Hairy axe wound?!...Eat it!!! COMBOS!!!!

lobo

Luminario
so, in all reality i am definitely not a competent enough asta player to put together a good NC and NCC combo list for the big man. now...this is a very populated forum branch...and i know someone has that ish...

well we need a thread here of GUARANTEED asta combos. like...we really need one. can we not build one here?...i mean; can you all not build one here?

sorry i don't have more to contribute, but with all the data we have and a bit of work we can make a very comprehensive asta combo list.

help me out guys...
 
do you want just the strongest versions of combos of multiple variations?

as for gaurenteed combos... i guess shakeable stuns dont count. what about low grabs/ground grabs as some combos lead to these which cant be teched but can be broken. what about tech traps?

edit - you can decide whether throw combos count :p

---NC---
ab
214aaaaaa
1[a]a
22_88aa
11_77bk


---NCC---
bb
6ab
66ab
3ka
1ka
WRka


---NORMAL COMBOS----

22_88b4
- 28b+g

44
- WRb (mid range)
- 1a+g (close range)

44[a]
- 66b
- ab, 22_88k, 22_88b
- 66ab, 28:b+g

66[k]
- 22_88b
- PT (timing!)

33_99[k]
- PT
- 22_88b

22_88k
- 1a+g

22_88[k] (stun)
- 66ab, a+g_28b+g (28b+g whiffs on characters such as amy)
- ab, 22_88k, 22_88b

22_88[k] (launch)
- a+g

63214b+g
- 22_88b
- 28b+g

3
- 28b+g

3b
- 2a+k

6[b+k]
- 2a+k

4b+k,b
- 88b (22b can be stepped to the left!)
- 2a+k
- a+g

slide kick (running, k)
- 1a+g


---CH COMBOS---

CH 44b
- WCb (mid range)
- 1a+g (close range)

CH 6b (must be close to get the stun)
- 22_88k, 22_88b
- 2b+g
- 1[a]a

CH 6k
- 2b+k, a+g

CH WRk
- 2b+g_a+g
- 1a

CH 66a
- 1a+g
- 2a+k

CH 66ab
- 28b+g (whiffs on characters such as amy)
- a+g

CH BT b+k
- b+k
- 22_88b
- 2a+g_b+g
- 22[k], 22_88b (timing)


---WALL COMBOS---

CH 44a {W!}
- 2a+g_b+g
- 22_88b

6k {W!}
- 2a+g_b+g
- 22_88b

66k {W!}
- 2a+g_b+g
- 22_88b

66[k]
- 28b+g (must be close to wall so they launch in front of you)

CH 4a {W!}
- 6b, 22_88k, 22_88b
- 66ab, a+g
- PT (CH 4a must wall splat at max range)

b+g {W!}
- 1a+g
- 2a+k

22_88a+b {W!}
-22_88b

3b {W!}
- 2a+g, 1a+g
- 66k {W!}, 4b (leads to 4b's tech trap options)

2a+g {W!}
- 1a+g

CH 3ka {W!}
- 6b, 22_88k, 22_88b
- 66ab, a+g

WRa {W!}
- 6b, 22_88k, 22_88b
- 66ab, a+g

63214:b+g
- 28:b+g {W!}, 2b+k a+g
- a+g {W!}, 2a+g_b+g

22_88b4
- 28:b+g {W!}, 2b+k a+g
- a+g {W!}, 2a+g_b+g

22_88b
- 4b


---TECH TRAPS---

a+g air throw, 2a+g_b+g
CH 4b_4, 2a+g_b+g
63214b+g, 22_88k
63214b+g, 66[k]
66[k], 66[k]
2, 2a+g_b+g
4a+b, 2a+g_b+g
44k, 2a+g_b+g (near wall)
44b, 2a+g_b+g
WRa, 2a+g_b+g (near wall)
8_9b, 2a+g_b+g (near wall)
22k, 2a+g_b+g
6[b+k], 2a+g_b+g (delay)
CH 6k, 2a+g_b+g (delay)
CH 6b+k, 2a+g_b+g (near wall)
1a, 2a+g_b+g (near wall, delay)
ch 66b, 3a+b_b+g (on knockdown)
ch 2b+k, 2a+g_b+g
66[k], 3a+b_b+g (on knockdown)
CH 6b+k, 66a (will catch all but right)
 
CH 3A+B, 44

Not exactly a combo, but I've got a 100% success rate with it so far. They definitely dont have time to get out of the way, and a VERY small window to poke you out of it.
 
CH 3a+b, 4[a+b] is nice (i assume thats what you meant). I am pretty sure that no one is fast enough to poke you, i know that amy can't.

certain people can escape it though, big characters like knightmare and jump backwards to avoid it... other people can jump to mitagate the damage as they will still get hit but the attack throw will fail.

i guess as a wall combo this would be 100% on all characters, even if they do jump :p. i think the majority of people will just eat it though lol :D
 
CH 3a+b, 4[a+b] is nice (i assume thats what you meant). I am pretty sure that no one is fast enough to poke you, i know that amy can't.

certain people can escape it though, big characters like knightmare and jump backwards to avoid it... other people can jump to mitagate the damage as they will still get hit but the attack throw will fail.

i guess as a wall combo this would be 100% on all characters, even if they do jump :p. i think the majority of people will just eat it though lol :D

WHOOPS, its 44. I'm retarded.
 
oh... in that case try 4[a+b] follow up ;D

pretty sure 44 can be stepped >.<

cant test anything right now, got no tv!!
 
Can't step it. Can't roll because 3[a+b] doesn't put you on the ground. Testing this with my roomate, the only thing we found to counter it was nightmare's 6K. I'd assume other similar moves could manage.
 
6B
- 22_88[K], dash, 1A+G_B+G
-- command a or b throws or crouch throws for 50/50 after ground grab pickup.

it's all 50/50 but after the ground grab, all they can do is duck.
unless someone has a faster 2a faster than taki, then i need to retest :P
and i know it's not guaranteed, but this does some nice damage

tech trap
66A, 2a+g_b+g

Can't step it. Can't roll because 3[a+b] doesn't put you on the ground. Testing this with my roomate, the only thing we found to counter it was nightmare's 6K. I'd assume other similar moves could manage.

are you sure u can't step it? i set the cpu to step and it steps 44 with ease.
 
ah crap, my bad. i thought i saw 6B. took me this long to see it <.<
um i dont know if 3b, 22_88b hits :o
 
3B > 22_88B does not hit, it looks like it would hit but since it is too slow when the attack actually hits the opponent if they are holding guard it hits them, they guard it and it pushes them back a little bit. if they decided to roll it misses, and if they decide to be retarded and just lay there and not do anything at all then lol it would hit.
 
3B, 22_8B

It works on 1.01.

Does it work on 1.03?
I've blocked it on 1.03 in practice mode, but I remember it being tricky. It involved rolling on the ground to the side a little before blocking and the side it worked towards seemed to keep changing. I tried blocking it in place after hitting the ground and it didn't work.
 
Exactly it is not reliable, so i would rather just A+G or 2A+K to get that def damage know what i mean? Although if you could get that 22_88B4 :) would be sick damage :):):):):):):)
 
After CH 3A+B, if you time a 22_88B4 really well it becomes a combo (Unescapable, unless you're too slow with the input). It's easier to do A+B or 3B, though.

Edit: It's a lot more consistent if you do the 22 right after the opponent hits the ground. Combined with a JF 28B+G, it does 144 damage.

Double edit: Nevermind, SC4's combo counter lies.
 
unfortunatly it doesnt work because everything can be blocked after CH 3a+b, even 2k or 6k is too slow. it looks like there is massive frame advantage but they can block anything you do.

best option after CH 3a+b imo is either:
4[a+b] (can be escaped by jumping backwards, will still hit some characters but won't grab if they jump)
low grab (can be escaped if they hold G - i swear this is a bug)
44b for SG damage
 
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