New Feature : A+B+K "CF Attack"

ShenOu

[10] Knight
Had the game for a week now but didn't really feel this new addition warranted a thread. Until now.

Every character now has a new move.

A+B+K. I shall call it CF Attack.. or CFA for short..

A CFA is basically an attack that varies with each character. Some of them launch, some crumple. Most of them do a total of 40-70 damage with a followup.

However, when your bar is flashing red, the move changes into one. That on hit shifts into Critical Finish (and its perfectly possible to soul crush normally with it too).
Yes.. on HIT.

It sounds interesting, but with the new Soul Purge it doesn't seem very viable to look at.

But then I found something really really FUN about it..

You can... Oh ... combo it off a Wall splat.

Yep... Wall splat CFs.
Most characters require a super high wall splat, usually gotten by launching a back or side turned opponent.. with a few exceptions (cough Xianghua's is gay..)

Some examples.
Kilik's CH 3BB on a backturned opponent leads to a super high splat.. CFA is guaranteed.
That doesn't sound very practical.
How about CH 22AB? It causes a BT Wall splat, which allows you to get a CH 3B,B on their back.. Launching them high enough for the CFA. (You can also get a CH 22AB after CH 1B... which is a lot more practical imo. Proof and yes, it still works in BD)

Another example is Amy's 33B on a backturned opponent.

Or Algol's Bubblesplat (any bubble that causes a wall splat)
Due to the new bubble mechanics, its quite hard to get a wall splat from a bubble. But 33B, 2A+B still grants this high wall splat. (Launch.. Bubble.... LUNGE.. Sit on opponent)

Again, not very practical. Moving on to my BEST find.

Xianghua's 4K.

Video here.


Edit: Couple people pointed out a mistake I made about CFAs on block.. I must have lost count the number of times I made the AI block a move while desperately mashing A+B+K on the PSP and not having the CFA come out. Lol. Stupid pad!
 
Awesome topic. I'll help out and post more CF combos in a bit.

A+B+K Shakeable Stun Combos
Astaroth: 3A, A+B+K
Cassandra: 4K, A+B+K
Kilik: MO A, 46B, A+B+K
Setsuka: 4K, A+B+K
Setsuka: 1B:B, 1B:B, A+B+K

A+B+K Wall Combos (corrected list)
Algol: 33B, 2A+B W!, A+B+K
Amy: 33B W!, A+B+K (easier on backturned)
Hilde: C3 A W!, A+B+K (range specific)
Ivy: CH CL 3B W!, A+B+K (backturned)
Ivy: CH SW 22B W!, A+B+K (backturned)
Kilik: CH 1B, 22AB W!, 3BB W!, A+B+K
Kilik: CH 1B, 3BB W!, A+B+K (opponent must backturned, and 1B should hit their back, and not from the side)
Lizardman: 22B W!, A+B+K (similar to Soph's 22B version)
Lizardman: 9A/33A W!, A+B+K (have to hit your opponent at max wallsplat range, plus the angle is weird)
Maxi: 66K W!, A+B+K (can't start too close to the wall)
Maxi: A+B W!, A+B+K (range specific)
Mina: 3B W!, A+B+K (tip hit)
Mina: WR B W!, A+B+K
Mitsurugi: 3B W!, A+B+K
Mitsurugi: CH 22K W!, A+B+K (best done at an angle)
Mitsurugi: MST 6B W!, A+B+K (range specific)
Nightmare: CH 11K W!, A+B+K (best done at an angle)
Seigfried: Chief Hold A W!, 3B W!, A+B+K (can't start too close to the wall)
Seigfried: Chief Hold A W!, A+B+K (backturned and max range)
Setsuka: 33B W!, A+B+K
Setsuka: CH 4A, 3B W!, A+B+K
Setsuka: CH 4A, 44BA W!, 3B W!, A+B+K
Setsuka: CH 4A, 22K W!, 3B W!, A+B+K
Setsuka: 22K W!, 3B W!, A+B+K (backturned)
Sophitia: 22[B], A+B+K (needs longer distance wallsplat, but easy to hit)
Sophitia: 66B W!, A+B+K
Sophitia: 66K W!, A+B+K (range specific)
Tira: 33K W!, A+B+K
Tira: 3B W!, A+B+K (backturned)
X: 4K W!, A+B+K
X: 4K W!, 3B W!, A+B+K
X: 4A+B W!, A+B+K
Zas: 3B W!, A+B+K

A+B+K Tech Traps (will CF unless opponent stays grounded)
Astaroth: 22B4 > A+B+K (technically not a tech trap, but it works. Doesn't hit grounded)
Cassandra: 236:B, 236:B > A+B+K (technically not a tech trap, but it works. Doesn't hit grounded)
Cassandra: CH 236:B > A+B+K (technically not a tech trap, but it works. Doesn't hit grounded)
Cervantes: 4[A] > A+B+K (catches all but left tech, 43 damage if they stay grounded)
Cervantes: CH 2A+B > A+B+K (catches all but left tech, 57 damage if they stay grounded)
Cervantes: CH bA > (delay) A+B+K (tech traps all directions, 55 damage if they stay grounded)
Nightmare: 66B > A+B+K (technically not a tech trap, but it works. 68 damage if they stay grounded)
Seigfried: Chief Hold B > (delay) A+B+K (catches all but right tech, 61 damage if they stay grounded)
Tira: JS 66B > A+B+K (catches all but right tech, 52 damage if they stay grounded. Won't catch back tech at tip range)
Yun: CH CR B > A+B+K (catches all but right tech, but doesn't hit grounded)
Yun: CR [A+B] > A+B+K (catches all but right tech, but doesn't hit grounded)



NOTE: You CANNOT A+B+K Critical Finish an opponent who's laying on the ground, airborne, or in any sort of stun that isn't shakeable or from a wallsplat, which I didn't know before making my assumptions about certain combos. My bad.
 
I like it.

Gotta be on your toes at all times, GI stuff as well and it's obvious Namco designed the system with the rip off armor feature in mind as an strategical gamble.

So far, I'm liking this feature a lot. Taki's bombs are now a real threat if you are in the red. Gotta avoid the red at all costs.
 
I already dont like this topic.

Namco and their stupid ass extras. I just dont like the direction this series is going with all the extra unnecessarily shit. I still say there should be an option to turn off Soul Gauge completely.


Just the other day I realized the entire cast has a shitload of "situational" moves that either have funky tracking, TC, TJ, go under or over something, auto gi or something equally ridiculous. Which is why smashing buttons is a viable tactic when all else fails. Something it bound to work.
 
This is a tad bit to much. I guess it is good that CF games became harder after all. Cassandra's A+B+K actually seems like a very useful TJing move.
 
check lizardman, 9A (face first splat) 3B, A+B+K

you can also get the same face first splat off of 33A but the angle is a little strange.
 
I already dont like this topic.

Namco and their stupid ass extras. I just dont like the direction this series is going with all the extra unnecessarily shit. I still say there should be an option to turn off Soul Gauge completely.


Just the other day I realized the entire cast has a shitload of "situational" moves that either have funky tracking, TC, TJ, go under or over something, auto gi or something equally ridiculous. Which is why smashing buttons is a viable tactic when all else fails. Something it bound to work.
I don't like the FC attack either... but CF is the most amazing extra Namco ever made to help balance the game... the turtles players now are gone and they turn to play as real players!! And about the game, as every thing made by humans its not flawless, but I have to say that they try their best to make an enjoyable game, but again they are only trying to make some easy money ( who doesn't?) and a lot of players will be playing this game more than SC4 cause his characters are buffed or revamped or they like a lot Dampierre or Kratos... The game is only one year old and this new game is only telling us about move in and don't expect to get an upgrade for SC4...

I hope they learn how fix the netcode and make of SC4 a decent online fighting game...

-Stryker-
 
thanks, if its not too much its not that big of a deal, cause you wont see too many CFs with Cervy :P

But a Groundhitting A+B+K sound very good.
 
I think I got some...

Setsuka
33B W!, A+B+K

Amy
33B W!, A+B+K (opponent doesn't have to be backturned)

Xianghua
4A+B W!, A+B+K

Sophitia
66K W!, A+B+K
66B W!, A+B+K
22 W!, A+B+K (good luck landing this one)

I can make some videos through Remotejoy if needed.
 
Removed, etc.

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check lizardman, 9A (face first splat) 3B, A+B+K

you can also get the same face first splat off of 33A but the angle is a little strange.

I couldn't get this to work earlier, but I think I found a range where 33A, A+B+K connects. I'll brb.

Aha! Both 9A and 33A can combo into it if you hit them at max wallsplat range, so they have more airtime while Lizzy readies his headbutt. I'll add these now.
 
Oh, I wanted to prove that Setsuka's 33B and Soph's 66B do work.

Voila!


Wow, you're getting some high wallsplats with those. You're also using Dampierre though, and I've used Nightmare for all of my testing, that's probably why I can't pull those off. Nightmare's huge frame is like a forcefield against wallsplatting. I'll retest with your exact angles later on, and if I still can't wallsplat Nightmare that way I'll add 33B and 66B as not comboing against large characters.
 
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