Mitsu Combos

dang how about an alternate or quicker version..say 1a-b,b6(WR!),k-b? more powerrful if justframed also.

genver, you up for some matches?
 
dang how about an alternate or quicker version..say 1a-b,b6(WR!),k-b? more powerrful if justframed also.

genver, you up for some matches?

Key problem here is 1a-b is that it's shakeable. If it wasn't the case, you can easy get 100+ damage from several possibilities. Trust me semi-decent players see (1a-b) a mile off.
 
dang how about an alternate or quicker version..say 1a-b,b6(WR!),k-b? more powerrful if justframed also.

genver, you up for some matches?
ya trust me, against good players, 1a,b is crap.

The only good time to use this is after you abuse 1a enough, and you opponent try to GI your 1a. Then they will fell for it.

If you really want this to hit, then try using 1[a] hold more. Is slow, but you get +0 on block, which will set you up nicely for a 3A CH trap, or 22A Step-counter hit combo. (Hint: After blocking, you will be in standing position, and your opponent will be in FC, this means you will be able to move free, while your opponent unable to step, and only limited attack options)

Once your opponent feels that you want him to block 1[A] hold, then might try to GI or jump. Then it will be a good time to switch to 1a,b.
 
yea that's why I stopped using it but for some reason as you both said, after they see the 1a enough, I tend to go for 1a,b but I'm trying to find a way to rework it into my game. Or is just entirely useless guys?

So i'll refrain from combos like that.
 
i saw this combo in syxx's video and for the life of me i can not replicate it.

relic {k}, a

to be sure this is clear, kick from relic, back to relic, relic a. the rest of the combo is standard mist 6b but it is the start that has me baffled.

does this only work on certain characters? was this patched out? does it only work when the moon is in the 8th house of aquaries while the earth is at the point closest to the sun?
 
yes it is a combo as the relic kick stuns on CH. I do all the time actually,just make sure that the kick is a CH
 
is there some trick to getting this combo to work?

mist 6b into relic, a into mist, mist 6b 6b.

how do you get the last b to hit outside of a wall?
 
smilingsaint: you have to dash before RLC A, you also have to delay MST 6B>B it is easy to land on some characters and difficult on the other.
 
got bored, and after I saw Rushdown use this, I decided to test this character-specific combo:

3B, 236[B1], A+K
(50-52 dmg w/o tech, 77 dmg w/ tech, 78 dmg w/ left tech)

the A+K connects against:
  • Nightmare
  • Sophitia
  • Setsuka
  • Cassandra
  • Taki
  • Hilde
  • Astaroth
  • Mi-Na
  • Rock
  • Cervantes
  • Talim
  • Darth Vader

the A+K whiffs against:
  • Amy
  • Ivy
  • Lizardman
  • Mitsurugi
  • Raphael
  • Xianghua
  • Kilik
  • Yun-Seong
  • Yoshimitsu
  • Apprentice
  • Maxi*
  • Voldo*
  • Bonus characters

notes:
- Maxi and Voldo are dancing around while neutral, so A+K connects and whiffs randomly after 236[B1].
- I've excluded Yoda for obvious annoying reasons.
- A+K is guaranteed for the same characters when you connect fully charged 236. (e.g. slow option, post-GI)


please correct me if i'm wrong w/ anything (off-axis issues, etc.)
 
the A+K whiffs against:
  • Amy
  • Ivy
  • Lizardman
  • Mitsurugi
  • Raphael
  • Xianghua
  • Kilik
  • Yun-Seong
  • Yoshimitsu
  • Apprentice
  • Maxi*
  • Voldo*

notes:
- Maxi and Voldo are dancing around while neutral, so A+K whiffs on them randomly after launch.
- I've excluded Yoda for obvious annoying reasons.
- I didn't feel like doing bonus characters either.


please correct me if i'm wrong w/ anything (off-axis issues, etc.)

You mean it doesn't touch them if they don't tech, right?
Nice work btw. It means basically that against the ones getting hit by A+K otg, you should never do the 1A finish as the damage is the same I believe. And if they never tech (which is logical), then you can mix it up with some 33B once in a while :sc2mit2:
 
yes, A+K doesn't touch them if they don't tech after 236[B1]...

the same happens if you're going for a tech trap with A+K; the A+K tech trap whiffs on the characters if you're on-axis with their grounded body.

3B, 236[B1], 1A does 60... so if you're willing to drop 10 dmg for a possible ~20 more dmg... well then this is for you.
 
Besides, you can throw some 33B once in a while to lure them into teching. I'll just have to remember which character gets hit and which doesn't.
I'm shocked it touches Mina and whiffs on Lizardman though -_-...
 
Okay, I'm retarded and I know I'm not up on the lingo, but I thought I understood as far as what the move inputs were. What in the hell is [B1]? Is there a move that I'm not familiar with? I know 236 B but [B1]? Have know idea what I'm supposed to be doing there.
 
236B(1) means 236B charge lvl 1 (meaning you do 236B without holding on to B button at all)

236B have different charge lvl, when opponent is in the air, 236B charge lvl 1 can ring out, but charge lvl 2 doesn't.
 
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