Raphael Combo Discussion

If you don't have enough gauge for 33K BE CE I've found that 33K BE (2) A wrB does 71 damage.
Never mind, seems like you can air control out of B
 
using 8A+B (up close) after a wall splat from prepK(BE) seems to keep them standing. Grab mixup after!
 
33_99B on CH, depending on which one you use and which way they tech, will either grant you 66a+b or 66b+k for more damage than the 11bb followup. Play around with it some in practice mode, not that you get 33B on CH often but it's good to know.
 
I like using A+BA after a CH on 33B. Not saying it connects 100% of the time, but its been pretty reliable for me so far (as opposed to the dreaded 22B reverse mixup)
 
Do you need to dash forward? I've just been using stuff like 1B/66A+B because I'm still not used to seeing that move counter-hitting once more. SCII was a LONG time ago.
 
4A+B (aGI) B wall splats. Can be followed by the usual stuff.

I need to confirm this one (maybe my friend just wasn't blocking): SE B (tip range) can be followed by 66B. I'm probably wrong, though. Btw, now I wonder if 66B connects after Prep kA+B+K. I'll check it out.
 
SE B (tip range) can be followed by 66B. I'm probably wrong, though. Btw, now I wonder if 66B connects after Prep kA+B+K. I'll check it out.
"SE B, 66B prepa~A+B" = 86 Damage

You want to connect "66B" after "prepa~k(BE) W!" ?
You can.
prepa~k(BE) W! 66B prepa~A+B =100 dmg
prepa~k(BE) W! 66B A+BA =107 dmg

But
prepa~k(BE) W! 22B 3A W! A+BA 66A+B = 130 dmg
and even if can't hit with 66A+B because of your position, it does 114 dmg.

Prep K can be stepped to Raph's right.
On his left too.

Can I ask, when's the best time to use Prep K BE? I've been avoiding it since it's unsafe (but okay at tip range) and since I just found out it doesn't track to Raph's right...Im kinda unsure of this move.
After a successful prepa~4.

And it's okay after a 3B on hit.
3B is +14 on hit, prepa~K is i20.
It let a 6 Frames gap.
The opponent can't throw a move (maybe Xiba and Nightmare can use their auto GI CE...) without being counter, and they won't got enought time to initiate a sidestep.

Edit : Fast test. Xiba and Nightmare (so Dampierre too...) can auto GI with their CE. We definitely can't use frame traps against them...
 
"SE B, 66B prepa~A+B" = 86 Damage

You want to connect "66B" after "prepa~k(BE) W!" ?
You can.
prepa~k(BE) W! 66B prepa~A+B =100 dmg
prepa~k(BE) W! 66B A+BA =107 dmg

But
prepa~k(BE) W! 22B 3A W! A+BA 66A+B = 130 dmg
and even if can't hit with 66A+B because of your position, it does 114 dmg.

I've just found out that 1B is actually better than 22B, in this situation. But if using 1B, don't use the 3A, because it would be a third Wall Hit and it just doesn't work.

So, you can do:

prepa~k(BE) W! 1B W!... and follow up with the usual stuff. I'm not sure if the damage is actually better with the economic versions. But it surely is better and more accurate (doesn't require very specific angles) with the 1B version.
 
prepa~k(BE) W! 1B W! A+BA = 125 dmg

Yeah, It could be a safe way to combo.

Edit :
4A+B (aGI) B wall splats. Can be followed by the usual stuff.
Since you mention it, i tested it.


4A+B (Counter) B W!, 3A W!, A+BA, 66A+B = 99 dmg
4A+B (Counter) B W!, CE = 108 dmg (1 CE)

Looks like i can't connect 1B in place of 3A, not enough time.
 
Thats the way i've been executing if the prepK(BE) hits into a wall combo. (need to 66A+B part to push it past 120).

And i tended to CH people up close with 33B more than far away maybe thats why the 2nd and3rd hits of A+BA worked for me
 
prepa~k(BE) W! 1B W! A+BA = 125 dmg

Yeah, It could be a safe way to combo.

Edit :

Since you mention it, i tested it.


4A+B (Counter) B W!, 3A W!, A+BA, 66A+B = 99 dmg
4A+B (Counter) B W!, CE = 108 dmg (1 CE)

Looks like i can't connect 1B in place of 3A, not enough time.

1B only works after prep kA+B+K, cause the guy hits the wall really high. It doesn't work after the other wall splats.
 
Do you need to dash forward? I've just been using stuff like 1B/66A+B because I'm still not used to seeing that move counter-hitting once more. SCII was a LONG time ago.
After CH 33B, you do need to dash to hit A+B, A, but you have an appreciable amount of time in which to do so. Like, not forever (because they can ukemi earlier than it seems) but a good amount of time. Definitely a much better choice than 66A+B.
 
my brain is stuck with doing a 2nd 33B sometimes (2 less damage than 66B+K followup) but keeps you farther away.

Basically you can run up and execute 665A+B. The setups are weird, sometimes only the 1st and 2nd hit, sometimes 2nd and 3rd, sometimes 2nd only and sometimes all whiff or all hit (for 65 damage).

I've had most success off a 99B as opposed to a 33B lol. Fix that namco!
 
Am I the only one who's having a huge problem in performing 8wayrun moves after causing a Guard Burst? That freaking slow motion thing swallows my inputs.

If I don't need an 8wayrun move, like when I can wall splat my enemy, with 1B, it's fine.

But if I need 88B, 33k(BE) or 66K, it's almost a matter of luck to get them out.

I need to make sure I'l have at least the two required directional inputs, after the input black whole. If I do things too early, I won't have these two directional inputs, just one. If I do things too late, my opponent will block. Either way I go FUUUUUU.

I have even adopted the extreme atitude of not using 8wayrun moves at all (except for trying 66K for RO, sometimees). Away from wall or ring edge, I'm currently using A+BA, or 4BBb(BE).

Are you guys also experiencing this issue? Any tips?
 
exactly that. Having trouble registering a 66(B) after a 236B guard burst or prepBB(BE) burst. It doesn't help that you have to hold your B command, so you can't mash that.
 
Yup. Theoretically, holding B would be an issue, but it really isn't a big one. I have no trouble in executing 4B, for example. If I can BE, the 4B seems the best reliable option. If I don't have a meter, I simple A+BA.

I actually I just saw on the Frame data that the last hit A+BA leaves you in +6, even if it's a low. Guess I'll reconsider using 4B, since the damage difference is small.
 
Going to try some of those later...especially the 66A+B, BT B, 234B and also the combo ender with CE instead of the 234B.

Nice Find.
 
66A+B, BT B, 234B
I did this a lot in SC4, but it could easily be air controlled, and I haven't been able to get it to hit in SC5 (probably because the people I play against are so used to dodging it already).
 
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