Tira Combos

Explain it out or? the 6A+B is actually auto hit against ledge because they can't roll back and the recovery time on 3B gives it just enough delay to pull it right when they get up xD. Anyways, launch with 66B, just frame 4A, 3B which will launch them back up and then you can get another 3B.
 
sigh against edge it is a combo w/ tech trap, when i post 6A+B miko has known i have ment for tech option, I thought that part was obv
 
Well, for starters, I'd be EXTREMELY surprised if the second 3B is even close to guaranteed in either of those combos. You NEED to turn on SOME KIND of Air Control when you test things.

Also, I'm thinking the 4A:A being able to hit aftre 66B must be character specific or something because I don't think I've been able to hit it in the past. Perhaps 66B has to be CH? Idunno, I'll check it out eventually.
 
I had random air control on and tested it around 100 times, the second 3B can hit, as for 4A:A I've done it from Talim to Astaroth size-wise so it might just be your timing. Oh and second 3B has a weird whiff online, my friend wasn't even acing when i did it then when he was it just continued to whiff. But thats online after all
 
Don't use random! Random also means that sometimes they don't AC at all. And if your move whiffs, you have no idea if it's because you messed up the input timing or because the Comp ACed in a specific direction.

And just because something CAN hit doesn't mean it's a "combo." Combos can't be escaped. If you find a single AC direction that gets out of it every time (and I'd wager there are several) then it's not a combo.

There are THOUSANDS more "juggles" that can keep the opponent in the air for much longer if there's no Air Control or if it's set to "Forward." The point is, no one will ever get hit by them so there's no point in wasting your time with them.

As I've said before, 95% of Air Control in actual matches is to the Back/Left or Back/Right directions. If your "combos" don't AT LEAST cover both of those directions then they're worthless.
 
Also, I'm thinking the 4A:A being able to hit aftre 66B must be character specific or something because I don't think I've been able to hit it in the past. Perhaps 66B has to be CH? Idunno, I'll check it out eventually.

The 4A:A hitting after JS 66B isn't character specific from what I can tell. You also don't need a CH for it to connect either. The properties of JS 66B is the same on regular hit and CH; it bounces the character off the ground as long as it's not guarded (hence why I personally love that move). I really wish GS had a move that bounces the opponent on regular hit.

Shadius, the 3B after the 4A:A is not a guaranteed hit. It relaunches because the opponent can tech and guard it. Hence why the game itself doesn't read it as a guaranteed hit because it stops the combo hit counting after the 4A:A. The only guaranteed hit I remember being able to constantly get after JS 66B 4A:A is adding a 44K for a mood change variable (you can shake out of the self-stun, if you don't get the mood change, before the opponent can tech back up).
 
In the future, just post stuff like that in a different manor. Like "How about these?" or "Are these guaranteed?"

The whole point of a combo thread is to post things that fill the definition of a combo. That being: a string of moves that cannot be escaped.

If it doesn't fall into this catergory, then it should be stated up front in the post.
 
Meh, just to clarify something, the 44K hit in JS 66B 4A:A 44K seems to be character specific.

The 44K hits on Asty which doesn't surprise me considering how big he is. The weird thing is that 44K whiffs on Cass but hits on Amy even though Amy has to have the smallest hit box of the two. WTF?
 
hotnikkels, you need an avatar for serious.

It takes too much time to read your name and remember who you are. I need VISUAL AIDS!!
 
Rico i never said it was auto-hit, i said the tech trap against the edge would work that was about it, i added to words discuss to see if people could see if there was any flaws
 
The point Mr. 88K is that you must explain what you post. Because otherwise I'll assume you're posting what are supposed to be combos but aren't. When Helter asked me for "top combos" and Syxx was looking aruond for inspiration for his combo vid I posted this earlier:

GS 6Aaaaa W!
-4B:B:B, 66K
-throw attempt

GS 44B
-4B:B:B, WS B
-4B:B:B, 22B, 66B (old combo on my youtube account, ridiculous damage if they tech)

GS 3B (love this move, so easy to fish for and only -12)
-22B, 66B
-BF 44K, tech trap shenanigans

JS 3B W!
-22_88B, 11_77K, BT B+KB, A+K, GS_JS 22B, GS 66B

CH JS 44A2A
-1B

Those are some of my favorites.

See? I noted before the post that these are combos and added any other notes as necessary. Just be sure to do that from now on.

In other news after GS 4B:B:B you can tech trap with the UB. It's a beautiful world.....
 
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