TTT2 Sumo Combos (solo)

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amphreded
Iron Fist God
Joined: Dec 2004
Posts: 1960
From: Thailand
PSN: amphreded
#61 “Quote” Edit Post
@buddingfighter

Regarding the duplicate d/b+2 combo with different damage output, I have no clue. I think the higher damage one is off a CH d/b+2 but since I don't have PS3 to test things anymore would appreciate if someone can test that for me.

On other notes, I've been hitting d/f+2+3, fc d+1, cc d/f+412 much more consistently now. Quite satisfying when you successfully pull it off.
gettingfood
Raijin
Joined: Mar 2012
Posts: 636
From: United States
PSN: Gettingfood
#62 “Quote” Edit Post
If you hit df2+3 on the back you get a real combo.
On back Df2+3 db1 ws 1+2, 1+2 B! df412
I'm sure there is better but I thought I'd post this for now.
sandilord
Destructive Impulse
Joined: Jan 2005
Posts: 2093
From: Netherlands
PSN: Sandilord
#63 “Quote” Edit Post
Added a LP juggle to first post: LP, 4, b21, ws1, (ff), df412 = 48 dmg
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sandilord
Destructive Impulse
Joined: Jan 2005
Posts: 2093
From: Netherlands
PSN: Sandilord
#64 “Quote” Edit Post
Added new ws2 juggle (most damage) to first post: ws+2, 4, b+4,1, B!, b+2,1, cc, d/f+4,1,2 = 82 dmg
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bodi langwij
5th Dan
Joined: Apr 2013
Posts: 58
From: USA Washington
XBL: bodi langwij
#65 “Quote” Edit Post
SIT+2, cc, df+1,4,1 2,1,2, B!, b,db,d,df+2 = 76 dmg

db+2, df+1+2,1 2,1,2, B!, b,db,d,df+2 = 79 dmg**

**=Inconsistent, but still a combo for combo's sake.

Last edited by bodi langwij on Nov 22nd, 2013 at 06:12

Signature Team WangRyu
Budding Fighter
^ Thanks AZYG4LYFE!
Joined: Jul 2012
Posts: 1606
From: New Zealand
#66 “Quote” Edit Post
Ending with hcf+2 after 6 air hits is really inconsistent depending on range in my experience(it's especially inconsistent from 2,1,2 B!). I've stopped myself from doing them lol. I just end with 1+2 for oki if I went to 6 hits.
Signature St. George loves my attitude! ("You know too much." - azL) Everything will remain at 50% of its ideal size.
"Here son do a slight dash after ff4,3 into 4,3,4 when they're flying through the air and those Nina players will stop teasing your execution at school." - Skeering
"If Baek gets your back you basically die." - Bronson
"At the bottom of the tier list, it's hard to hear the bitching from the top." - raybonekilla
bodi langwij
5th Dan
Joined: Apr 2013
Posts: 58
From: USA Washington
XBL: bodi langwij
#67 “Quote” Edit Post
Originally posted by Budding Fighter
Ending with hcf+2 after 6 air hits is really inconsistent depending on range in my experience(it's especially inconsistent from 2,1,2 B!). I've stopped myself from doing them lol. I just end with 1+2 for oki if I went to 6 hits.


I felt the same way until I realized I was doing the motion way too early.

1+2 is all fine and good, but if you decide to try hcf+2 again, play around with how late you enter it. I have to enter it surprisingly late, otherwise it is as you said: inconsistent.
Signature Team WangRyu
amphreded
Iron Fist God
Joined: Dec 2004
Posts: 1960
From: Thailand
PSN: amphreded
#68 “Quote” Edit Post
Not sure about 212 but after ws1+2,1+2 B! hcf+2 has been consistent for me.
gettingfood
Raijin
Joined: Mar 2012
Posts: 636
From: United States
PSN: Gettingfood
#69 “Quote” Edit Post
You can get launch
B2,1 cc b2,1 ws1+2,1+2 B! Uf2,1+2

Much easier to do than hcf2, it does less but only like 3 to 5 points different.

Also if your close you can do, launch (like db2)
2,1 2,1,2 B! Df4,1,2
Pretty sure it's like 76 or something.
Chamberjin
Fujin
Joined: Aug 2000
Posts: 593
From: USA Ohio
PSN: Micah1-_
XBL: Chamberjin
#70 “Quote” Edit Post
D+3+4, d/f+4,1,2 = 91
...I couldn't get instant FC d+1 to juggle

Also, after CH b+1 both d/f+1,4,1 and b+2,1,2 can be stopped if the opponent does backturned 1 or d+1...the first two hits of either string will hit, but the opponent can block/duck punish the final hit.
Signature Micahjesus
sandilord
Destructive Impulse
Joined: Jan 2005
Posts: 2093
From: Netherlands
PSN: Sandilord
#71 “Quote” Edit Post
Originally posted by Chamberjin
Also, after CH b+1 both d/f+1,4,1 and b+2,1,2 can be stopped if the opponent does backturned 1 or d+1...the first two hits of either string will hit, but the opponent can block/duck punish the final hit.
Are you 1000% sure on this one? I've never had an opponent turn on df14. b21 I'm not certain of.
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Chamberjin
Fujin
Joined: Aug 2000
Posts: 593
From: USA Ohio
PSN: Micah1-_
XBL: Chamberjin
#72 “Quote” Edit Post
I tested it out in practice mode and was able to duck and launch the last hit of d/f+1,4,1 after using either d+1 or 1 to turn around.
Signature Micahjesus
Budding Fighter
^ Thanks AZYG4LYFE!
Joined: Jul 2012
Posts: 1606
From: New Zealand
#73 “Quote” Edit Post
Messing around with some off axis df+2 combos as I've dropped too many of those which makes me sad

Tested these on Bruce BTW

df+2:

One SSL (tap SSL, and let him return to neutral)
~1,2 (as in df+2,1,2), b+2,1, WS 1+2,1+2 B! hcf+2

One SSR
~1,2 (as in df+2,1,2), b+2,1, WS 1+2,1+2 B! hcf+2

Two SSL
Haven't found a bound combo yet (halp pls)
Best I found was: ~1,2,1,2 (as in df+2,1,2,1,2), b+2,1,2

Two SSR
~1,2,1 (as in df+2,1,2,1), 2,1,2 B! hcf+2

Three SSL
~1,2 (as in df+2,1,2), 2,1,2 B! hcf+2

Three SSR
~1,2 (as in df+2,1,2), 2,1,2 B! hcf+2

If you want you can add it to the front page after checking them and adding damages (I always forget damages ).
Signature St. George loves my attitude! ("You know too much." - azL) Everything will remain at 50% of its ideal size.
"Here son do a slight dash after ff4,3 into 4,3,4 when they're flying through the air and those Nina players will stop teasing your execution at school." - Skeering
"If Baek gets your back you basically die." - Bronson
"At the bottom of the tier list, it's hard to hear the bitching from the top." - raybonekilla

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