3][+][P][+][K], [P] = 60 dmg

    (8 DP) Dash, [3][P][P][K] = 64 dmg



    - [1]/[7][+][P][+][K][+][G], [P][+][K]

    [6][+][K][+][G], [6_][P] , [6][P][P] = 77 dmg

    (4 DP) [6][+][K][+][G], [6_][P][P][4][P][P] = 82 dmg



    - [2][1][4] [P][+][K]

    [6_][P], [6][+][K][+][G], short dash, [2][3][6][K][P][P] = 82 dmg

    (11 DP) [6_][P], [6][+][K][+][G], short dash , [4][3][+][P][+][K], [P] = 79 dmg

    (CH) [2][3][6][K][P], [6][+][K][+][G], short dash, [2][3][6][K][P][P] = 102 dmg

    (11 DP, CH) [2][3][6][K][P], [6][+][K][+][G], [4][3][+][P][+][K], [P] = 104 dmg



    - [2][1][4] [K],[K]

    [6_][P], [6][+][K][+][G], short dash, [3][K][P] = 78 dmg

    (11 DP) [6_][P], [6][+][K][+][G], short dash, [2][3][6][K][P][P] = 88 dmg

    (13 DP) [6_][P], [6][+][K][+][G], short dash, [4][3][+][P][+][K],[P] = 86 dmg



    - [3][K][P] (CH)

    [2][P], [6_][P], [1][P][K] = 53 dmg

    [2][P], [6_][P], [6][P][P] = 52 dmg

    (4 DP) [6_][P], [6_][P][P][4][P][P] = 58 dmg

    (6 DP) [6_][P], [2][3][6][K][P], [4][6][P][P][+][K] = 62 dmg



    - [4][1][2][3][6][+][P][+][G]

    [2][3][6][P], [6_][P][P][4][P], [4][3][+][P][+][K] (61 dmg)

    (8 DP) [2][3][6][P][P],[6_][P], [6][K], [P][P] = 76 dmg



    - [6][+][P][+][G]

    [6][P][P] = 34 dmg

    (6 DP) [2][3][6][P], [6_][P][P][4][P], [4][3][P][+][K] = 61 dmg

    (6 DP) [2][3][6][P], [6_][P][P][4][P][P] = 60 dmg

    (8 DP) [2][3][6][P][P], [6_][P], [2][3][6][K][P], [2][3][6][K][P][P] = 86 dmg

    (8 DP) [2][3][6][P][P], [6_][P], [2][3][6][K][P], [4][3][+][P][+][K],[P] = 83 dmg
     
  2. Neonomide

    Neonomide Well-Known Member

    PSN:
    Neonomide
    Lei !

    It's time for middle weights (Lau and Kage mainly done, Lei, Brad and Goh left)! No real plan here, just using Jacky combos as a reference but I try to scan all new combo opportunities with scrutiny. Fear not commenting, criticizing or asking at any point! All testing of combos I note as uncertain is most appreciated too! New weird stuff include 66K eating 2P at +2 for a big combo carry and 2P on block allowing for a world of pain against 2P retaliation (but those will be covered in specific move analysis thread later, just to point them out here).




    - 236 P (6+ DP)

    (Open) 6_P, 6K+G, 66, 236KPP = 77 dmg
    236KP, PP4PP = 74 dmg
    236KP, PPKK = 70 dmg
    236KP, 46PPP P+K = 70 dmg
    (Open) 236KP, 236KPP = 69 dmg
    236KP, 1PK = 69 dmg
    (Open) 6_P, 6K+G, 6_PP4P (P+K+G) = 67 dmg (+1 DP)
    236KP, PP4P (P+K+G) = 66 dmg (+1 DP)
    PP(G), 236 KPP = 66 dmg
    236KP, 3KP = 65 dmg
    236KP, 6PP = 65 dmg
    PPPK = 60 dmg
    6_P, PP4PP = 60 dmg
    6_P, PP4P (P+K+G) = 50 dmg

    (CH) 6_P, 6K+G, 66, 236KPP = 87 dmg
    (CH, Closed) 6_P, 6KPP = 80 dmg

    (8 DP, CH) 6_P, 6K+G, 66, 236KPP = 89 dmg
    (8 DP, CH) 6_P, 6K+G, 43P+KP = 85 dmg
    (8 DP) 236KP, 6_P, 43P+KP = 77 dmg
    (8 DP, Closed) 236KP,3PPK (P+K+G) = 74 dmg

    The hard part here is to hit-check the 236P (CH) hit for Scorpion kick (6K+G) for max damage in mentioned combos. Also, for 6K+G to hit, 236P should connect close to opponent in Closed stance. The same combo also needs a fast dash in in order to connect the 236 KPP ender. With 236KP, as with 6_P and other strings generally, press G to empty a buffer and to do the rest of the combo more consistently if failing on timing. Also, the PP part in combo 9 definitely requires G so I put it in the combo note. Also, some parts may need 6_P to connect instead of just 5P but it's hard to distinguish all parts since the launcher may be connecting in different ranges. As it is, it may be better to always press 6_ just to be sure, also during P strings like the staple PP4PP at 4+ DP. Pressing 6_ almost never makes the combo not work! Trying a combo pressing 6_ during P parts and using G to separate moves are classic stuff in VF but they should probably noted sooner than later. As this is perhaps the most important launcher Shun has, I listed lots of combos for variation and different input skills.




    - 236 P P (8+ DP)


    P, 6K+G, 66, 236KPP = 86 dmg
    P, 6K+G, 43P+K P = 83 dmg
    (Closed) 236KP, 43P+K P = 80 dmg
    P, 6K+G, 66, 6PP = 78 dmg
    236 KP, PP4P (P+K+G) = 75 dmg (+1 DP)
    236 KP, 46PP P+K = 73 dmg

    You can do a P+K+G after 6P in combo 3 for a drink and 67 dmg if you really need(?) it, but usually at 8 DP it's best just to take the damage.




    - 2_3 P (CH)

    6KKP = 72 dmg
    2P, 6_P, 1P K = 69 dmg
    2P, 6_P, 6PP = 65 dmg
    2P, 6_PP, 43 P+K = 65 dmg
    2P, 6_P, 6_PP4P (P+K+G) = 64 dmg (+1 DP)
    2P, 6_P, 46 PPP = 62 dmg
    2P, 1P K = 62 dmg
    2P, 6_PP4P (P+K+G) = 60 dmg (+1 DP)
    2P, 6PP = 58 dmg
    2P, 3K P = 57 dmg
    2P, 46 PPP = 56 dmg

    (4 DP) 2P, 6_P, 6_PP4PP = 72 dmg
    (4 DP) 6K PP = 68 dmg
    (6 DP) 2P, 236KP, 46PPP P+K = 81 dmg
    (6 DP, Closed) 2P, 236KP, 6_PP4P (P+K+G) = 78 dmg
    (6 DP) 2P, 6_P, 236 KPP = 74 dmg
    (6 DP) 2P, 6_P, 6_PPKK = 68 dmg
    (8 DP) 2P, 6_P, 43 P+K P = 72 dmg
    (8 DP) 2P, 6_P, 46 PPP P+K = 72 dmg

    Note that 2P to 6_P part in aforementioned combos should be done by releasing the joystick after 2P so that 33P or 236P (at 6+ DP) doesn't come out instead. The P part after 2P must always be done with 6_ here, regardless of range. I did some overkill here, as 6KKP is such a no-brainer really, as the rest adds only to Oki. At 4 DP best combo does add to pushback. Delay the 236KPP a bit for the last P to hit in combo 14.




    - 1 P+K



    P, 1P K = 54 dmg
    P, 6K P = 54 dmg
    P, PP4P (P+K+G) = 50 dmg (+1 DP)
    P, 6 PP = 50 dmg
    6_P, 6_PPP (K4 to SOU) = 49 dmg
    P, 46 PPP = 48 dmg

    (4 DP) 6_P, 6KPP = 65 dmg
    (4 DP) P, PP4PP = 60 dmg
    (4 DP) 2P, PP4PP = 60 dmg
    (6 DP) 236KP, 46PPP P+K = 70 dmg
    (6 DP) 236KP, 6_PP4P (P+K+G) = 66 dmg (+1 DP)
    (6 DP) 6_P, 236 KPP = 61 dmg
    (6 DP) P, 46PPP P+K = 58 dmg
    (6 DP) P, PPKK = 56 dmg
    (6 DP) 236KPP = 54 dmg
    (8 DP, Open) 2P, 6_P, 43 P+K P = 62 dmg
    (8 DP, Closed) P, 3PPK (P+K+G) = 61 dmg
    (8 DP) P, 43 P+K P = 57 dmg




    - 8 K+G

    6KKP = 62 dmg
    P, 1 P K = 54 dmg
    2P, 1P K = 52 dmg
    (Closed) 66, 6_KKP = 52 dmg
    P, PP4P (P+K+G) = 50 dmg (+1 DP)
    P, 6 PP = 50 dmg

    (4 DP) P, PP4PP = 60 dmg
    (4 DP) 6KPP = 58 dmg
    (6 DP) 236KP, 46PPP P+K = 70 dmg
    (6 DP) 6_P, 236 KPP = 61 dmg
    (8 DP) P, 43 P+KP = 57 dmg
    (8 DP) P, 3PPK (P+K+G) = 61 dmg

    Note the difference between 6_KKP and 6KKP, as they are different moves. Do 6KKP right after the opponent hits the ground.




    - 6 K+G

    8 P = 47 dmg
    9 P = 45 dmg
    (Closed) 66, 1KK = 43 dmg
    43 P+K = 41 dmg

    (8 DP) 43 P+K P = 55 dmg




    - 66 K

    (Closed) 46 P+K, KP = 67 dmg
    (Closed) KKP = 56 dmg
    P, PP4P (P+K+G) = 54 dmg (+1 DP)
    P, 6PP = 54 dmg
    P, 3KP 53 dmg

    (4 DP) P, PP4PP = 64 dmg
    (6 DP) 236KP, 46PPP P+K = 75 dmg
    (6 DP) P, 236 KPP = 66 dmg
    (8 DP, Open) 236 KP, 6_P, 43 P+K P = 81 dmg
    (8 DP) 236 KP, 43 P+K P = 76 dmg




    - 4 P P (CH) (4+ DP)

    On low attacks:

    6_P, 6_PP4PP = 63 dmg
    6_P, 6PP = 55 dmg
    6_P, 46PP P+K = 55 dmg
    6_P, 6_PPP (K4) = 54 dmg
    46PPP = 46 dmg

    (6 DP, Open) 6_P, 236KPP = 66 dmg
    (6 DP) 6_P, 46PPP P+K = 63 dmg
    (8 DP) 6_PP, 43P+K P = 70 dmg
    (8 DP) 6_P, 3PPK (P+K+G) = 67 dmg
    (8 DP) 6_P, 43P+K P = 63 dmg

    On standing attacks:

    (Open) 46PP P+K = 48 dmg
    (Open) 46PPP = 46 dmg
    1P K = 52 dmg

    (8 DP) 43P+K P = 56 dmg
    (8 DP) 3PPK (P+K+G) = 60 dmg

    I just figured out that CH hit on 2P gives bigger float than standing P (or 6P). I think it's more specific to standing/low state in general so I'm gonna reflect that in combo lists from now on. (and later fix the former characters too)




    - 46P (or PPP, reverse the stance requirement for PP) P+K (CH) (2+/4+/6+ DP)

    On low attacks:

    6_P, 1P K = 59 dmg
    6_P, 6_PP4P (P+K+G) = 55 dmg (+1 DP)
    6_P, 6PP = 55 dmg
    6_P, 6_PPP (K4) = 54 dmg
    6_P, 46PPP = 53 dmg
    1P K = 52 dmg
    6PP = 48 dmg

    (4 DP) 6_P, 6_PP4PP = 65 dmg
    (6 DP) 6_P, PP2KK = 61 dmg
    (8 DP) 6_PP, 43P+K P = 70 dmg
    (8 DP) 6_P, 3PPK (P+K+G) = 67 dmg


    On standing attacks:

    1P K = 52 dmg
    (Open) 6PP = 48 dmg
    (Closed) 46PPP = 46 dmg

    (4 DP, Closed) 2P, 46PP P+K = 53 dmg
    (4 DP, Closed) 46PP P+K = 48 dmg
    (6 DP, Closed) 2P, 46PPP P+K = 61 dmg
    (6 DP, Closed) 46PPP P+K = 57 dmg
    (8 DP) 3PPK (P+K+G) = 60 dmg
    (8 DP) 43P+K P = 56 dmg


    This one is a really weird launcher. CH hit on 2P gives bigger float than standing P (or 6P) and allows for P series combos. I'm pretty sure it's specific to standing/low state in general so I'm gonna reflect that in combo lists from now on. (and later fix the former characters too)

    I also figured out that Shun changes stance (from Closed to Open or vice versa) with 46P P+K but not with 46PP P+K but changes AGAIN with 46PPP P+K. This means the required stances in combos are also reversed accordingly. For the sake of the feeling complete, I guess I must do (simply reverse) the list for 46PP and 46PPP later. :cool:




    - 6K (CH)

    KP = 57 dmg
    P, 1P = 55 dmg
    K, P+K K = 50 dmg
    P+K, K (P+K+G) = 48 dmg

    (4 DP) PP, 6_PP4PP = 85 dmg
    (4 DP, Closed) PP, 1P K = 80 dmg
    (4 DP) PP, 6_P, 6PP = 76 dmg
    (4 DP) PP, 6_PP4P (P+K+G) = 77 dmg (+1 DP)
    (4 DP) PP, 6_P, 43P+K = 76 dmg
    (4 DP) PP, 46PP P+K = 75 dmg
    (6 DP, Closed) PP, 236KPP = 85 dmg
    (6 DP) PP, 46PPP P+K = 81 dmg
    (8 DP) PP, 43P+K P = 85 dmg
    (8 DP) PP, 3PP = 75 dmg




    - 1 K+G (CH)

    2P, 1P K = 62 dmg
    2P, 3K P = 57 dmg
    2P, 1KK = 53 dmg
    2P, 43P+K = 51 dmg
    2P, 66K = 51 dmg
    2P, 33P = 49 dmg

    (8 DP) 2P, 43 P+K P = 65 dmg

    You can add down attack (3P) if opponent doesn't tech the 66K combo for 63 dmg.




    - 4 P+K+G P

    (8 DP, CH) 66P+K (P+K+G) = 41 dmg

    I don't think NH suffices, as it's most of the time +20-21f and 66P+K is 21f. On CH, its +24 so yeah.




    - 1/7 P+K+G P+K

    6 K+G, 6_P, 6PP = 67 dmg
    6 K+G, 6_P, 3K P = 66 dmg
    (to Right) 6 K+G, 6_P, PP4P (P+K+G) = 66 dmg
    6 K+G, 6_P, 6_PPP = 65 dmg
    6 K+G, 6_P, 46 PPP = 64 dmg
    6 K+G, 6_PP4P (P+K+G) = 62 dmg (+1 DP)
    6KKP = 62 dmg
    6 K+G, 6_PPP = 61 dmg
    6_PPPK = 60 dmg
    KKP = 52 dmg

    (4 DP) 6 K+G, 6KPP = 75 dmg
    (4 DP) 6 K+G, 6_PP4PP = 72 dmg
    (4 DP) 6 K+G, 6_P, 4PP = 66 dmg
    (4 DP) 6 K+G, 6_P, 46 PP P+K = 66 dmg
    (6 DP) 236 KP, 6_PP4PP = 74 dmg
    (6 DP) 6 K+G, 6_P, 46 PPP P+K = 73 dmg
    (6 DP) 236 KP, 6_P, 46 PPP P+K = 73 dmg
    (6 DP) 236 KP, 6_PP4P (P+K+G) = 66 dmg
    (8 DP) 236 KP, 6_P, 43 P+K P = 77 dmg
    (8 DP) 6 K+G, 3 PPK (P+K+G) = 72 dmg

    Added "to right/left" category to express the Shun's movement, as stance (Closed/Open) seems to mean nothing here. In combo 6 delay 6_PPP a bit (to Right).




    - 214 P+K (10+ DP, costs -3 DP)

    236 KP, PP4PP = 78 dmg
    236 KP, PPKK = 74 dmg
    236 KP, 46PPP P+K = 74 dmg
    236 KP, PP4P (P+K+G) = 70 dmg (+1 DP)
    P, PP4PP = 64 dmg
    P, 2P, 46PPP P+K = 64 dmg
    P, PP4P (P+K+G) = 54 dmg (+1 DP)

    (CH) 6_P, 6K+G, 66, 236KPP = 94 dmg
    (CH, Closed) 6_P, 6K+G, 6_PP4PP = 87 dmg
    (CH, Open) 6_P, 6K+G, 6_PP4P (P+K+G) = 83 dmg (+1 DP)
    (11 DP) 236 KP, 43 P+K P = 76 dmg
    (11 DP, CH) 6_P, 6K+G, 43P+K P = 91 dmg
    (11 DP, Closed, CH) 236KP, 3PPK (P+K+G) ) 90 dmg

    In combo 9, second P in PP4PP misses.




    - 214 K K (10+ DP, costs -2 & -3 DPs)

    P, 6KKP = 80 dmg
    P, 6KPP = 76 dmg
    (Closed) P, KKP = 75 dmg
    P, PP4PP = 71 dmg
    PP, 6PP = 68 dmg
    6_P, 6_P, 6PP = 66 dmg
    PP, PP4P (P+K+G) = 65 dmg (+1 DP)
    6_P, 6_P, 3KP = 65 dmg
    P, 2P, 46 PP P+K = 65 dmg
    P, PP4P (P+K+G) = 61 dmg (+1 DP)

    (11 DP) 236 KP, PP4PP = 85 dmg
    (11 DP) 236 KP, PPKK = 81 dmg
    (11 DP) 236 KP, PP4P (P+K+G) = 77 dmg (+1 DP)
    (11 DP) 236 KP, 46 PPP P+K = 81 dmg
    (13 DP, Open) 236 KP, 6_P, 43 P+K P = 88 dmg
    (13 DP) 236 KP, 43 P+K P = 83 dmg




    - 3P (CH, 23+ DP)

    6_P, 236KP, 46PP P+K = 84 dmg
    6_P, 236KP, 43P+K = 80 dmg
    P, PP4PP = 76 dmg
    6_P, 236KPP = 76 dmg
    6_PP, 1P K = 75 dmg
    6_P, 2P, 46PPP P+K = 75 dmg
    6_P, 2P, 43P+K P = 75 dmg
    6_P, 3PPK (P+K+G) = 71 dmg
    PK4, K+G = 71 dmg
    P, 1P K = 68 dmg
    3_PK (P+K+G) = 53 dmg

    Be aware of the G cancelling after the launcher 3P here.




    - 3K P (CH)

    P, 1P K = 52 dmg
    P, 6_PP4P (P+K+G) = 48 dmg
    P, 6 PP = 48 dmg
    P, 6_PPP (K4 to SOU) = 47 dmg

    (4 DP) P, 6_PP4PP = 58 dmg
    (6 DP, Closed) P, 236 KPP = 59 dmg
    (6 DP) 6_P, 6_PPKK = 54 dmg
    (8 DP) 2P, 6_P, 43P+K P = 59 dmg
    (8 DP, Open) P, 3PPK (P+K+G) = 58 dmg

    Not sure on 236 KPP, 43P+K P on 8 DP combo, looks close but I always got green so I left out but check if you can do it!




    - P 4K (CH)

    (Closed) PP, PP4P (P+K+G) = 66 dmg
    (Closed) PP,PPP (K4) = 65 dmg
    (Closed) PP, 43P+K = 60 dmg
    (Closed) PP, 1P = 57 dmg
    (Closed) PP4P (P+K+G) = 55 dmg
    (Closed) PPP = 54 dmg
    K+G = 47 dmg

    (2 DP, Closed) PP, 46P P+K = 60 dmg
    (4 DP, Closed) PP, 46PP P+K = 66 dmg
    (6 DP, Closed) PP, 236KPP = 76 dmg
    (6 DP, Closed) PP, 46PPP P+K = 72 dmg
    (8 DP, Closed) PP, 43P+K P = 74 dmg

    Yes, it seems Open stance is doomed for an eternal K+G here... ;-)




    - P K (CH)

    1P = 43 dmg
    3P = 41 dmg
    (Closed) 2K = 37 dmg
    (Closed) 2P = 35 dmg

    (8 DP) 3PPK (P+K+G) = 64 dmg

    Basically a safer version of P K4 with (far) less cajones.




    9K+G

    (Closed) P K = 57 dmg

    You need to be close for combo here.




    - 6 P+K P

    P, 6PP = 67 dmg
    (Closed) P, PP4P (P+K+G) = 66 dmg
    6_P, 6_PPP = 65 dmg
    6KP = 64 dmg
    PP4P (P+K+G) = 62 dmg
    6_PPP = 61 dmg
    6_P, 3K P = 66 dmg

    (4 DP) 6_PP4PP = 72 dmg
    (4 DP, Closed) 6_P, 6_PP4P (P+K+G) = 66 dmg (+1 DP)
    (4 DP) 6_PP4P (P+K+G) = 62 dmg (+1 DP)
    (6 DP, Closed) 6_P, 236KPP = 77 dmg
    (6 DP) 6_P, 46 PPP P+K (P+K+G) = 73 dmg
    (6 DP) 236 KPP = 72 dmg
    (8 DP) P, 43 P+K P = 74 dmg




    - 4K P

    2P, 6_P, 6 PP = 57 dmg
    2P, 6_P, PP4P (P+K+G) = 56 dmg
    2P, 6_P, PPP(K4) = 55 dmg
    2P, 1 P K = 54 dmg
    2P, 6_PPP = 51 dmg

    (4 DP) 2P, 6_P, PP4PP = 64 dmg
    (6 DP) 2P, 6_P, 236 KPP = 67 dmg
    (6 DP) 2P, 6_P, 46 PPP P+K = 63 dmg
    (8 DP) 2P, 6_P, 43 P+K P = 64 dmg

    In combo 7 (Open) delay the last P a bit for a hit.




    - K+G P

    6 K+G, 6_PP4P (P+K+G) = 62 dmg
    6 K+G, 6_PPP = 61 dmg

    (4 DP) 6 K+G, 6_PPP4P = 72 dmg
    (6 DP, Open) 6 K+G, 66, 6_P, 236 KPP = 77 dmg
    (6 DP) 6 K+G, 66, 236 KPP = 72 dmg
    (8 DP) 6 K+G, 6_P, 43P+K P = 75 dmg

    Walk just slightly forward after 6K+G in order to hit the first filler [P>



    - 3 P+K (full charge)

    1P K = 65 dmg
    (Closed) 6PP = 61 dmg
    (Closed) 3KP = 60 dmg
    46PPP = 59 dmg

    (4 DP) 46PP P+K = 62 dmg
    (6 DP) 46PPP P+K = 71 dmg
    (8 DP) 3PPK (P+K+G) = 73 dmg
    (8 DP) 43P+K P = 69 dmg

    (CH) 6_P, 2P, 6 PP = 92 dmg
    (CH) 6_P, 6_P, 3KP = 91 dmg
    (CH) 6_P, 6_PP4P (P+K+G) = 87 dmg (+1 DP)
    (CH) P, 6PP = 87 dmg

    (CH, 4 DP) 6_P, 6_PP4PP = 98 dmg
    (CH, 6 DP, Open) 236 KP, PP4PP = 112 dmg
    (CH, 6 DP, Open) 236 KP, 46 PPP P+K = 108 dmg
    (CH, 6 DP) 6_P, 236KP, 46PP P+K = 106 dmg
    (CH, 6 DP) 6_P, 236 KPP = 99 dmg
    (CH, Open, 8 DP) 236 KP, 6_P, 43 P+K P = 116 dmg

    Combo 3 hits only when up close.




    - 6 P+K+G K (adds 1 DP before hit)

    (1 DP) 6_P, 6PP = 54 dmg
    (1 DP) 1P K = 51 dmg
    (1 DP) 6_P, 46PPP = 51 dmg
    (1 DP) 6_PP4P (P+K+G) = 49 dmg (+1 DP)
    (1 DP) 6_PPP = 48 dmg

    (4 DP) 6_PP4PP = 59 dmg
    (6 DP, Closed) 6_P, 46 PPP P+K = 59 dmg
    (8 DP) 6_P, 43P+K P = 60 dmg
    (8 DP) 3PPK (P+K+G) = 57 dmg

    Tighter timing on Open in 6_P starting combos. Combos 7 and 8 needs to be confirmed in Open stance.




    - PPPK (CH)

    1P K = 61 dmg
    6PP = 57 dmg
    46PPP = 55 dmg

    (4 DP) 46PP P+K = 57 dmg
    (6 DP) 46 PPP P+K = 68 dmg
    (8 DP) 43 P+K P = 65 dmg

    I find the easy to test these combos is to put opponent to"Guard and counterattack 1" aka guard, standing [P>



    - K (jump, when descending)

    2P, 1P K = 52 dmg
    2P, 6 PP = 48 dmg
    2P, 3K P = 47 dmg
    8 P = 42 dmg

    (8 DP) 2P, 43 P+K P = 55 dmg




    - 46 P+K

    P = 40 dmg

    (4 DP) PP = 57 dmg



    ***
    A referential Checkpoint! Only above combos are checked and should work, the ones below are just for ideas (in many cases more, or sometimes less dmg may be possible)!
    ***



    - 41236 P+G (6+ DP)

    236P, 6_P, 6_PP4PP = 56 dmg
    236P, 6_P, 46PPP P+K = 58 dmg
    236P, 6_PP4PP = 56 dmg
    236P, 6_P, 6_PP4P (P+K+G) = 50 dmg (+1 DP)
    236P, 6_PP4P (P+K+G) = 45 dmg (+1 DP)

    (8 DP) 236P P, 6_P, 6_PP4PP = 69 dmg
    (8 DP) 236P P, 6_P, 46PPP P+K = 67 dmg
    (8 DP) 236P P, 6_P, 43P+K P = 67 dmg
    (8 DP) 236P P, 6_PP4PP = 67 dmg
    (8 DP) 236P P, 236KPP = 66 dmg
    (8 DP) 236P P, 3 PPK (P+K+G) = 64 dmg
    (8 DP) 236P P, 6_P, 6_PP4P (P+K+G) = 60 dmg (+1 DP)




    - 6 P+G (follow-ups depend on reaction)

    1P+K, P, PP4P (P+K+G) = 50 dmg (+1 DP)
    1P+K, 6_P, 6PP = 50 dmg
    6PP = 34 dmg

    (6 DP) 236P, 6_P, 46PPP P+K = 58 dmg
    (8 DP) 236P P, 236KP, 46PPP P+K = 78 dmg
    (8 DP) 236P P, 6_P, 236KPP = 71 dmg

    Shun gets stronger combos out of 6P+G here but less pushback. If opponent crouches, 1P+K does not hit in combos 1 and 2. Use 6PP for consistent damage until 6+ DP.




    - P+G (Oushin, adds 5 dmg to launcher dmg)

    46P+K P = 45 dmg
    1P+K combos

    (4 DP) 46P+K PP = 62 dmg
    (6 DP) 236 P combos
    (8 DP) 236 P P combos




    - K (Oushin, head towards) (20 dmg)

    8 K+G combos




    - P+K (Oushin) (21 dmg)

    7/9 P+K+G P+K combos




    - K (Zabantetsu)

    6_P, 1P K= 54 dmg
    6_P, PP4P (P+K+G) = 50 dmg (+ 1 DP)
    6_P, 6PP = 50 dmg
    6_P, PPP (K4) = 49 dmg
    1P K = 47 dmg

    (4 DP) 6_P, PP4PP = 60 dmg
    (6 DP) 6_P, 236 KPP = 61 dmg




    - 2 K (Zabantetsu)

    2P, 1P K = 50 dmg
    2P, 46PPP = 44 dmg
    6 P+K = 34 dmg (+5 DP)

    (6 DP) 2P, 46PPP P+K = 54 dmg
    (8 DP) 2P, 43P+K P = 53 dmg




    - P+K (Tentouritsu)

    6_P, 6PP = 54 dmg
    6_P, 6_PP4P (P+K+G) = 54 dmg (+1 DP)
    6_P, 6_PPP(K4) = 53 dmg

    (4 DP) 6_P, 6_PP4PP = 64 dmg
    (6 DP, Closed) 6_P, 46PPP P+K = 63 dmg
    (8 DP) 6_P, 43P+K P = 61 dmg
    (8 DP) 6_P, 3PPK (P+K+G) 65 dmg

    Buffering is more difficult in these combos for some reason. Easier to mash P here and forget the single P sometimes... :)
    Combo 5 in Open need to be confirmed.




    - K+G (Tentouritsu) (25 dmg)

    8 K+G combos




    -2K (Soukokukyu, CH)

    2P, 1P K = 62 dmg
    2P, 6PP = 58 dmg
    2P, 3KP = 57 dmg
    6 P+K = 46 dmg (+5 DP)

    (4 DP) 2P, 6_PP4PP = 70 dmg
    (6 DP) 236 KP, 46PPP P+K = 80 dmg
    (6 DP) 236 KP, 43P+K = 68 dmg
    (6 DP) 236 KPP = 64 dmg
    (8 DP) 2P, 43 P+K P = 65 dmg




    -P+K P P (Soukokukyu) (20 dmg)

    6 P+ K P combos




    -K+G (Soukokukyu)

    6_P, PP4P (P+K+G) = 53 dmg (+1 DP)

    (4 DP) 6_P, PP4PP = 63 dmg
    (6 DP, Open) 6_P, 236KPP = 65 dmg
    (6 DP) 6_P, 46PPP P+K = 62 dmg
    (8 DP) 6_PP, 43P+K P = 67 dmg
    (8 DP) 6_P, 3PPK (P+K+G) = 64 dmg




    -P+K (Soukokukyu, BT)

    2P, 6_P, 1P K = 62 dmg
    2P, 6_PP, 46PPP = 60 dmg
    2P, 6_PP, 43P+K = 58 dmg
    2P, 6_P, 6PP = 58 dmg
    2P, 6_P, PP4P (P+K+G) = 57 dmg (+1 DP)

    (4 DP) 2P, 6_P, PP4PP = 65 dmg
    (4 DP) 2P, 6_PP, 46PP P+K = 61 dmg
    (6 DP) 2P, 6_P, 236KPP = 68 dmg

    In combo 8, delay the final P a bit for a connect.




    -K (Soukokukyu, BT) (20 dmg)

    8 K+G combos




    -P+K (Kasen Gyou'in (adds 1 DP), CH)

    1P+K combos.
     
    Last edited: Apr 29, 2014
  3. WiZzYx

    WiZzYx Well-Known Member

    PSN:
    WiZzYx3DG
    XBL:
    WiZzYx3DG
    Awesome. Now go and update the combo list section. :D
     
    soke likes this.
  4. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    Necro Posting time:
    *there's gonna be a lot of the shorthand I use in my note taking so a break down:
    EIc ELo =Using abbreviations from combo lists, lower case letter denotes stance
    wh = Wall hit, depending on proximity to wall can allow for [3][K]/[4][3][P][+][K] and even a [6][K][+][G]
    ws = wall slump

    [P][K] (CH on 2nd hit)
    0-DP
    • [2][K] (37) EI EL AO SA SH PA LI VA LA KA LE BR GO AK JA JN
    • [4][3][P][+][K] (46) EI EL AO SA SH PA LI VA (wall hit/slump)
    • [4][6][P][P][P] (51) EI EL AO SAo SHo PA LI VA (wh/s)
    *For the sake of brevity, if this string works on a character, so will all the DP-dependent variations( [4][6][P][P][+][K]/[4][6][P][P][P][+][K]/etc)
    • [2][P] [6][P][P] (58) EIc ELc AOc
    • [2][P] [4][6][P][P][P] (56) EIc ELc AOc LIc (wh)
    *see above [4][6][P] note for all DP-based follow-ups
    • [1][P][K] (57) EI EL AO SA SH PA LI VA (43) LA KA LE BR GO AKo JAo JNo (LA-JN only [1][P])
    • [2][P] [1][P][K] (62) EIc ELc AOc
    • [3][P] (41) EI EL AO SA SH PA LI VA LA KA LE BR GO
    • BT [K][+][G] (47*) EI EL AO SA SH PA LI VA LA KA LE BR GO AK JA JN JE WO TAo
    (*EI, EL, AO [K][+][G]X2 for 60) (**SAc SHc PA LI VA first hit of second [K][+][G] can connect for 52) (*** TAo 1st hit of [K][+][G] only for 37)
    • BT [P][K] (48) EIc~WOc (wh) (yes, works on everyone in closed)
    • BT [P][P][P][K] (70) EIc~WOc (wh/ws) *lots of notes needed here
    For EI EL PA LI VA [P][P][P][K] outright connects no matter what
    For AO 2nd and 4th hit will whiff, but with a wall nearby only the 2nd whiffs so damage is up to only 63 (+ wall slump continuation)
    SA SH LA~WO only [P][P][P] connects without a wall for 54, but with proper spacing the string can be finished and sometimes lead to a wh/ws

    2-DP
    See Notes attached to [4][6][P]~/[2][P] [4][6][P]~, all new options work here

    4-DP
    See above, same shit
    BT [P][P][4][P][P] (66) EIc~WOc (wh) *59 on AO due to a whiff

    6-DP
    SEE ABOVE
    • BT [P][P][K][K] (62) EIc~WOc *55 on AO JE WO due to whiff

    8-DP
    • [3][P][P][K] (64) EI~JN (ws)
    • [4][3][P][+][K][P] (60) EI~VA
    Taka/Heavy weight specials
    • [2][P] (35) JEc WOc TAo
    • [4][6][P] (35) TAo
    2-DP
    • [4][6][P][P][+][K] (46) TAo

    Light Weight specials
    0-DP
    • [4][6][P][G] [4][6][P][P][P] (55) EIc ELc *same rule as above for [4][6][P] applies here
    • [4][6][P][G] [6][P][P] (58) EI EL
    • [4][6][P][G] [1][P][K] (62) EI EL
    6-DP
    • [4][6][P][G] [2][3][6][K][P][P] (69) EIc ELc

    8-DP
    • [4][6][P] [3][P][P][K] (69) EI EL

    Already cluttered, so that all of the relevant/semi-useful ones I found (there's more but naaaw)

    Some [1][P][+][K] stuff not added onto the combo section yet:

    [1][P][+][K] [P] [6][K][+][G] [6][P][P] (67) EIo ELo AOo
    ---------------------------------->[4][3][P][+][K] (60) EIo ELo AOo
    ---------------------------------->[6][6][3_][K][P] (66) EIo ELo AOo
    6-DP----------------->[6][6][5][2][3][6][K][P][P] (77) EIo AOo
    8-DP ---------------------------->[4][3][P][+][K][P] (75) EIo AOo
    ----------------------------------->[3][P][P][K] (77) EIo

    7-DP [1][P]

    [1][P] (41) EIo ELo *does 3 less damage than [1][P][K] but does further push back and is impossible to miss vs. getting the timing on [1][P]~[K] perfect especially when nerves are high.

    Will work on 23DP CH 3P, [2][P][+][K][+][G] options next. Updates coming eventually.

    (edited for more clarity, added 1P+K combos, 1P)
     
    Last edited: Sep 16, 2019
    Chill likes this.
  5. Chill

    Chill +40 DP Content Manager Shun Gold Supporter

    PSN:
    Chill58
    XBL:
    Chill PKG
    Nice finds Sebo, have added [P][K] (CH) as a launcher to the combo list.

    Was interesting to see that a rebound was possible from [1][P][+][K]!

    Need to spend some time going through all the [P][K] options, some I couldn't get to work (or not consistently).
     
    beanboy and Sebo like this.
  6. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    Which ones you having trouble with?

    [3][K][P] (ch on 2nd hit)

    0-DP
    • [6_][P] [1][P][K] (52) EI ~ WO

    6-DP

    • [6_][P] [2][3][6][K][P][P] (59) EI EL AOc SA SH PA LI VAc LAc KAc LEc BRc GOc AKc JAc JNc JEc WOc
    • [6_] [P] [4][6][P][P][P][P][+][K] (56) EI ~ WO (wall hit -. [4][3][P][+][K] for 68) *52 damage in open vs JA, Only works on JE in closed
    • [6_] [P] [2][3][6][K][P] [1][P] (60) EI EL AO SA SH PA LI VA LAc KAc LEc BRc GOc
    • [6_][P] [2][3][6][K][P] [4][6][P][P][P] (65) EI EL
    • [2][3][6][K][P] [4][6][P][P][P][P]+:[K] (68) EIc AOc SAc LIc PAc* LIc VAc BRc* (does 64 on PA, 69 on BR?)
    8-DP
    • [2][3][6][K][P] [4][3][P][+][K][P] (69) EIc AOc
     
    Last edited: Sep 20, 2019
  7. Chill

    Chill +40 DP Content Manager Shun Gold Supporter

    PSN:
    Chill58
    XBL:
    Chill PKG
    These I cannot get to work, are they with a wall hit?

    While I was playing around I found some interesting ones with BT [K][+][G]:

    (closed stance) [P][K] (CH) [4] BT [K][+][G], BT [P][P][4][P] (71 dmg); ei, el, ao, sa, sh, pa, li, va

    (closed stance, +6 DP) [P][K] (CH) [4] BT [K][+][G], BT [P][P][K][K] (75 dmg); ei, el, ao
     
  8. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    Those, like all the [4][6][P][G] combos require super tight inputs *added for some more clarity* where you need to slightly delay the jab because if you enter it too fast it won't come out. The [4][6][P][G] is the tricky part and then just mash out the rest.

     
    Last edited: Sep 20, 2019
  9. Chill

    Chill +40 DP Content Manager Shun Gold Supporter

    PSN:
    Chill58
    XBL:
    Chill PKG
    Ahhh I think I see the issue now - If I do the combos as setup in that video (CPU guard then counter-attack) I can get it 100% every time, just buffer the combo and it comes out.

    The way I was testing was with the CPU set to counter-hit, and delaying between [P] and [K]; In this circumstance I couldn't get the combos to work.

    Similarly if I set the CPU to evade to Shun's back (as [K] is half circular), the combos will whiff too.

    It's quite unusual to see a difference like this...the [K] has a reasonable amount of active frames, so I wonder if the combos are affected by the frame it hits on.
     
  10. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    [P][K], [3][K][P], [1][P][+][K], [1][P] down...

    Today's update
    [4][6][P][P][+][K] CH (probably the same for [4][P][P] CH, etc.)
    *there is more than what is listed, but that's a lot more redundancies and this isn't the Jeff combo section :p

    2-DP
    • [6_][P][K] (46) EIc AOc LIc VAc (with proper spacing by a fence, it can either ring out or lead to a [6][K][+][G] attempt after wall hit)
    • [4][6][P][P][P] (46) EI~VA (both stances) LA~WO (closed only) *JE is only 39 damage (wh > [6][K][+][G] easy off this option) **At 6-DP, [4][6][P][P][P][P][+][K] for 57, 50 on JE
    • [6][P][P] (48) EI EL AO SAo SHo PAo LIo VAo LAo KAo LEo BRo GOo AKo JAo JNo TAc (wh > [1][P]/[3][K]/etc.) *on combo page, it says this works on TA in both stances, having trouble with getting it in closed
    • [6_][P][P][P] (49) EIc AOc LIc VAc ( [K] of the string is possible if close enough to a wall)
    • [6_][P][P][4][P] (50) EIc AOc LIc VAc (good carry, nice wh follow-ups) *At 4-DP can do whole [P][P][4][P][P] string for 61
    • [4][6][P][G] [P][P][4][P] (55) EI EL AO LIc VAc *4-DP [P][P][4][P][P] for 65
    • [4][6][P][G] [1][P][K] (57) EI EL AO SAc SHc PAc LIc VAc
    6-DP
    • [6_][P] [2][3][6][K][P][P] (66) EIc AOc LIc VAc *Do [2][3][6][K][P] [1][P] for 67, or [2][3]:[K][P] [4][3][P][+][K] for 70 EIc or 72 AOc LIc VAc
    8-DP
    • [4][3][P][+][K][P] EI~WO (54 or 56? depends on character) *easy mode, possible ws combo
    • [6_] [2][3][6][K][P] [4][3][P][+][K][P] (83) LIc VAc
    • [4][6][P][G] [3][P][P][K] (65) EI~VA (closed) *for EIc AOc LIc VAc you can do [6_][P] instead of [4][6][P][G] which is easier and does 67 damage instead
    23-DP (lol) [3][P] CH
    • [6_][P] [4][3][P][+][K] (69~75) EI~WO *against several characters (at least up to mid weights), you can do X2 [P] for 75, likely stance dependent
    • [6_][P] [6][P][P] (63) EI~WO (ws on lighter characters)
    • [3][P][P][K] (64) EI~WO
    • [6_][P] [4][6][P][P][P][P][+][K] (73) EI~WO
    • [6_]P: [P][P][4][P][P] (76 or 71) EI~WO *depending on character weight or stance the damage can be either 76 or 71 especially on light-weights, more consistently 76 on heavies
    • [6_][P] [2][3][6][K][P][P] (76) EI~JE WOc *timing for [2][3][6][K] on AO SH LI is different (slower) in open stance
    23-DP [3][P][P] CH
    • [6_][P] [6][P][P] (70) EI~WO
    • [6][P][P] (60) EI~TA *JEo
    • [4][3][P][+][K][P] (69) EI~TA Highest TA damage *can [6_][P] for most characters not named TAKA for 76
    • [4][6][P][P][P][P][+][K] (73/76) EI~WO *can get 76 damage if you do [6_][P] before the [4][6][P] string, works on everyone but only on JAo JEc
    • [6_][P][P][4][P][P] (77) EI~WO *can get 79 with a [6_][P] before the string but this is hit or miss and my notes aren't detailed enough/I have a full time job and other hobbies lol
    • [6_][P] [2][3][6][K][P][P] (81) EI~GO (both) AK~WO (closed)
    • [2][3][6][K][P] [4][3][P][+][K][P] EI EL AOc/o* SA SHc(?) PA* LIc VA* LAc KAc LEc BRc GOc JAc JNc *= 80 damage as only [4][3][P][+][K] will connect (?) can't get it to work on SH in open, user error? *[2][3][6][K] timing for LI is slower
    • [6_][P] [6][K][+][G] [4][3][P][+][K][P] (94) EI EL AO LIc VAc (ws)
     
  11. Cmoney

    Cmoney Well-Known Member

  12. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    What are you using to record in game footage and what editing software?

    Some critiques (similar to what I wrote on the Jeffry vid):
    • Always having the combos set to CH is misleading for damage amounts and for float height. For example, [6][6][K] launches slightly differently if it connects on CH (i.e. [6][K][+][G] is possible on lighter characters on only CH). Also having 20-DP increases the damage.
    • Using Jean + CH is further misleading as the CH attack always does 5 more damage than every other character
    • It's cool to know those combos as they're good combos, but only against Jean in closed stance (or include x character). It's best to have a break down in text that x combo works on y characters, but never forget stance.
    • [6][K][+][G] > [1][P][K] is not a combo, the opponent can [P][+][K][+][G] tech it, there is already a decent list of combos on the Shun Combo page for [6][K][+][G] on this site
    • [4][P][+][K]:[P][+][G] is a hit throw
    Otherwise, thanks for making VF-related content.
     
    Last edited: Sep 30, 2019
  13. Cmoney

    Cmoney Well-Known Member

    sebo you need to stop your prejudice nitpicking and view it it for what it is bruh, that stuff gets annoying and it comes off as jealousy. The combos that were used on jean can be used on his class! View it as that. There’s no right or wrong way in showing a combo. And saying that this was vf related content was dumb as hell! It is vf content, not related! Get out of that nitpicking shell because it’s not gonna help the game OR YOU to get better at all! CUT IT OUT THE BUFFOONERY SEBO!
     
    Last edited: Sep 30, 2019
  14. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    Just offering something I thought would be considered constructive criticism. As for the jealousy point, um... I am asking for what software you use to make your stuff. I'd like to learn that from you.

    Sure. There is problem though, Jean's hitbox is weird, things work just fine on him, but don't work on his weight class.

    If all you are doing is stable combos, sure. But in VF, being in open or closed stance is really important for combos (and using moves with evasive hitboxes). Some of the combos you display don't work in both stances. Some combos won't work on every character in the same weight class (and further compounded by stance/hitbox size). Some combos won't work if they connect on normal/recovery hit. Hell, I recently learned that Shun's shit really changes when he drinks, beyond damage and getting new attacks. For example:

    • Close range CH [6][K]>CHO [P][P]> up until 13-DP you have the same combo finisher available to you. From 14-DP onward, in closed stance you can do CH [6][K]>CHO [P][P]>[6_][K][K][2][P] is all of a sudden able to be squeezed in there.
    This happens because (mostly likely) the higher the drink count, the faster the attack's recovery (like [4][6][P][P][P] is -2 on hit, 9-DP it's -1, 27-dp it's 0, 36-DP it's +1). Doing all those combos with such a high drink count can be misleading, not just in the damage, but also in the recovery in the moves used in the combo.

    When it comes to the aforementioned El Blaze combo of [6][K][+][G]>[1][P][K]... it's not an actually combo if you're playing with anyone with more than 0-bars, because the opponent can tech it. Set the CPU to recovery (Just) in the options in dojo.

    Considering some of your other content, incorporating throws (like Goh CH [6][K] [2][P][+][G]) makes it no longer a combo because it is escape-able. I know it's being semantic, but it's not a combo, it's a throw set up (*requiring a note letting the viewer that this option isn't guaranteed). Same goes for Shun's [4][P][+][K][P][+][G], it's not a combo. That is a hit-throw. Jeffry's Threat [6][P][P][+][G] is not a combo, but Threat [6][P][P][+][G]>[1][K][+][G]>[6][6][P][P] is a combo.

    What will help the game, and the knowledge base, is having consistent presentation and accurate information being shared. You have a decent platform, people do watch your stuff and post in your reddit threads. I come across a lot of brand new players, and when I play a decent session with these people, I give feedback through PMs because I want to build a player based for this ancient and mostly dead game. The problem comes in when I play against players getting really frustrated in PMs doing stuff they say they learned from watching your videos (i.e. throw set ups) and that I can escape their "combos." And then I need to type out shit using a joystick trying to clear things up.

    This can easily be solved through text disclaimers in your videos.

    I can see how my previous post can be read in a way that and I didn't intend to cause offense. I'm slightly referring to the random Tekken/Mortal Kombat stuff you post here.

    I'm sorry.
    -----
    Combos will be in the next post.
     
  15. Cmoney

    Cmoney Well-Known Member

    The Tekken and Mortal Kombat stuff is just for ENTERTAINMENT ONLY! And it’s painfully clear that you’re under the spell of STL TM’s Manipulative witchcraft! Now I see why godoku goes after you heavy, you’re proving to be more of a VF POSER. It’s one of the reasons why I absolutely hate these types of threads..PEOPLE DONT KNOW HOW TO SEE THINGS FROM MULTIPLE PERSPECTIVES! COMBOS ARE ALL ABOUT PERSPECTIVE..REMEMBER THAT STL SEBO!
     
    Last edited: Sep 30, 2019
    The_Nth_Degree likes this.
  16. The_Nth_Degree

    The_Nth_Degree Active Member

    Don't mind Sebo, he just has OCD. Obsessive compulsive disorder. Its sad when you have OCD and still get facts wrong. A hit throw , is totally a combo, its just a particular combo that ends in a throw. People's opinions on combos vary. If you look at most of FS, most of the "combos" are just awkward juggles with unlikely unrealistic hitboxes. If you look at Street Fighters definition of a combo, its a normal move you can hit-cancel into a special. In Killer Instinct , its the exact opposite.

    If you try to say the SPoD isn't a combo simply because it includes a throw, I have to call bullshit on that.

    People who message Sebo after a PSN set probably aren't complaining about C-Moneys combo videos, the are complaining about Sebo's third world internet connection.
     
    Cmoney likes this.
  17. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    [6][P][+][K][+][G][K]

    0-DP
    • [6_][P][P][4][P] (49) EIc ELc AO SA SHc PA LIc VA LAc KA LEc BR GOc AK JA JN JEc WOc TA *55 on TA
    • [6_][P] [6][P][P] (54) EIc ELc AO SA SHc PA LIc VA LAc KA LEc BR GOc AK JA JN WOc (For EI you can do [4][6][P][G] instead of [6_][P] in Open for it to work but for 52 damage)
    • [6_][P] [1][P][K] (58) AO SA LIc VA
    4-DP
    • [6_][P][P][4][P][P] (59) EIc ELc AO SA SHc LIc VA LAc KAc LEc BR GOc AK JA JN JEc WOc TA *66 on TA
    6-DP
    • [6_][P] [4][6][P][P][P][P][+][K] (59) EIc ELc AO SA SH PA LIc VAc LAc KAc LEc BR GOc AK JA JN JEc WOc
    8-DP
    • [4][3][P][+][K][P] (53) EI AO SA SHc PA LI VA LA LEc BR JA JN JE WO
    • [6_][P] [4][3][P][+][K][P] (60) EIc ELc AO SA SHc PA LIc VA LAc KAc LEc GOc AK JA JN JEc WOc (60) (For EI in Open, do [4][6][P][G] instead of [6_][P] but only does 58 damage)
    One strange note, either I'm going insane or what, but at 5-DP on KA and 8-DP on BR in Open, [6_][P] either stops working or the timing changes.
     
  18. Jason Elbow

    Jason Elbow Well-Known Member

    PSN:
    Its ok now...
    XBL:
    Jason ELBOW AKT
    I keep telling this dumb fuck this. Launchers normally knocks the opponent higher on CH then on NH. This is misleading. A novice will see Cuck Money's vid and be misinformed. The only reason you would cut on CH in training is to show Meaties and attacks that only launch on CH. Cuck money is still stupid...lol
    He listed this as a combo? Dumbass...
    What buffoonery? The only buffoonery (all shiit!! Cuck Money dun learned him a big word!) I see going on is with you stupid.. Sebo is clearly trying to help educate you dumbass. He obviously knows more about Shun then you do... And yet you call yourself a Shun master get that shit outta here bruh! Lol just admit you fuck up and don't know what you think you know. Lol
    Sebo I admire your attempts at diplomacy, but bruh you are wasting your breath on this hack fuck. He can't teach you shit but how to clout chase and be mediocre. It's obvious in this posting to anyone who knows VF you know more then he ever will..
    Ummm... There totally is stupid. Or will a combo that's works on Eileen work on Taka? Think about the stupid shit you say before you say it.
    I don't know why he even shows that when the throw can be broken. Why not do [3][K][P], [P], [4][6][P][+][K][P][6][P] like a smart person. It's guarenteed AND DOES MORE DAMAGE!!!
    1. You dick ride STD TM waay more the Sebo. Especially when you team up with him (and Hoedokunodan) try to gang up on me.
    2. Tim and Sebo knows more then you, Tim just sucks at the game.
    3. This isn't about perspectives. You are providing false misleading info. If 100 people believe a lie, does it make it true? When ever some calls you out on your bullshit you always try to deflect or change the subject or interject some non related idea that don't support what being talked about. You would make a great politician lol you fraud fuck.
    Imma end this with a Bible quote from Matthew 7:6;

    "Don't not give to the dogs that which is holy, nor cast your pearls to the swine, least they trample it beneath their feet and turn to tear you to pieces."

    Sebo what you are dropping is pearls if I've ever seen such. But swine like Cuck Money will always spit it back in your face.
     
    Last edited: Oct 10, 2019
  19. Jason Elbow

    Jason Elbow Well-Known Member

    PSN:
    Its ok now...
    XBL:
    Jason ELBOW AKT
    SHUT THE FUCK UP YOU BITCH. Sebo keep owning dat ass online huh? You are even more clueless then Cuck Money is. You don't deserve to even speak in this convo fuck boy. Sit your ass down somewhere. And stop ducking me online bitch. I know I got you scared but man up!
     
  20. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    [6][K] CH

    0-DP
    • CHO [P] (42) TA
    • CHO [P] [4][3][P][+][K] (58) EIc EL AO SA SH PA LI VA
    • CHO [P] [4][6][P][P][P] (63) EI EL AO SA SH PA LI VA LAo KAo BRo GOo'
    • CHO [P] [6][P][P] (65) EI EL AO SA SH PA LI VA LAo KAo BRo GOo
    • CHO [P] [1][P][K] (69) EI EL AO SAc SH PA LI VA
    • CHO [K][G] CHO [P][P] [4][6][P][P][P] (70) EIc *tight inputs needed, and super close range
    2-DP
    • CHO [P] [4][6][P][P][+][K] (58) EI EL AO SA SH PA LI VA LAo KAo BRo GOo
    4-DP
    • CHO [P][P] (53) TAo
    • CHO [P][P] [4][3][P][+][K] (69) EI EL AO SA SH PA LI VA LA KA LE BR GO AK JA JN JEc WOc
    • CHO [P][P] [4][6][P][P][P] (73) EI EL AO SA SH PA LI VA LA KA LE BR GO AK JA JNo JEc WOc
    • CHO [P][P] [4][6][P][P][P][+][K] (75) EI EL AO SA SH PA LI VA LA KA LE BR GO AK JA JN JEc WOc
    • CHO [P][P] [1][P][K] (80) EI EL AOo SA SH PA LI VA LAc KAc LEc LEc BRc GOc *delay the [K] on EIo for [1][P][K] to be a valid combo
    • CHO [P][P] [6_][P] [6][P][P] (81) EIc AOc SAc
    6-DP
    • CHO [P][P] [4][6][P][P][P][P][+][K] (81) EI EL AO SA SH PA LI VA LA KA LE BR GO AK JA JNo JEc WOc
    • CHO [P][P] [2][3][6][K][P][P] (85) EIc ELc AOc SAc SHc PAc LIc VAc LAc KAc LEc BRc GOc AKc JAc JNc
    • CH [P][P] [2][3][6][K][P] [1][P] (86) EIc ELc
    8-DP
    • CHO [P][P] [4][3][P][+][K][P] (85) EI EL AO SA SH PA LI VA LA KA LE BR GO AK JA JN
    • CHO [P][P] [3][P][P][K] (87) EI SAc PAo LIo
    • CHO [P][P] [6_][P] [4][3][P][+][K][P] (90) EIc EL AOc SAc SHc PAc LIc VAc
    10-DP
    • CHO [P][P] [2][1][4][P][+][K] [1][P] (86) EI EL AO SAo SHc LIc
    • CHO [P][P] [2][1][4][P][+][K] [4][3][P][+][K] (89) EI EL AOc SHc
    • CHO [P][P] [2][1][4][P][+][K] [4][6][P][P][P] (91) EI EL AO *84 damage on AOo
    • CHO [P][P] [2][1][4][P][+][K] [3_][P][P] (91) EI EL AOc
    Variable-DP
    • CHO [P][P] [6][K][+][G] [4][3][P][+][K][P] (103 at 13-DP)
    • CHO [P][P] [6][K][+][G] [6][6][2][3][6][K][P][P] (106 at 13-DP) *haven't tested all of these
    Works on
    • 13-DP EIc ELc
    • 20-DP AOc
    • 22-DP EIo ELo
    • 36-DP SAc
    • 37-DP SHc PAc LIc VAc
    • 40-DP AOo

      *range dependent
      *might work with less DP? The timing, especially on EI/EL you need to input the [6][K][+][G] as they begin to come down from the peak of the launch
    • *From 33~40-DP you need to slightly delay CHO [P]~[P] on EIc and ELc
    An excuse to use [K][K] in a combo again at 13-DP
    • CHO [P][P] [6_][K][K][2][P] (89) EIc *close range


    Corrections on the combo for the [6][K] section:
    • [6][K] CHO [K][P] (does 57)
    • [6][K] CHO [P][P] [1][P] (does 66)
    • [6][K] CHO [P][P] [6_][P][P][4][P][P] (85) Does 81 damage on EIo, works on AKc JAc JNc JEc (77 on JEc)
     
    Last edited: Oct 10, 2019

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