Mitsu Combos

Belial is right about these 3 combo, they can all be tech roll, I test it before and I got the same result. Your best bet for the above combo are 1A finisher.

33B only work as a guarantee combo finisher after 3A / CH B6 / Mst 4B6 / A+B6



KnightSpirit: are you sure about the 3b 236(b)~1a combo?..i am under the impression that if the timing is messed up or wrong input of 236(b), then the 1a can be teched, but.. if the 236(b) timing is correct(and the right version) 1a is NEVER techable...and its 3 guaranteed hits for combo..am i missing something?.. is it character specific techable? which seems to me like a viable explanation.
 
JK: its not messed up, but if you delay it it will wiff vs tech on some characters. And ye its true combo.

KS, genver: sorry for misinfo, not sure why i even thought its not a combo , you are right about MST 4B6

4K 2B is a tech catch all but side, except for max range. really useful and stops sideroll right that normally kill MST wake up game. if they tech to the side 6B+K mst is enough adv so not even 2A can stop MST throw = true mixup.

CH 3A 6b+Kmst 66, 6B will tech catch all but side. (you need to either delay 6B or do half-dash in mst) timing a little tricky. MST B+K RLC A is a tech trap. RLC A needs a slight delay after going into RLC, or wont connect. Useful too. Too bad if they stay OTG dmg is low, really good vs noobs anyway.

and sorry for not updating all those topics but I havent been playing calibur at all lately, probably will update when I get some free time
 
KnightSpirit: are you sure about the 3b 236(b)~1a combo?..i am under the impression that if the timing is messed up or wrong input of 236(b), then the 1a can be teched, but.. if the 236(b) timing is correct(and the right version) 1a is NEVER techable...and its 3 guaranteed hits for combo..am i missing something?.. is it character specific techable? which seems to me like a viable explanation.

Yes 3B > 236 (hold) > 1A is a combo, but it require good timing. Basically after 3B, you need to hold 236B and timing your release so that you are using the "middle" part of your blade to hit your opponent. Release too early or too late is no good. If you did it right, you will push your opponent back WITH their feet not touching the ground. This way, 1A will be guarantee.

Here's a sample at 0:28-0:34

http://hk.youtube.com/watch?v=suIh37ehdUA&fmt=18

Additional note: 3B, 236 only work if you are hitting the front or back of opponent, it doesn't work if you are hitting opponent side. So if you are gonna step then 3B, is better to do 44AA instead of 236B because is not reliable and you might just hit air.
 
K, just making sure that i wasn't going crazy, i know that its a true combo and the timing..i saw quick talk of the 1a not hitting and i thought the world was ending, lol
 
NC:
NEW!: 3B 4B+K~RLC [A]~MST 6B>B (70) very difficult to execute consistantly, thx to Jaeger for this combo.

ok, how do you do this?!?! i have been trying to make this work for ages and i am not even coming close. do you know of any videos that show this?
 
NC:
NEW!: 3B 4B+K~RLC [A]~MST 6B>B (70) very difficult to execute consistantly, thx to Jaeger for this combo.

ok, how do you do this?!?! i have been trying to make this work for ages and i am not even coming close. do you know of any videos that show this?


It only work against some character. (Try Ivy)

But is still damn difficult to pull off, not very reliable. Your best option is still 3B>236B>1A
 
I've tried this against many characters and it worked on them all, however it is not reliable and impossible to land consistantly.

I prefer 3B 236 into techtraps (A+K/665kB)
 
CH 3A 6b+Kmst 66, 6B will tech catch all but side. (you need to either delay 6B or do half-dash in mst) timing a little tricky. MST B+K RLC A is a tech trap. RLC A needs a slight delay after going into RLC, or wont connect. Useful too. Too bad if they stay OTG dmg is low, really good vs noobs anyway.

And I forgot to mention (though I'm sure its been already known) 3A 6B+K~MST A+B is a tech catch all but side, techable on reaction though.
 
i was able to get this working often but inexplicably not all the time.

3b into 4kb (bullet cutter), 60 damage or so.

if you can get it to work well it has the advantage or being very easy to do for good damage.
 
Hi guys,

Little question : if you follow 3B with the JF k:B, is it guaranteed? I tried it in training mode and it seems to land pretty consistently (as long as I do the JF). Does good damage too (around 60).

Oh and I just can't do the 3B RLC A combo... I was doing it against Nightmare...
And the 3B 4KB combo seems to be ACable btw.
 
3b into 4kb (bullet cutter), 60 damage or so.

bad news is that the B in 4KB is not guaranteed. good news is that the B tech traps all directions.




Little question : if you follow 3B with the JF k:B, is it guaranteed?

the second hit of k:B is ACable.

Oh and I just can't do the 3B RLC A combo... I was doing it against Nightmare...

like stated above, the combo is quite hard to do and really inconsistent, you're better off sticking to 3B, 236, 1A.


btw, welcome to the forums!
 
Hi guys,

Little question : if you follow 3B with the JF k:B, is it guaranteed? I tried it in training mode and it seems to land pretty consistently (as long as I do the JF). Does good damage too (around 60).

I believe that you can AC the second hit of JF k:B (tested it a while back in Arcade Mode... CPU said NO). :P

Edit: DAMN... Genver got there first.
 
OK I'll stick to the 236B and 44AA follow-ups then, thanks :)

Last question: I can't figure why 66A+B 33B doesn't show as a combo in training mode. I land it consistently on everybody, including the CPU on edge master. Sometimes I do it a little bit too late and the 33B still catches the opponent as a tech trap. So is it still a combo or not? I saw knightspirit doing a whole video on it :p
 
However 1AB into wall is not shakeble, but i'm not sure whats the best/most damaging combo out of this.
also 44B A+B is not a guarantee as far as i know.
 
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