E3 Demo combos -
Numbers are directions.
7 8 9
4 5 6
1 2 3
6 is forward, 2 is down, 3 is down-forward, etc.
DGF = Dragonfly Stance (helicopter)
FLE = Flea Stance (standing on sword)
MED = Meditation Stance (sitting down)
~ = stance transition occurs
(B) = hold B
A+B = press A and B at the same time
aB = press the A and B right next to each other in time
CE = Critical Edge. Press the button for it or A+B+K.
BE = "Brave Edge." Yoshimitsu specific mechanic that uses half a meter gauge. Press A+B+K or the CE button right after the previous input to make some moves into Brave Edges.
CH = Counter Hit, hit the opponent out of attacks or some movements to get bonus damage and turn some strings into true combos.
LH = Lethal Hit. On certain conditions, moves will cause big stuns, allowing for a combo.
3(B) ~DGF A - for damage and ringout
3(B) ~DGF A+B - also for damage, might be more, reverses position
3B 4AAAA - close range hit only, also doesn't require commitment to the stance transition. good for mixing up with throw up close.
3BB - combo you get when your opponent starts trying to punish 3B, so you finish the string but it hits. Still does like 50 damage.
3B 3(B) ~DGF - not close range hit or if you want to do a DGF setup.
3B 3B - not close range, no setup
3B 4A BE - doesn't work in open stage, the BE hits whiff. Maybe works by wall as a good wall ender.
22B 6K - this is the old 3B into 6K combo
22B 4A BE - meter option
CH 6BB BE 6K
CH 6BB BE 4A BE
CH 44bB (LH) 6BB BE 6K
CH 44bB (LH) 6BB BE 4A BE
CH FLE K ~MED K ~DGF A
WR A BE ~DGF A
Near, but not by wall CH 2aB - FC B
CH 2aB WR K W! 6A+B ~FLE B W! 3(B) ~DGF A
Things to test for people going to EVO:
-44K combos. It launches real high, something interesting's gotta be possible.
-CH BBB Lethal Hit combo. FIrst, figure out how to get the Lethal Hit, then, try 6BB BE. Same with 22A LH.
-Open stage CH MCF into CE
-3AB air controllable or not? 2nd move is ear slicer.
-More wall combos. That MCF combo requires you to have them right against the wall and aligned well. A more realistic approach is to begin wall combos with other moves, and regardless of positioning you should be able to align a good wall combo by moving and then MCFing. For example, 66K W! (move to align) MCF WR K W! 6A+B ~FLE B 4A BE. Or, align later for meter ender, like... 9K W! 6A+B ~FLE B W! (move to align) MCF, end with CE or WR A BE ~DGF A
Wow the FC 3K combo must do a lot of damage then. If 3BB works after that and LH BBB, then maybe 3B into 3BB works?Okay so,
BBB lethal hits on backstep run counter, guaranteed 3bb that hits grounded
P sure 22a lethal hits on step run counter
FC3k gives u a free CC 3BB
You can air control 3AA
I want to test CH MCF into CC JF b:A in open space but that's kinda hard atm LOL
This seems like a much better followup to launchers than what I've been seeing most people do (6K). Has anyone tested the properties of his aB on an airborne opponent?