Lee Damage Optimization

Page Splits 123>...5
Share This Topic
Share
Subscribe/Jump Subscribe This Topic
< >
UberDuder
Shihan
Joined: Jun 2017
Posts: 111
#1 “Quote” Edit Post
Here are some combos. Rage drive options near the bottom, wall combo breakdown at the end. Anything with consistency issues, whether range dependent, problematic axial consistency, or overly character specific will be designated with a *. Read the notes below to understand a few things. Works with version N onwards.

Note on post tailspin : F21 is a good, consistent ender. F1+2 does equal damage and gives more time to reach the wall for the df1 ender, but doesn't reach as far. fff34 does 1 more damage and floor breaks but is harder to connect after many hits. Df323 is also a good ender to pad out your combo damage and wall carry if you did few hits prior to tailspin.

Note on combo difficulty : B2f into b2f can be hard, especially on bad connections. One way to make b2 easier is to do a single b2f into ws24, then a dash up b2f into f21 ender for minimal damage loss. Or you can do b2f, 2, b2f instead of 3x b2f so you never have to do a hard link (this only works after few hits, such as after 4 instead of 4u3). You can also replace b2f with 12f for a mist step, but this gives 2 hits instead of 1 which makes your opponent fly too far for followups much quicker (but it is an easy wall carry). Any combo below can be altered for ease by removing a consecutive b2f for 3 damage each.

Execution : To execute a b2 chain, do b2, and tap (don't hold) forward to shift into mist step. You can't immediately execute a move with a back input (such as another b2) in till Lee begins to move forward a bit, you'll see him twist downwards briefly and this is your queue to start the next one. If you do it too fast your next b2 won't register and if you do it too slow they will fall out of the hit because its a high. Try b2's out of combo to get maximum speed without dropping hits, this is the rhythm you want in combos. To perform a WS move in combos, you need to backsway out of mist, which is done by tapping (not holding) back input out of mist step, and after you release the back input immediately do an attack (such as 2,4 to get ws24) to get the while standing. Backsway 4 is its own move, however, so you can't execute a ws4 out of mist backsway.


DF2: Lowest damage i15 launcher, but safe, if you want to be boring.

Easy (55): 4, b2f, 2, b2f~ws24 S!, f21
Easy (59): 4u3, b1:1f, 213 S!, f21 (60 with just)
Medium (62): dash 4u3, b2f~ws24 S!, b2f, f21 (dash not needed except at tip range)
Hard (65): dash 4u3, b2f, b2f, b2f~ws24 S!, f21 (dash not needed except at tip range)
Medium *(61): b2f, 4u3, b2f~ws24 S!, f21 (fails off axis)


UF4: Higher damage i15 launcher on open ground. Slightly unsafe (-13), stubby range.

Easy (62): 4u3, b2f, 213 S!, f21
Medium (63): 4u3, b2f~ws24 S!, b2f, f21
Hard (66): 4u3, b2f, b2f, b2f~ws24 S!, f21


F333334: Longest range i15 punisher. Unsafe (duckable and launchable, but safe if blocked).

Easy (63): S! dash 4u3, b2f, f21 or ws23
Medium (66): S! dash 4u3, b2f, b2f, f21 or ws23
Hard (67): dash 4u3, b2f, b2f, b2f, b2f, backsway 4
Very Hard* (69): 4u3, b2f, b2f, b2f, f21 (requires delayed f21, very precise)


Mist 34: Great range, normal hit launcher. Unsafe at -13. Solid damage.

Easy (67): 4u3, b2f~ws24 S!, f21
Medium (73): 4u3, b2f, b2f, b2f~ws24 S! f21


HMS 2: Super good damage, easy combo on normal hit. -13 on block, basic hitman launcher.

Easy (70): dash 4u3, b2f~ws24 S!, f21
Medium (73): dash 4u3, b2f, b2f~ws24 S!, f21


D, DB4: In case you actually land one of these. Very unsafe. W/ pushback at tip range can be hard to punish though.

Easy (74): Hopkick, 2, b2f, 12f~ws24, f21
Medium (76): Hopkick, 2, b2f, b2f, b2f~ws24 S!, f21
Medium (77): Extreme delay, 4u3, b2f, b2f, b2f~ws24 S!, f21
Medium* (81): Hopkick, 4u3, b2f~ws24 S!, f21 (fast hopkick fails off axis to left)


WS23:

Hard (54): ff3 (extremely tight timing)
Bear specific (78): b243 S!, dash b2f, b2f, b2f, f21
Rage drive followups: See rage drive section for massive damage


FC UF4:

Easy (71): ws23, b2f, ws24 S!, b2f, f21
Hard (75): ws23, b2f, b2f, b2f, ws23 S! f21
Hard (78): crouch cancel (tap up), 4u3, b2f, b2f, b2f~ws24 S!, f21
Swag (64): HMS, 11f, b33, b2f~ws24 S!, fff34


Delayed Hopkick: UF, n, 4. Highest damage punish for leg jam lows, but extremely difficult.

Easy (74): b2f, 4u3, b2f~ws24 S!, f21
Hard (78): dash 4u3, b2f, b2f, b2f~ws24 S!, f21


UF34: Also works if the first hit misses from the right range, in which case subtract 12 damage.

Easy (70): micro dash b33f, 213 S!, f21
Medium (72): micro dash b33f, b2f, 213 S!, f21
Bear specific + rage (91): rage drive (df3+4)~mst, d2, b2f, b2f~ws24 S!, f21


BB4: Only if you are fairly close on hit. Otherwise you need to be off axis to the right, have the wall assists you, or get a perfect micro dash on some characters when you connect from straight on.

Absurdly hard (58): micro dash b33f, 213 S!, f21


CH D3: Must transition to HMS for a full combo. Hold back and hit 33 at the precise time to convert.

Medium (59): b33f, 2, b2f~ws24 S!, f21
Hard (63): b33f, b2f, b2f, b2f~ws24 S!, f21


CH B4: i20, somewhat of a keep out move. Going into HMS still allows for combos, but requires mist step and some adaptation.

Easy (75): dash 4u3, b2f, 213 S!, f21
Medium (79): dash 4u3, b2f, b2f, b2f~ws24 S!, f21

HMS Easy (70): MST step, d2, b2f, 2, b2f~ws24 S!, f21
HMS Medium (79): MST step, 4u3, b2f, b2f, b2f~ws24 S!, f21
HMS Medium* (77): MST step, d2, d2, b2f, b2f, b2f~ws24 S!, f21 (fails off axis to left)


CH 4: Off axis followups are impossible, as are tip range hits.

Easy (56): b11f, 2, b2f, b2f~ws24 S!, f21 (59 with b1:1f just)
Hard (64): b11f, 4u3, b2f~ws24 S!, f21
Hard* (72): u3 followup, b2f, b2f, b2f, b2f~ws24 S!, f21 (closest range only, finicky)


CH 44: At tip range of 4, the 2nd hit of 44 doesn't connect.

Easy (50): b11f, 213 S!, fff34 (52 with b1:1f just)
Medium (55): b2f, b2f, 213 S!, f21
Hard (56): b2f, b2f, b2f~ws24 S!, f21


CH 434: Consistent at all ranges, unlike other magic 4 strings.

Easy (67): b2f, ws24 S!, b2f, f21
Hard* (68): b2f, 12f, ws24 S!, f21 (finicky, tight timings)


CH FF4:

Easy (73): 4u3, b2f~ws24 S!, f21
Medium (79): 4u3, b2f, b2f, b2f~ws24 S!, f21
Very Hard (80): ss right, ff4, d2, b2f, b2f, b2f~ws24 S!, f21


CH 1+2:

Easy (35): fc df4
Medium (44): crouch cancel (tap up), f3+4
Medium (44): slide (FC df,d,df3)
Hard (69): crouch cancel (ff), df4, b33f, b2f, b2f~ws24 S!, f21
Bear specific + rage (82): crouch cancel (tap up), rage drive (df3+4)~mst, d2, b2f, b2f, b2f~ws24, f21


CH HMS 4:

Easy (69): ws23, b2f~ws24 S!, fff34
Medium (74): ws23, b2f, b2f, b2f~ws24 S!, f21
Hard* (77): crouch cancel (ff), 4u3, b2f, b2f, b2f~ws24 S!, f21 (must be very close hit)


CH HMS UF4: Safe. On normal hit you earn an ub3 guaranteed for 36 damage.

Easy (72): 4u3, b2f~ws24, fff34
Hard (77): 4u3, b2f, b2f, b2f~ws24 S!, f21


CH Mist Backsway 4:

Easy (65): d2, b2f, 2, b2f~ws24 S!, f21
Hard (69): d2, b2f, b2f, b2f, b2f~ws24 S!, f21
Medium *(72): d2, d2, b2f, b2f, b2f~ws24 S!, f21 (fails off axis to left)
Bear Specific/Reliable (60): b33f, b2f, b2f~ws24 S!, fff34


CH F(4)3: When the second hit of f43 hits on its own with CH.

Easy (69): dash 4u3, b2f~ws24 S!, fff34
Medium (71): dash 4u3, b2f~ws24 S!, dash b2f, f21
Hard (74): dash 4u3, b2f, b2f, b2f~ws24 S!, f21


CH (12)4: When the third hit lands on its own with CH.

Easy (52): d2, b2f, 213 S!, f21


HMS UF3: Wall bounce. Practically useless.

Close (68): 4u3 W!, f43, d3
Medium (69): 4u3 W! df1, f43, d3
Far (74): 434 W!, df1, f43, d3


Low Parry:

Easy (45): d2, b2f, 2, b2f~ws24 S!, fff34
Medium (53): dash 4u3, b2f, b2f, b2f~ws24 S!, f21
Close to wall (32): d2, d2, f21 or fast f1+2, W! + follow ups
Touching wall (34): b2f, f43, d3


Rage Drive: Gives you two possible tailspins in a combo, does a lot of damage, and lets you convert off of stuff you cant normally convert off. Use with care, the number of hits in a combo stacks up fast so they will fall out of your combo if you aren't careful. Tapping forward allows mist step followup. Notation below is RD = rage drive, which is df3+4, and tap f for the MST followup. Let the mist step go far before doing b2, or it will drop.

Rage Drive (72): RD~long mist S!, ws23, b2f, b2f~ws24 S!, f21 (or fff34 for 73)
Df2 (72): 4u3, RD~mst S!, b2f, b2f~ws24 S!, f21
Uf4 (70): 4u3, b2f~ws24 S!, deep dash RD~mst S!, f21
F333334 (71): S!, deep dash, 4u3, RD~mst S!, b2f, f21
D, DB4 (88): hopkick (uf, 4), 4u3, RD~mst S!, late ws24 S!, f21
HMS2 (85): bb4 S!, dash 4u3, b2f, b2f, RD~mst S!, f21
Ws23 (95): RD~mst, d2, b2f, b2f, b2f~ws24 S!, f21
MST34 (81): 4u3, RD~mst, b2f, b2f~ws24 S!, f21
CH 4 (72): RD~mst S!, ws24 S!, dash b2f, b2f, b2f, f21
CH B4 (89): bb4 S!, dash 4u3, b2f, b2f, RD~mst S!, f21 (only one b2f vs smalls and for consistency, 85 damage)
CH MSTB4 (77): d2, d2, RD~mst S!, b2f~ws24 S!, f21
CH 1+2 (72): crouch cancel (ff), df4, b33f, RD~mst S!, ws24 S!, f21
CH HMS4 (80): ws23, RD~mst S!, b2f~ws24 S!, f21
Low Parry (57): RD~mst S!, 4u3, b2f~ws24 S!, f21


Dealing with wall carry

Getting the wall is very important with Lee, since his wall carry is so strong and his wall followups are good. A lot of Lee's will neglect using their tailspin, since B2 loops can carry so far without, this is a mistake, you can do more damage by throwing in tailspin moves like ws24 out of mist step and connecting to the wall from there. With the hitbox changes in version N, its much easier to pick someone up from tailspin states using b2, which further enhances wall carry potential after tailspin. Good moves that can connect to the wall for followups are F21, f1+2, ws23, df323, d2, 12 jabs and MST 34.

Ws23 is the mother of all carries near the end of a combo, since on top of sending really far, it sends high, which makes converting off a distant wall splat much easier, particularly with stuff like the df1 follow up (see next section). However, after a tailspin you will probably need a dash b2f to access mst for the ws23 out of backsway. DF323 is useful for wall carry since it can be done out of mist or after tailspin, and since it is 3 hits it starts to send far very quickly, while sending far up for easier wall followups. F1+2 is harder to connect after tailspin than f21, but it gives cleaner splats for the df1 ender possibility. F21 is the most common combo ender and lets you get the d4n4u3 at the wall, and even df1 at some ranges, although with difficulty. After many hits though its probably the simplest thing to connect post tailspin. You can also stay in mist and pad the carry by doing 12~mst with jabs, which is useful if you are too close to the wall to do anything else.

Lets use an example:
Uf4, 4u3, b2f, b2f, b2f, ws23 W!, hits for 58 damage + wall follow ups.
Uf4, 4u3, b2f, b2f, df323 W!, hits the wall for 58
Uf4, 4u3, b2f~ws24 S!, dash f21 or f1+2 hits for 63 + wall follow ups by comparison, carries same distance (from center of violets systems to the wall), and is infinitely easier. Use your tailspin.

Wall filler

For a traditional wall carry, off say, ws23, df323 or f1+2, your opponent will land on the wall for several follow ups (also works off close wall splats from stuff like ff3, f21, f1+2 outside of combos):

W! d4n4u3 = 21 guaranteed damage, connects very quickly after long dash, works off f21 carry
W! df1, f43, d3 = 10 damage + 13 damage off ground hit, for 23 guaranteed
W! b2f, f43, d3 = 10 + 13 damage off ground hit for 23 after carry, but does 2 more damage than df1 off a direct splat move like f21 into the wall. Highest guaranteed damage off regular wall combo.
W! 433, d3 = 12 +13 ground hit damage for 24, but ground hit is not guaranteed if opponent holds b.

For the latter three, you can add 1 damage to the ground hit by doing ub3 instead of d3, which isn't guaranteed against an opponent that stands by hitting up, but it will catch people holding back when grounded, and doing just about anything else for follow ups. Against someone standing with the wall you get d4n4u3 with this.

If you are close to the wall, and your b2 is cramping the space to the wall, you can attempt to do a pair of jabs into mist step as a follow up. If you are close enough, the jabs will carry with a high wall splat, which allows you to hit 4u3 at the wall and still land a f43 into d3. This gives you more damage at the wall in case you couldn't land very damaging filler, and is also simple. It is conditional on the 4 of 4u3 hitting your opponent before their feet touch the ground, so the range is quite small, and f43 must be done immediately afterwards. So for instance:

uf4, 4u3, b2f, 12f W!(high splat) 4u3, f43, d3

The 4u3, f43, d3 is the most damage Lee can do at the wall (31 post carry), but is dependent on getting high wall splat, and the jab filler costs you more damage than is gained from doing this over his other options with a better filler. A different way of getting that wall ender is by getting his very damaging ws23 close to the wall:

ws23 W!, 4u3, f43, d3 (80 damage)

or a simple df2/uf4 into high W!, 4u3, f43, d3 (56/57 damage)

Last edited by UberDuder on Jan 4th, 2019 at 12:43

Murakumo
1,2,4:4 all day long
Joined: Jan 2000
Posts: 3698
From: Japan
PSN: TZMurakumo
#2 “Quote” Edit Post
A couple things I see just real quickly.

Anytime on the wall that you can d/f+1, f+4,3, you can b+2~f,N, f+4,3 for more damage (I think people are just used to the old one, but b+2 got a damage buff in this game).

Also in the section post 1+2 on CH, you wrote that after f+3+4 if they stood and took it from behind, you can get cc~d/f+3,2,3. This is possible, but only with insanely good timing AND it requires them to turn with D/B. If they turn with B, they can block anything at 15 frames (without the CC even--specifically, they can block knee buffered from crouch recovery). At 14 frames, turning with B, they can turn but not block (meaning WS+2,3 is guaranteed after f+3+4 in the back). If they turn with D/B, WS+2,3 floats from behind and you get a full juggle (same as you would if they turned with D/B and you got a perfect cc~d/f+3,2,3. If they turned with B, you still get WS+2,3 into ff+3.

... actually, I should test this more and make sure it works on ranges. I know the frames are right, but I mostly tested this at the wall (WS+2,3 gives high wall splat if they turn with B).


Regarding tailspin, it actually adds more distance to a carry (carries them further than the normal hits). This is amplified later in a combo, too. If you are within an easy carry distance, it is, yes, best to S! early or even not at all. If you have a lot of range to cover, the late S! can help not just by giving extra hits (f+2,1 on aerial hits 8,9), but with the momentum added on the S! and finisher, you get a TON of extra distance. It's important to note, though, that if you wall an opponent with this and they're far away, pretty much your only wall option will be FF, d+4,N+4,u+3 (d+4 is fast, good range, and picks up to the rest--good for when you have to run in to the wall from far away).
Signature Hit confirms and just frames in a mist trap sandwich!
UberDuder
Shihan
Joined: Jun 2017
Posts: 111
#3 “Quote” Edit Post
Thanks for the wall advice!

So for CH 1+2, CC f3+4 is something I listed cause its better than simple FC df4, but is way easier than the CC df4 link in case people can't do that. As for the CC df323 I found the timing not too bad actually compared to a lot of his stuff, but it is a really specific thing so maybe it should have an asterix and a mention rather than presented as a staple.

I'll update the post.

Last edited by UberDuder on Jun 27th, 2017 at 04:48

Murakumo
1,2,4:4 all day long
Joined: Jan 2000
Posts: 3698
From: Japan
PSN: TZMurakumo
#4 “Quote” Edit Post
No problem. It's definitely viable (used to be good after f+2,1 in the back, but I think properties changed to allow the quick recovery even from side or back, which used to not be a thing).

Anyway, I think main point is, after f+3+4 in the back, cc~d/f+3,2,3 is not guaranteed (works if they hold D/B to turn, if they turn and get CH or with throw, you still can't finish to launch [first two hits only], and they can actually turn holding B, block the first hit, duck the second, and launch you). WS+2,3 from that position still gives a meaty juggle if they hold D/B to turn, still connects (not blockable) if they hold B to turn, and still gives the mini juggle if they turn with either CH or throw (since it's NC). Thus, you sacrifice limited damage on them turning D/B, cover every option, and keep yourself safer (no possible retaliation). Basically, if you hit f+3+4 from behind (it happens...), use WS+2,3 for max damage.
... WS+3,3,d/f+3,3 and WS+3,3,d+3,3 also work from there if you're worried about ease of execution.
Signature Hit confirms and just frames in a mist trap sandwich!
UberDuder
Shihan
Joined: Jun 2017
Posts: 111
#5 “Quote” Edit Post
I haven't had too much access to T7 on vacation, but I still need to find the optimal follow ups for FF4 CH, and low parry, and any others I'm missing. If anyone has any suggestions it would be much appreciated and I could add it to the thread.
UberDuder
Shihan
Joined: Jun 2017
Posts: 111
#6 “Quote” Edit Post
Updated some low parry, could still use some advice for ff4 CH max damage.

*edit* Thank you s2_dotoring for suggestions to both of these!

Last edited by UberDuder on Jul 12th, 2017 at 16:10

Ackman
Kyu
Joined: Jul 2017
Posts: 4
#7 “Quote” Edit Post
CH Mist bn4

Easy (66): 4, d2, b2f~ws24 S!, fff34
Hard (70): 4, d2, b2f, b2f, 213 S!, f21


Are you sure this is a combo? I'm trying to learn Lee and Tekken so I might be missing something so...

Just to make sure, we're talking about sway->slide kick counterhit, right? If so, I'm expected to do f,n,b,n,4,4,d2,etc? How do I connect a 4 right after the slide? It never works.

Gonna keep trying and give more feedback later I guess.
UberDuder
Shihan
Joined: Jun 2017
Posts: 111
#8 “Quote” Edit Post
Originally posted by Ackman
Are you sure this is a combo? I'm trying to learn Lee and Tekken so I might be missing something so...

Just to make sure, we're talking about sway->slide kick counterhit, right? If so, I'm expected to do f,n,b,n,4,4,d2,etc? How do I connect a 4 right after the slide? It never works.

Gonna keep trying and give more feedback later I guess.


Thank you for bringing this up, I tried testing it further to find out the problem and it turns out its character specific. It works on male characters (heihachi and kazuya by my testing), so I'll upload a female/small body specific combo in a bit. For now, just go straight into d2 after launch, then b2f, 2, b2f~ws24 S! f21.
Murakumo
1,2,4:4 all day long
Joined: Jan 2000
Posts: 3698
From: Japan
PSN: TZMurakumo
#9 “Quote” Edit Post
Originally posted by Ackman
Are you sure this is a combo? I'm trying to learn Lee and Tekken so I might be missing something so...

Just to make sure, we're talking about sway->slide kick counterhit, right? If so, I'm expected to do f,n,b,n,4,4,d2,etc? How do I connect a 4 right after the slide? It never works.

Gonna keep trying and give more feedback later I guess.


Hi Ackman,

Good to see you here. Welcome. I think information will pick up here pretty soon (I'll have more time in coming weeks, we have a few new good posters, and once Lee gets patched back into arcades here and I can try using him in more competitive settings, I'll be able to confirm/contribute more).

As for sway+4, I'll try to do some testing on smalls later today, once I'm off work. I was also using 4 off it, but it was vs. bigger characters (Bryan). I'll try on Ling (classically one of the smallest) and see what I can get. It used to give 4 on everyone I think back in T6, but things may have changed with new models and a switch to Unreal Engine.
Signature Hit confirms and just frames in a mist trap sandwich!
Ackman
Kyu
Joined: Jul 2017
Posts: 4
#10 “Quote” Edit Post
So I tried some more...

Works: Kazuya, Jin, Paul, Bob, Dragunov, Katarina, Leo

Doesn't work: Lee, Bears, Jack, Gigas, Akuma, Asuka, Xiaoyu

Now, the combos are:

Easy (66): 4, d2, b2f~ws24 S!, fff34
Hard (70): 4, d2, b2f, b2f, 213 S!, f21

Is the fff34 meant to miss the first hit and hit with the second? It doesn't count as a combo but the total damage is 66 (55+21) so I am not sure if I'm doing it wrong or that's what's supposed to happen.

The hard combo, however, I find hitting the f21 at the end incredibly hard but that might be me being bad. If I skip the 4 at the start I get 65 damage out of it but I have not been able to hit the full combo a single time yet. I always miss the second punch in f21, if I do hit the f21 at all.

Tbh I'm not consistent enough to get the combos every time so trying them over and over to see if the ender connects or not is already pretty damn hard for me. The timing has to be really precise for basically every move in the combo.

This is a video of me trying it out: https://streamable.com/5nz5l
Murakumo
1,2,4:4 all day long
Joined: Jan 2000
Posts: 3698
From: Japan
PSN: TZMurakumo
#11 “Quote” Edit Post
I feel like sway+4 puts you a little off axis to Lee's right... which could be a good thing. On Xiao, d+2, d+2, b+2~f,N connected super, super consistently (surprised me).

[CH] sway+4, d+2, d+2, b+2~f,N, b+2~f,N, 2,1,3, S!, FF+2,1 was doing... 71?
Signature Hit confirms and just frames in a mist trap sandwich!
Ackman
Kyu
Joined: Jul 2017
Posts: 4
#12 “Quote” Edit Post
[CH] sway+4, d+2, d+2, b+2~f,N, b+2~f,N, 2,1,3, S!, FF+2,1 was doing... 71?


I spent the last 30 min trying this out. I got it to work once. Also if you're too far to the left of your opponent the 2nd d2 has a chance to whiff. And ofc the sway4 will not launch if you're on their sides or behind them.

Holee shit, hitting this f21 finisher is so, so hard. Not only for this combo but for any combo with 7 aerial hits. I kick them so far with the screw I can't reach them in time to hit them again.

It's doable, it's just really tight.

Either there's some trick to get into range faster or I'm too slow with the rest of the combo and I just need to get better at execution. The one time I hit the combo it felt as if the enemy didn't fly nearly as far as usual, but it was still a 71 damage combo so I didn't reset it by accident.
UberDuder
Shihan
Joined: Jun 2017
Posts: 111
#13 “Quote” Edit Post
Yeah, the struggle of every lee is hitting the f21 post tailspin with hella hits. I almost never go for max with 213 just because they are soooo far.

Anyway, so d2, d2, b2f post mist sway 4 is working on all characters? Consistent? difficulty? I'll really need to work on this launcher.

Also if anyone has any idea bout max damage off CH b4 when you've committed to hitman stance, let me know, i'll keep that separate from CH b4 cause you can't really hopkick from hitman.

*edit ok so tested d2 d2 over 4 d2, does more damage works on everyone I tested, this is new staple, thanks for the suggestion and research guys! I'll update in a bit. No idea must bn4 had that axis property. I'll finish up character testing later, but i'll have to find bear specific combo for this, probably off b3,3 since nothing else is connecting.

Last edited by UberDuder on Jul 13th, 2017 at 23:14

Ackman
Kyu
Joined: Jul 2017
Posts: 4
#14 “Quote” Edit Post
Alright so I've improved my b2f loops quite a bit, I can get the 2 I need for combos somewhat consistently and I can get 4~ for carry if needed. Still some work to do and then I'll give online a try (and I wont hit a single time lol).

Once you get the hang of b2f it seems hard combos are hard simply cause the f21 doesn't freaking hit.

As I said, do you have any tip for this? I feel like I'm doing the same thing over and over.

CH FF4:

Hard (80): ss right, ff4, d2, b2f, b2f, b2f~ws24 S!, f21


This is the last one I've tried to do and I honestly got no idea how to hit the 2nd ff4. I'm supposed to SS to my right, right? Like, press down on P1 side. If so, I can't get it to work on Kazuya. Maybe I need more speed.

I tried doing it without the SSR but I can't seem to connect the kick in ws24.



Thanks for compiling all this information, man. I'll keep working on it and post whatever I find.
UberDuder
Shihan
Joined: Jun 2017
Posts: 111
#15 “Quote” Edit Post
Originally posted by Ackman

This is the last one I've tried to do and I honestly got no idea how to hit the 2nd ff4. I'm supposed to SS to my right, right? Like, press down on P1 side. If so, I can't get it to work on Kazuya. Maybe I need more speed.

I tried doing it without the SSR but I can't seem to connect the kick in ws24.



Thanks for compiling all this information, man. I'll keep working on it and post whatever I find.


I should amend that one to absurdly hard, cause it really isn't staple level stuff. FF4 is finicky as hell off a lot of stuff. So for SS right its going to be so micro that you will barley notice it, but its just enough to get you off axis.

That being said for your f21 issue, ditch one of the b2's and stick to ws24, over 213, and you'll be able to land either f21 for 3 less damage, or fff34 for slightly harder 2 less damage, still probably easier than the extra b2 + 213 due to shortened tailspin. Half the time in walled stages you are carrying so far its worth it to tailspin early anyway and use a move to link to wallsplat.

And thanks for the appreciative comment.
Murakumo
1,2,4:4 all day long
Joined: Jan 2000
Posts: 3698
From: Japan
PSN: TZMurakumo
#16 “Quote” Edit Post
The f+2,1 connection is all about timing your run, basically. I find it considerably easier off 2,1,3 compared to off WS+2,4. From 2,1,3 I can hit the max number of hits pretty consistently with it (8 or 9 of 10 tries), but with WS+2,4 I cannot get it consistently yet (50% ish). b+1:1~f,N rather than b+2~f,N on the hit prior to WS+2,4 helps out a bit, though, in that it keeps you closer, but then that means you add difficult to subtract another difficulty.
Signature Hit confirms and just frames in a mist trap sandwich!
Miirio
Kyu
Joined: Jul 2017
Posts: 7
#17 “Quote” Edit Post
just found out you can get 66 dmg from F333334

F333334, mist step into FF4, DF1, B2F, B2F, B2F, F21

(not sure if im allowed to post links, if not sorry)

F333334 66dmg
UberDuder
Shihan
Joined: Jun 2017
Posts: 111
#18 “Quote” Edit Post
Thanks a bunch, I'll check it out when I get back to my setup, how do you get ff4 consistently? Or is it consistent?

Also I'll need to work out the easy f333334's, I think better combos have been found since I did those.

Last edited by UberDuder on Jul 19th, 2017 at 23:34

Murakumo
1,2,4:4 all day long
Joined: Jan 2000
Posts: 3698
From: Japan
PSN: TZMurakumo
#19 “Quote” Edit Post
Easiest way to get the ff+4 there consistently is half the distance from MS, half from dash.
f,N,F~+4
Signature Hit confirms and just frames in a mist trap sandwich!
Miirio
Kyu
Joined: Jul 2017
Posts: 7
#20 “Quote” Edit Post
Originally posted by UberDuder
Thanks a bunch, I'll check it out when I get back to my setup, how do you get ff4 consistently? Or is it consistent?

Also I'll need to work out the easy f333334's, I think better combos have been found since I did those.


after the F333334 just tap forward once for MS then tap again in the middle of MS and press 4
its very consistent on normal sized characters, just really hard to do, havent tried against all the cast

 All times are GMT. The time now is 22:12

Page Splits 123>...5
Moderator Tools
Forum Jump