Wednesday, November 30, 2011

Q: SAII BnB

http://i247.photobucket.com/albums/gg141/Skiegh/SAIIBnB.gif

Q's SAII BnB. Not much to say about this other than timing the last charge attack can be a bit tricky. You'll notice I use a crouching LP to help time when to use the charge attack. Useful tip that even some pro Q's still use but most just know the timing instinctively.

Elena: Corner BnB

http://i247.photobucket.com/albums/gg141/Skiegh/CornerCombo.gif

Elena's corner BnB. It does decent damage but can be a little tricky to do but not nothing a little practice can't fix. The SAI at the end can be substituted for an EX scratch wheel which I think actually does more damage than her super with that amount of damage scaling.

Elena: Air catch combo

http://i247.photobucket.com/albums/gg141/Skiegh/Anti-Air.gif

Elena combo should you manage to catch an opponent in the air with her EX Mallet Smash. Spends a lot of meter but it's worth it for the damage and the stun. Done right, you can actually 100% stun characters who have low to normal stun gauge sizes.

Makoto: SAIII BnB

http://i247.photobucket.com/albums/gg141/Skiegh/SAIII-1.gif

Makoto's SAIII BnB. The general rule of thumb of her SAIII is that after you use it, use one less strength of punch to combo another attack in. Her SAIII is shunned by 99% of Makoto's because when in effect, though your damage may be doubled, you cannot block, only parry. It's a gimmicky super but my god do I love using it.

(Side note about her SAIII - it is coated in invincibility frames during the start of the super. Which is the best of this super.)
See this video for a clear example...
http://www.youtube.com/watch?v=B5u2kqnj3s8
Old but still high level play -- only KO would use SAIII on Makoto during an actual match.
0:38 to see the invincibility frames in action.
http://i247.photobucket.com/albums/gg141/Skiegh/StunCombo25.gif

Ah... Makoto's 100% stun combo, infamous and generally considered to be unbalanced despite the fact that Makoto's SAII is actually a very balanced super. The reason for that is because it can only be comboed against people who are on one half of the screen, any further and it won't link. The real unbalanced part is that Makoto's Fukiage (The upward punch) generates an absolutely ABSURD amount of stun and can be comboed after this super though it does require a LOT of practice.

I practiced this for quite a long time before making this GIF since I never really used Makoto once. Took me about 2 days before I could do it... consistently enough to make this GIF. It looks like a simple Fukiage after the super followed by another but the first Fukiage is actually Kara'd which can be quite tricky. (For those unaware, Karas or Karaing is a fighting game term used to describe starting a move and then canceling it into another move within 1-2 frames to generate either increased/deceased range by moving the sprite to one direction.) In this case, the kara used is Makoto's standing heavy kick which in the first 1-2 frames of the animation, moves Makoto backwards quite a few pixels. The reason you need to do that is so when that fukiage hits, your next dash will put you range to do LP fukiage. Without the Kara, this cannot be done.

It's a learning experience and as far as 100% combos go, this one has my most respect despite still being a little overpowered but really, Makoto is quite a balanced character, she is just a tiny bit too good statistically. Lower her stun generation on fukiage, decrease the range on Karakasu (her command grab) by 1-4 pixels and she would be perfectly balanced. She's a very high skill character that's fun to watch but absolutely bullshit to play against.

Ken: EX Tatsu SAIII link

http://i247.photobucket.com/albums/gg141/Skiegh/KenSAIIICrossup.gif

A very flashy and fun combo to do on Ken. On some characters it is possible (if positioned right) for Ken to go over their heads during his EX Tatsu, allowing the last hit of it to hit at the end of it's rotation, opening up a fairly easy link for his SAIII.

The reason after the crossup I only use Ken's MP instead of his standard target combo of MP->HP is because the HP ruins the positioning and doesn't allow Ken's tatsu to go over Elena's head.

Ken: Bizarre Combo

http://i247.photobucket.com/albums/gg141/Skiegh/KenSAII.gif

A bizarre little combo I did on a whim during a match I had when I was dicking around with Ken. It utilizes the suction of Ken's SAII but it ends up missing most of the hits. Uses? Slim to none!