Combo Stages In Depth

Discussion in 'Beginner Forum' started by seMpai, Jan 10, 2017.

  1. seMpai

    seMpai New Member

    Location:
    Germany, Frankfurt
    Steam:
    hannibambel
    Cerebella
    Robo Fortune
    First, I am a bit confused with the combo stages. I thought they would be:

    1: jump in
    2: ground chain
    3: air chain
    4: scnd ground chain
    5: scnd air chain

    Somehow I don't think it's right.

    Second, How can I do long and damaging combos?

    A one I created was (with Beowulf):

    (Jump-In) - lp - lk - mk - c.hp - jump -
    j.lp - j.mp - j.hk -
    lk - c.mp - c.hp -
    Blockbuster + Chair throw (hp) - c.lk - c.mk


    How can I extend this combo without blockbusters? A thing what I can also do, is j.lp - j.lk - j.mk (instead of j.lp - j.mp - j.hk) to get myself in a advantage position (a reset, isn't it?)

    Many questions, super gratefull If I get some answers :PUN:
     
  2. CaioLugon

    CaioLugon It's an alpaca Gameplay Mod

    Location:
    Brazil
    Steam:
    CaioLugon
    PSN:
    O3366-2020O
    Ms. Fortune
    Cerebella
    Big Band
    It's actually:

    1: jump in
    2: ground chain
    3: air chain
    4: second air chain on that same jump
    5: second ground chain or air chain after a second jump

    You can find a more in-depth explanation of the combo system here.

    For combos you can visit each character's combo thread, here's Beowulf's.

    Also check out the beginner resources thread, there's a lot of great content there for both beginners and advanced players.
     
  3. Fumako

    Fumako Jimbob

    Location:
    The Medici's Cellar
    Steam:
    Fumako
    PSN:
    Fumako
    Big Band
    Peacock
    Well, basically, yeah.
    That's the most basic combo structure usually ending in a ground chain into super or knockdown.
    Though I'd argue that Jump-Ins are pretty much part of the first Ground Chain.
    or what Caio said

    Obviously not all combos will follow that structure, for example here are my BnBs for my mains
    Big Band (corner) (open)

    1 - (optional Jump-n) 1st Ground Chain: (j.mk) cr.lk cr.mk st.hk xx M Brass
    2 - OTG into 2nd Ground Chain: cr.mp(2) st.hk xx H Beat Extend
    3 - Catch Falling Opponent with 1st Air Chain: j.lk j.mk(1)
    4 - 3rd Ground Chain into Launcher: st.lp st.mk(1)
    5 - 2nd Air Chain: j.lp j.lk j.mk(1)
    6 - 4th Ground Chain into Super: cr.lk cr.mp(2) st.hk xx H A-Train xx SSJ

    Peacock (open)

    Anywhere, iffy on some characters and unusable on Double:
    1 - (optional Jump-In) 1st Ground Chain into Launcher: (j.mp) st.lp st.mp st.mk
    2 - 1st Air Chain: j.hp j.mp xx Airdash
    3 - 2nd Air Chain: j.lk j.mp
    4 - 3rd Air Chain: rejump j.lp j.lk j.mp
    5 - 2nd Ground Chain into Super: st.lp cr.mk st.hk xx H SoID(hold) xx Argus Agony (release SoID) Argus Agony)

    Corner, Universal(?):
    1 - (optional Jump-In) 1st Ground Chain: (j.mp) st.lp cr.mk st.hk xx SoID(will OTG)
    2 - OTG into 1st Air Chain: j.mk j.hk
    3 - 2nd Air Chain: rejump j.mp j.hk
    4 - 3rd Air Chain: rejump j.hp xx Air Dash xx j.lp j.mp
    5 - 2nd Ground Chain into Super: delay st.lp st.lk st.mp cr.mk cr.hp st.hk xx Argus Agony

    Notice how the structure changes based on character, what tools they have, and where on the screen you are.

    Don't play Beowulf, but I'm not seeing any specials in there.
    Use specials to extend your combo. If you're in the corner maybe do something like:
    Ground Chain
    Launcher
    Chair Toss
    Ground Chain
    Launcher
    Air Chain
    blah blah
    Also, the wolf charge thing where he goes "awo awo awooo" can be iffy but it's a great combo tool.
     
  4. seMpai

    seMpai New Member

    Location:
    Germany, Frankfurt
    Steam:
    hannibambel
    Cerebella
    Robo Fortune
    Thx, super useful :)

    I knew I got something wrong after the 3 Stage. When does the second air chain start? After a certain amount of hits, or an air dash?
     
  5. CaioLugon

    CaioLugon It's an alpaca Gameplay Mod

    Location:
    Brazil
    Steam:
    CaioLugon
    PSN:
    O3366-2020O
    Ms. Fortune
    Cerebella
    Big Band
    You just have to understand what a chain is, a new chain will start if there's a link or a cancel in the air such as an adc or a doublejump cancel with robo.
     
  6. seMpai

    seMpai New Member

    Location:
    Germany, Frankfurt
    Steam:
    hannibambel
    Cerebella
    Robo Fortune
    Aren't all combos cancels?
     
  7. missingno

    missingno Bird/Normal

    Location:
    PA
    Steam:
    /id/MegaMissingno
    Valentine
    Robo Fortune
    Parasoul
    Technically chains are cancels, but Caio meant canceling into air dash or double jump as opposed to just directly into the next normal. For example Val can do jLP jMP jHK air dash cancel jMK jHK, two chains linked together.
     
  8. seMpai

    seMpai New Member

    Location:
    Germany, Frankfurt
    Steam:
    hannibambel
    Cerebella
    Robo Fortune
    Thx, I also found out that air comand normals are progressing you into stage 4 (Parasoul down j.mk for example)
     
  9. CaioLugon

    CaioLugon It's an alpaca Gameplay Mod

    Location:
    Brazil
    Steam:
    CaioLugon
    PSN:
    O3366-2020O
    Ms. Fortune
    Cerebella
    Big Band
    A combo is anything that hits before the opponent recovers from hitstun, regardless of whether or not you cancel the move. When you finish the whole animation for the attack and then hit the opponent again before he recovers its called a link, a chain is usually not referred to as a cancel (even though you cancel the animation)

    That's just parasoul j.mk. Parasoul can cancel her j.mk (and down j.mk) into any other button as if it's a chain, so if you go from a j.mk into j.lp j.lk or j.mp you'll start a new chain.
     

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