Thouther/Combos: Difference between revisions

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This page covers [[Thouther]] combos. Before diving right in be sure to familiarize yourself with Thouther's [[Thouther/Special_Moves|special moves]] and important [[Thouther/Normal_Moves|normal moves]].


==Basic Combos==
==Technique==
 
Delay j.C air 214A
 
Grave , delay chase jump, JC, air 214A ( extreme delay requirred on raoh)
 
- Midscreen, you'll have to adapt your combo depending on whether air 214A hits once or twice.
 
 
Grave-tk 214A
 
Part that will be used a lot after C+D or B+D. Done easily with 21478A.
 
 
Aerial
 
after a close C, if you tk correctly your special, you will get the grounded version but it will take one star. Useful with spear (62369A/C) and gekiha (2147A). If you're too slow on the cancel, the chase jump will come out.




236A boost


~236A, boost on the second hit.


===High Jump Combos===
-Won't become a boost cancel (will only take 20%) but you will recover faster.


===Banishing Strike Combos===
Close B>far D, or 2B will connect, and if your opponent guard cancels on 236A's second hit, you should be able to block it (even if it's Mamiya). It has to be linked though, so you need to get used to it.


===Other Basic Combos===
Can also be used during press.
'''"Better than Nothing" Combo'''
{| style="width:100%" cellpadding=10 border="1"
| 2B > 236A > 236C > 236D
|}
Used anywhere,for Jagi you can add 2C > D


'''Grave Shoot Combos'''
{| style="width:100%" cellpadding=10 border="1"
| 2B*n > AC > delay j.C > j.214A > AC
|}


Vs Judah, Shin, Mamiya, Heart, from such as Souther ~ 2B2C
Cheap boost banishing


{| style="width:100%" cellpadding=10 border="1"
There is a way to reduce the boost quantity used by the boost after a boost C+D.
| AC> delay j.C > j.214A> AC> 2147A> B> C> C> 衝破 ☆☆
|}
{| style="width:100%" cellpadding=10 border="1"
| AC> delay j.C > j.214A> AC> 2147A> B> C> CD ☆☆☆
|}


Toki, from such as Ken ~ 2B2C
After 2C or far D, do E~C~D instead of E+C+D.


{| style="width:100%" cellpadding=10 border="1"
If you do E+C+D, the boost after will cost 50%, but if you do E~C~D correctly, it will only cost 20%.
| AC> delay j.C > j.214A> JAJCJD (> jc> JAJCJD)> near C> Ko闘 or 衝破 ☆
|}
{| style="width:100%" cellpadding=10 border="1"
| AC> delay j.C > j.214A> JAJCJD (> jc> JAJCJD)> near C> 2C far-C> 衝破 ☆
|}
{| style="width:100%" cellpadding=10 border="1"
| AC> delay j.C > j.214A> JAJCJD (> jc> JAJCJD)> near C> Far C> 2C far-C> 衝破 ☆
|}


Jump Install Grave Shoot
Really useful when you only have 1 bar.


{| style="width:100%" cellpadding=10 border="1"
| AC> delay j.C > j.214A> near C > 62369A > near A near C> aerial charged 衝波 ☆☆☆
|}
{| style="width:100%" cellpadding=10 border="1"
| AC> delay j.C > j.214A> near C > 62369A > near A near C> CD> E> 2C * n> piled 衝破 (Ray, Heart-like)
|}
{| style="width:100%" cellpadding=10 border="1"
| AC> delay j.C > j.214A> near C> 62369A > AC> JA 爆星> piled 爆星 (Ray, Heart-like)
|}


Van Ju root (Toki, Mamiya, other than Souther)
==Basic Combos==


{| style="width:100%" cellpadding=10 border="1"
'''No meter, low starter combos'''
| AC> delay j.C > j.214A > near C> 62369A> near D> JACD> near B near D> AC> 2147As
|}
(Such as 衝破 piled vs. Singh)
{| style="width:100%" cellpadding=10 border="1"
| AC> delay j.C > j.214A> near C> 62369A> near D> JACD> near B near C> 2147A
|}
(For follow-up when the float is low in charge 623A> near D)
{| style="width:100%" cellpadding=10 border="1"
| AC> delay j.C > j.214A> near C> 62369A> near D> JABC> JD watermark> 2B gray explosion
|}


Vs. Non-Toki
{| style="width:100%" cellpadding=10 border="1"  
{| style="width:100%" cellpadding=10 border="1"  
| AC> delay j.C > j.214A> near C> 62369A> JACD> near B near D> AC> 2147A
|
|}
2B*n→236A→236C→236D (doesn't work on crouching Jagi)


(For normal character not be able to pile 衝破 in the root-to-Judah, etc.)  
2B*n→2C→far D , 236B→236D (doesn't work on crouching Jagi)
{| style="width:100%" cellpadding=10 border="1"
| AC> delay j.C > j.214A> near C> 62369A> JACD> near B near C> 2147A
|}


tk 214A→far D, banishing strike combo (crouching Rei only)☆


'''6A Combos'''
2B*n→A+C, delay JC 214A, (1 hit midscreen) far C, 236C→236D ☆
{| style="width:100%" cellpadding=10 border="1"
| 2B*n > AC > delay j.C > j.214A > AC
|}


2B*n→A+C, delay JC 214A, (1 hit midscreen), A+C, JA→214A, JB→214A (will meaty for oki)☆☆


{| style="width:100%" cellpadding=10 border="1"
2B*n→A+C, delay JC 214A (2 hit midscreen) close C, far C , 236C→236D ☆
| 2B*n > AC > delay j.C > j.214A > AC
|}


==Advanced Combos==
2B*n→grave delay JC 214A (2 hit midscreen) close C 6239A, grave JA→JB→baku ☆☆


===Dizzied Opponent Combos===
2B*n→A+C delay JC 214A →close C, JA→214A, JB→214A (will meaty for oki)☆☆


2B close D→JD→falling JC , 214A , close A, close C , 2147A (near corner) ☆


===Other Advanced Combos===
2B close D→JD→falling JC, 214A, far A, far C , 236A~


2B close D→HJ JAJBJCJD→close A, close C, 2147A, ☆


==Dribble Combos==
2B2D→623C, dash close A , close C 6329A, close A, close C 2147A ☆☆


===Basic Dribble Combos===
2B2D→623C, dash close A close C,6239A, close A close C, JA→214A, JB→214A (will meaty for oki) ☆☆
====High Jump Dribble====
|}




====Double High Jump Dribble====
==Overhead Combos==


{| style="width:100%" cellpadding=10 border="1"
|
6A> boost 2B close C 6239A, 5A> close C f.C A+C, tk air 214A☆☆


===Advanced Dribble Combos===
6A>boost 2B close C 6239A close D JACD> close B Close D A+C tk air 214A ☆☆( doesn't work on Toki Mamiya and Souther)
====Boost Jump D Dribble====
|}


If 6A is guarded but 2B hits then go to close C to Grave combos


====Banishing Debounce Dribbles====
If both 6A, 2B are guarded then go to close C Grave follow up




====Other Advanced Dribbles====
==Banishing strike combo ( start with CDE outside of raw hit)==


'''Direct hit or A+B boost starter'''


{| style="width:100%" cellpadding=10 border="1"
|
~>[A+C tk 214A]*2, JBJD 214A, JBJC 214A, IAD j.B >214A or 214214C ☆☆☆
|}


===Dribble Followups===
'''tk 214A or 2B2C f.D starter'''


{| style="width:100%" cellpadding=10 border="1"
|
~>[A+C tk 214A]*2>far A>214A ☆☆☆
|}


'''236C (1hit) starter'''


==Throw Combos==
{| style="width:100%" cellpadding=10 border="1"
|
~>A+C tk 214A>IAD JB, f.D, Geki ☆☆
|}




==Fatal KO Combos==
==Cross down 2C combos (generally starting from raw C+D or A+B boost C+D)==


1 star
The 2C*n part will be done with Souther on the wall side. When you'll do tk 2141236A, the opponent will go to the other wall.


2 stars
{| style="width:100%" cellpadding=10 border="1"
|
C+D, boost, >2C*2~3>236A, boost, 2C*n> tk 21412236A (doesn't work on Heart)


3 stars
C+D, boost> close D far D, 236A, boost>2C*n> tk 2141236A (doesn't work on Heart)


4 stars
C+D, boost>2C*2>236A, C> 623A , boost, 2C*n>tk 2141236A (vs Heart but not stable)


==Other Important Combos==
C+D, boost, > close C, close D, far D, 236A, boost>2C*n> tk 2141236A (vs Heart)


C+D, boost >2C*2~3>236A 236C 236D, boost, 2C*n , tk 2141236A (good vs all char but need 1.5 boost)
|}




{{Template:Hokuto-no-Ken-Characters}}
'''Cross down 2C 100%'''


[[Category:Hokuto no Ken]]
{| style="width:100%" cellpadding=10 border="1"
|
~>cross down >2C*9~10>C>E~214214C>E>B>E>C+D>E>B>C>623A*3~4>tk 2141236A
|}

Revision as of 17:29, 28 May 2018

This page covers Thouther combos. Before diving right in be sure to familiarize yourself with Thouther's special moves and important normal moves.

Technique

Delay j.C air 214A

Grave , delay chase jump, JC, air 214A ( extreme delay requirred on raoh)

- Midscreen, you'll have to adapt your combo depending on whether air 214A hits once or twice.


Grave-tk 214A

Part that will be used a lot after C+D or B+D. Done easily with 21478A.


Aerial

after a close C, if you tk correctly your special, you will get the grounded version but it will take one star. Useful with spear (62369A/C) and gekiha (2147A). If you're too slow on the cancel, the chase jump will come out.


236A boost

~236A, boost on the second hit.

-Won't become a boost cancel (will only take 20%) but you will recover faster.

Close B>far D, or 2B will connect, and if your opponent guard cancels on 236A's second hit, you should be able to block it (even if it's Mamiya). It has to be linked though, so you need to get used to it.

Can also be used during press.


Cheap boost banishing

There is a way to reduce the boost quantity used by the boost after a boost C+D.

After 2C or far D, do E~C~D instead of E+C+D.

If you do E+C+D, the boost after will cost 50%, but if you do E~C~D correctly, it will only cost 20%.

Really useful when you only have 1 bar.


Basic Combos

No meter, low starter combos

2B*n→236A→236C→236D (doesn't work on crouching Jagi)

2B*n→2C→far D , 236B→236D (doesn't work on crouching Jagi)

tk 214A→far D, banishing strike combo (crouching Rei only)☆

2B*n→A+C, delay JC 214A, (1 hit midscreen) far C, 236C→236D ☆

2B*n→A+C, delay JC 214A, (1 hit midscreen), A+C, JA→214A, JB→214A (will meaty for oki)☆☆

2B*n→A+C, delay JC 214A (2 hit midscreen) close C, far C , 236C→236D ☆

2B*n→grave delay JC 214A (2 hit midscreen) close C 6239A, grave JA→JB→baku ☆☆

2B*n→A+C delay JC 214A →close C, JA→214A, JB→214A (will meaty for oki)☆☆

2B close D→JD→falling JC , 214A , close A, close C , 2147A (near corner) ☆

2B close D→JD→falling JC, 214A, far A, far C , 236A~

2B close D→HJ JAJBJCJD→close A, close C, 2147A, ☆

2B2D→623C, dash close A , close C 6329A, close A, close C 2147A ☆☆

2B2D→623C, dash close A close C,6239A, close A close C, JA→214A, JB→214A (will meaty for oki) ☆☆


Overhead Combos

6A> boost 2B close C 6239A, 5A> close C f.C A+C, tk air 214A☆☆

6A>boost 2B close C 6239A close D JACD> close B Close D A+C tk air 214A ☆☆( doesn't work on Toki Mamiya and Souther)

If 6A is guarded but 2B hits then go to close C to Grave combos

If both 6A, 2B are guarded then go to close C Grave follow up


Banishing strike combo ( start with CDE outside of raw hit)

Direct hit or A+B boost starter

~>[A+C tk 214A]*2, JBJD 214A, JBJC 214A, IAD j.B >214A or 214214C ☆☆☆

tk 214A or 2B2C f.D starter

~>[A+C tk 214A]*2>far A>214A ☆☆☆

236C (1hit) starter

~>A+C tk 214A>IAD JB, f.D, Geki ☆☆


Cross down 2C combos (generally starting from raw C+D or A+B boost C+D)

The 2C*n part will be done with Souther on the wall side. When you'll do tk 2141236A, the opponent will go to the other wall.

C+D, boost, >2C*2~3>236A, boost, 2C*n> tk 21412236A (doesn't work on Heart)

C+D, boost> close D far D, 236A, boost>2C*n> tk 2141236A (doesn't work on Heart)

C+D, boost>2C*2>236A, C> 623A , boost, 2C*n>tk 2141236A (vs Heart but not stable)

C+D, boost, > close C, close D, far D, 236A, boost>2C*n> tk 2141236A (vs Heart)

C+D, boost >2C*2~3>236A 236C 236D, boost, 2C*n , tk 2141236A (good vs all char but need 1.5 boost)


Cross down 2C 100%

~>cross down >2C*9~10>C>E~214214C>E>B>E>C+D>E>B>C>623A*3~4>tk 2141236A