Combo & Tech Trap Discussion Thread.

I think bA6 GS A works on all characters if you're close enough to the wall.
hey tiamat... i tested bA6 to GS A on all characters against a wall/ring edge and the characters that it whiffs on are...

amy, setsuka, mitsurugi, siegfried, hilde, tira & mina...

surprizingly it works on talim... and ONLY against AsTa you can bA6, GS A, agA_a:g:A for like 66-70 damage WITHOUT an edge... so if you do it even in the middle of the ring after a REPEL then it will connect... :D

also against some characters step 8 to bA6, GS A, a, NSS K seems to whiff BUT if u delay the NSS K a bit then it connects... so if i step 2 then do bA6 i do that combo... but if i step 8 then do bA6 then i just do GS A, 4KK, 33B *the 33B only seemed to connect if i stepped 8* and if thats too much to think about in a match then you could just do agA_a:g:A *non-JF version connects as well* after GS A... i usually like stepping 2 for bA6

btw i got... GI > bA6, GS A, a:g:A, 4KK, B+G *back throw* = 100 damage...! :D
 
thanks for the info, nice stuff

I really gotta try that against Asta midscreen, sounds beastly
 
I think in SCIII Asta was the only character where you could use get bA6 GS A to connect without the aid of a wall, nice that it carried over :P
 
There isn't really a set wall combo, you're going to go with intuition and feel a lot of the times. The general rule of thumb is that after a far GS KK splat you get 3A2A or iWS , after a close GS KK splat you get 4KK, after a super close splat you may get nothing or just a 2A+B, in that case you can go for 2[K] wake up. 44BB is pretty reliable after GS KK as well unless you get the super close splat.

After 4KK you can get iWS pretty consistently, GS KK will pick up and re-splat.
 
I think that people already know about it but its best to repeat than forget.

tech trap (and manly)
bA6 > GS A+B

tech trap near the edge of the ring
CH 6K > 1A
CH GS A > 6K > 1A

Best combo post-gi vs asta
bA6 > GS A > a:g:a (RO right)
bA6 > GS A > 6A (RO left)
 
I think that people already know about it but its best to repeat than forget.

tech trap (and manly)
bA6 > GS A+B

tech trap near the edge of the ring
CH 6K > 1A
CH GS A > 6K > 1A

Best combo post-gi vs asta
bA6 > GS A > a:g:a (RO right)
bA6 > GS A > 6A (RO left)


greven:

nice stuff

I also wanna mention if near ring CH 6K -> GS KK is a combo... so... unless you REALLY need the extra damage into the high wall hit... i would suggest you to go straight into GS KK

-LAU
 
What is nightmare's dependable and most damaging wall combo?
eltoshan explained it pretty well... after a far gs kk hit u can even launch with 33b... for me though i always 4kk as soon as i get gs kk to hit the wall... cause it will reach far enough even after a far hit... so after u do 4kk u can do either of the following

33b6 > gs a+b *u can also 66b or 3b or gs b for tech trap then try to rewall*
3 > nss bA *u can also tech trap with 1a to gs kk for a rewall*
44b > tech trap rewall stuff ...this might whiff if smaller chars r on ur left side
iws b > nss a+b > combo ender or tech trap into rewall...
3a2a6 > gs kk

btw u can actually see and *hear* a super close or non combo-able wall splat after gs kk... it has different animation...

btw if u manage to wall splat with a:g:A on a standing opp. then u can 4kk > 66b launch or even land a back throw...
 
btw u can actually see and *hear* a super close or non combo-able wall splat after gs kk... it has different animation...

btw if u manage to wall splat with a:g:A on a standing opp. then u can 4kk > 66b launch or even land a back throw...

What audio and visual cues are you using to tell if its super close or non-combo-able wallsplat after GS KK?

Also I don't think I've ever gotten a throw to land after 4KK so I'll have to fiddle around with that.
 
a super close hit looks like they are getting splattered to the wall twice, once on the first kick and once on the second.
 
its really hard to tell if u actually wanna go by looking for it... but if u hear carefully u will hear a different sound as soon as they hit the wall... in the middle of a match its almost impossible... i just do 4kk... cause most times i know which situations its most likely to work...

back throw only lands after...
a:g:A, 4kk...
ch gs a, a:g:A, 4kk...
bA6, gs a, a:g:A, 4kk...

or after 2b+g...

u can also throw after ch [a], nss k wall splat *has to be far from wall*
 
I know that 1 > NSS A+B will trade with Asta 6K up close, but beat it out from far block

not sure where the frame cutoff is for how fast they need to be to stop it at far range
 
just something random I found:

1AK, w!, 2A+B close to 100 dmg.

2[K] is also unrollable and a wall trap

The only application I can see this being used is post-GI when the wall is to the right of NM.
 
I just found that GS KK after every launcher that goes to GS (1A, GS B, bA6, 3236,...) can be delayed a bit to increase the RO or Wall hit range.

Wall hit to RO (on small barrier like the boat level)
after GS KK (!W) and CH 11K (!W) max range wall hit -> GS B6 > GS A does RO

after (!W) 4KK (!W) 3 > NSS b:A can RO depending on the angle.
 
CH GS A, 66K6 GS NSS bA is a good choice for ringing the opponent out over low walls as well since the CH GS NSS bA will launch the opponent quite high up.
 
CH GS A, 66K6 GS [B ] NSS bA is a good choice for ringing the opponent out over low walls as well since the CH GS [B ] NSS bA will launch the opponent quite high up.
Hehe. I was thinking about bringing up that combo sometime too. GS B6 > GS A works after 66K6 wall splat too if you feel like knocking your opponent out of the ring with a giant backhand.
 
These were combos in sc3. Do they still work in sc4?

ch WS (B) > nss A+B > 66K6 > GSKK
ch 1(B) > nss A+B > 66K6 > GS KK
 
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