Maxi Combo Thread

It's because 22A and 88A both have different properties, even if the animation is similar.
(It's 88A if you're on the left side, and 22A if you're on the right side of the screen... That's what he meant.)
 
about the 88A CH 6A RO AK (iW) 3B (iW) psl1 BL A LI K but i did 4BBK 2B+K B. and it works for 107% damage. i will check the B+KBBBA later.

finishing with B+K BBBA only got 94% damage. i only got like two JF hits in there though. i have a problem doing this command without a stick.
 
so I've been testing some maxi combos with CH 88A mostly. In match play I find myself outside of 4B range somewhat often when it CHs (maybe 25% of the time). at this range, I suggest using 66B+K. this will do 57 damage. not as nice as getting 4B, 3B, or B+K, but those won't work at far range hit like 66B+K will. I suggest paying attention to distance and picking followup accordingly. also, you can 66K at max range and it will still combo and potentially wallsplat/RO. so...

max range CH 88A combos:
CH 88A > 66B+K (midscreen) 57
CH 88A > 66K (for walls) > whatever you want 80-100 damage
 
I'd probably do 66K for manliness :)
I very rarely am out of range for my regular combos though. Good stuff to keep in mind
 
all right fellas....put a few new moves in my game that I need advice on.

4[A+B]...I have been following that up with either 236a or 236b. 236a does more damage and I think I just looks manly. Is there a better follow up to that. In traing the whole combo (236a that is) went for like 60 damage while 236b went for like low 50 range. But 236b puts you in a bad position if it gets AC'd or they oki or something.

And for my next trick...........I feel stupid for asking but........RCKK:K. I cant seem to get the timing down for this one. I guess I should check the JF section or maybe read through all 170 posts in this thread but Im lazy. Not a real big fan of this move. But there are quite a few RO oppurtunities that I wouldve gotten had I had this move down in my arsenal. any tips are greatly apprciated
 
RC KK:K is mashable, or if you want the timing down, just press the 3rd K on the 2nd hit (on impact)
 
all right fellas....put a few new moves in my game that I need advice on.

4[A+B]...I have been following that up with either 236a or 236b. 236a does more damage and I think I just looks manly. Is there a better follow up to that. In traing the whole combo (236a that is) went for like 60 damage while 236b went for like low 50 range. But 236b puts you in a bad position if it gets AC'd or they oki or something.

Dude! Put the coffee down! Coffee is for closers, not guys that do 236A after 4[A+B]. NEVER do either one of those. EVER. If you get the 4[A+B] wait until the other char starts to fall from the apex of the hit then:
33bA->RC A-> 1K or wakeup of choice.
ABC dude!
A-> Always
B-> Be
C-> right Crossing

Always Be right Crossing!!!!
 
Dude! Put the coffee down! Coffee is for closers, not guys that do 236A after 4[A+B]. NEVER do either one of those. EVER. If you get the 4[A+B] wait until the other char starts to fall from the apex of the hit then:
33bA->RC A-> 1K or wakeup of choice.
ABC dude!
A-> Always
B-> Be
C-> right Crossing

Always Be right Crossing!!!!

Totally agree with you with the ABC. =)

But the 33bA, RC A is performed by doing everything inmediately. You never should wait. 33bA is slow enough to hit them when they are falling. Only after 9K is when you delay 33bA a bit.

After RC on the air, off 33bA juggles, even 236A is guaranteed if they don't JF tech roll. However, CH 33B, PSL1, RC A, 236A can be blocked, but CH 33B, 33bA, RC A, 236A can't. Also 2B+KB works nicely.
 
33bA RC A would be my ideal choice to. But being that Im a controller player and I play with the analog stick, Double taps (to get 33bA in time for it to hit, cause you cant 8way run that) is damn near impossibe for me. but....better late than never in trying to practice a better way to play. I really outta quit whinning and get those double taps down. Ive always held my direction ex..for 44 I would hold 4 till it buffers into 44 and so on.
 
But the 33bA, RC A is performed by doing everything inmediately. You never should wait. 33bA is slow enough to hit them when they are falling. Only after 9K is when you delay 33bA a bit.
I know what you mean, but instead of watching maxi to finish his animation, i judge it by watching the other character fall. The buffer lock ends right around when the other char has hit the apex of the launch. But yeah, you should do it as soon as possible. I just find if you do the input too soon I end up with a 3a instead of a 33bA. :)

After RC on the air, off 33bA juggles, even 236A is guaranteed if they don't JF tech roll. However, CH 33B, PSL1, RC A, 236A can be blocked, but CH 33B, 33bA, RC A, 236A can't. Also 2B+KB works nicely.

Dude, how can you get CH 33B Loop Cancel 33bA -> RC A in? I don't feel like I have enough time. By the time I cancel the BL animation, its too late. Can you tell me how you are doing that?
 
Dude, how can you get CH 33B Loop Cancel 33bA -> RC A in? I don't feel like I have enough time. By the time I cancel the BL animation, its too late. Can you tell me how you are doing that?

It's really possible. :) I got the idea from watching Whirow minicombo videos. He does CH 33B, 4AB, which is guaranteed too and does almost the same damage as CH 33B, LO K. You don't need to press G or anything, just wait until the BL animation no longer registers BL commands (especially PSL).

Maxi combos are easy to do overall (I don't count JF, of course, but it's not that the combo is hard to do, is the attack). IMO, and correct me if I'm wrong, CH 33B, 33bA, RC A is his hardest combo (and probably most powerful without walls).

Learning to do 33B off BL cancels is important, like in LI B, 33B, which is an excellent trap.
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33bA RC A would be my ideal choice to. But being that Im a controller player and I play with the analog stick, Double taps (to get 33bA in time for it to hit, cause you cant 8way run that) is damn near impossibe for me. but....better late than never in trying to practice a better way to play. I really outta quit whinning and get those double taps down. Ive always held my direction ex..for 44 I would hold 4 till it buffers into 44 and so on.

Dude, you need to get those 8WR buffers done ASAP. =P You don't need to tap the direction so quickly since you have buffer windows (which are not so huge now).

But yeah, is hard to do if you use the analog stick because the distance the finger travels from neutral to the edge of the analog stick container. But I THINK you don't need to get to the edge. SCIV doesn't register analog inputs, so you can't get a partial 6 or 4 or 8 or 2. Maybe you don't need to travel all the distance in order to get 6, just a small movement. But I don't know for sure since I have never used it.
 
hmmmmm.......thats good to know. Im going to go home and try that out. I think you might be right though. I dont think you have to go to the edge of the gate to get the inputs. Ill check it out.
 
Wow you are right dude. I finally got it, but the timing needs to be perfect. I didn't know about the backloop cancels. That's neat.
 
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