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==Target Combos== | |||
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=== Notable Combos === | === Notable Combos === | ||
Latest revision as of 20:46, 26 September 2021
Target Combos
Notable Combos
- Jump Fierce/Roundhouse x Crouching Forward x Dragon Smash
A standard shoto combo that's very important for Sean. Builds the most meter (half a stock of Hadou Burst) and does good damage that scores a knockdown. Two things about this combo: Whiffing a single Crouch Strong right after or Parrying an Anti-air then going right into this combo will give Sean exactly enough meter to use EX's. Its also possible to D.E.D OS with this combo if you have half of the meter filled.
- Jump Fierce/Roundhouse x Close Strong x HP Dragon Smash
Another standard shoto combo that's important. This is the most damage Sean can do that builds a good amount of meter and knocks down. Its a bit harder to land Close Strong than Crouch Forward since you have to hit Jump Fierce high on a Jump-in. Excellent combo to use while the opponent is stunned since this combo with Hadou Burst at the end of it is among the strongest he has.
- Close Fierce/Roundhouse/Strong x Dragon Smash
The main combo to punish with after a parry. Close Strong is the most reliable but weakest, Close Fierce is stronger but lacks range, and Close Roundhouse is the strongest but only possible on a few characters.
Combos
Damages measured against Gouki (lowest health in the game)
Meter-less
1st Move | 2nd Move | 3rd Move | 4th Move | Damage | Stun Damage |
Crouch MK | Tornado (LK) | - | - | 28 (17%) | 9 |
Close MP | Close HK | - | - | 24 (15%) | 10 |
Crouch MK | Dragon Smash | - | - | 33 (20%) | 12 |
Close MP | Dragon Smash | - | - | 37 (23%) | 18 |
Close HP | Dragon Smash | - | - | 41 (25%) | 22 |
Close HK | Tornado (MK) | - | - | 47 (29%) | 21 |
Jump HP | Close MP | HP Dragon Smash | - | 57 (35%) | 28 |
Specific to:
Twelve, Elena, Urien and Dudley
1st Move | 2nd Move | 3rd Move | 4th Move | Damage | Stun Damage |
Close HK | Dragon Smash | - | - | 46 (28%) | 20 |
Crouching:
1st Move | 2nd Move | 3rd Move | 4th Move | Damage | Stun Damage |
Close HP | Tornado (HK) | - | - | 51 (31%) | 26 |
Close HK | Tornado (HK) | - | - | 57 (35%) | 24 |
Jump HK | Close HP | Tornado (HK) | - | 69 (43%) | 35 |
Jump HP | Close HP | Tornado (HK) | - | 73 (45%) | 36 |
Jump HP | Close HK | Tornado (HK) | - | 78 (48%) | 34 |
EX moves
1st Move | 2nd Move | 3rd Move | 4th Move | Damage | Stun Damage |
Crouch MK | Tornado (EX) | - | - | 38 (23%) | 20 |
Close MP | Tornado (EX) | - | - | 42 (26%) | 25 |
Close HP | Tornado (EX) | - | - | 46 (28%) | 30 |
Close HP | Dragon Smash (EX) | - | - | 48 (30%) | 28 |
Close HK | Tornado (EX) | - | - | 50 (31%) | 28 |
Forward/Neutral Jump HP | Close MP | Tornado (EX) | - | 61 (38%) | 35/37 |
Forward/Neutral Jump HP | Close HP | Tornado (EX) | - | 63 (39%) | 39/41 |
Forward/Neutral Jump HP | Close HK | Tornado (EX) | - | 67 (41%) | 37/39 |
Super Art I
1st Move | 2nd Move | 3rd Move | 4th Move | Damage | Stun Damage |
Crouch LK | Crouch LP | Crouch LK | SA1 | 46 (28%) | 13 |
Close LK | Dragon Smash (LP or MP) | SA1 | - | 54 (33%) | 19 |
Crouch MK | Dragon Smash | SA1 | - | 59 (36%) | 19 |
Close HP | Dragon Smash | SA1 | - | 65 (40%) | 29 |
Close HK | Dragon Smash | SA1 | - | 70 (43%) | 27 |
Forward/Neutral Jump HP | Close HP | SA1 | - | 70 (43%) | 31/33 |
Forward/Neutral Jump HP | Close HK | SA1 | - | 74 (46%) | 29/31 |
Jump HP | Close MP | Dragon Smash (HP) | SA1 | 80 (50%) | 35 |
Specific to:
Elena
1st Move | 2nd Move | 3rd Move | 4th Move | Damage | Stun Damage |
Neutral Jump HK | Close HK | Dragon Smash (HP) | SA1 | 72 (45%) | 37 |
Super Art II
1st Move | 2nd Move | 3rd Move | 4th Move | 5th Move | 6th Move | 7th Move | Damage | Stun Damage |
Crouch MK | SA2 | - | - | - | - | - | 73 (45%) | 2 |
Close HP | Dragon Smash | SA2 | - | - | - | - | 79 (49%) | 22 |
Close HK | SA2 | - | - | - | - | - | 82 (51%) | 11 |
Jump HP | Close HK | SA2 | - | - | - | - | 94 (58%) | 22 |
Jump HP | Close HK | SA2 | Dragon Smash | SA2 | Close HK | - | 102 (63%) | 19 |
Add a Close HK in the corner for 6 more points of damage, Far MP for 3 more points.
Specific to:
Necro
1st Move | 2nd Move | 3rd Move | 4th Move | 5th Move | 6th Move | 7th Move | Damage | Stun Damage |
Jump HP | Close HK | SA2 | EX Dragon Smash | - | - | - | 73 (45%) | 19 |
Super Art III
1st Move | 2nd Move | 3rd Move | 4th Move | Damage | Stun Damage |
Crouch LK | Crouch LP | Crouch LK | SA3 | 83 (51%) | 11 |
Crouch MP | SA3 | - | - | 84 (52%) | 15 |
Close HP | SA3 | - | - | 86 (53%) | 21 |
Close HK | SA3 | - | - | 90 (56%) | 19 |
Forward/Neutral Jump HP | Close HP | SA3 | - | 95 (59%) | 31/33 |
Forward/Neutral Jump HP | Jump HK | SA3 | - | 99 (61%) | 29/31 |
Links
Crouching (Meaty):
1st Move | 2nd Move | 3rd Move | 4th Move | Damage | Stun Damage |
Close HK | Crouch LK | - | - | 34 (21%) | N/A |
Close HK | Crouch MK | - | - | 46 (29%) | N/A |
Close HK | Stand MK | - | - | 51 (31%) | N/A |
Basketball
Beginner Basketball Combos
In addition to adding stun once thrown, the basketball taunt can be used in combos to apply a fair amount of mix-up on the opponent (granted they aren't teching every knockdown except for SA2 or SA3):
- BB - Sean Tackle (All variations)
- BB - Wheel Kick (All variations)
- BB - Target Combo
- BB - Headbutt
Etc.
Intermediate Basketball Combos
Another thing to note about the basketball is that once you throw it, you gain stance value for the next few moves you do. This allows you to land combos such as Cl.HK - Dragon Smash which you wouldn't be able to normally. After you throw the basketball, there's a small window of time that allows you to put a Jab (easy to time) or Short (harder to time) before the ball actually hits then after that you can do many things.
- LP/LK - BB - Target Combo (4 hits) - SA3 (Makoto only)
- LP/LK - BB - Dragon Smash (All versions) - SA1 or 2
- LP/LK - BB - HP/HK - EX Tornado
- LP/LK - BB - MP/HP/HK - SA1/2/3
- Cl.HK - BB - Dragon Smash - SA1 or 2
- Fr.MP - BB - SA3
Advanced Basketball Combos
After throwing a basketball, you can hit with a Cl.MP/HK into another Cl.MP/HP/HK but this is really difficult and only possible on the shorter characters (Yun, Yang, Chun, etc.) or the taller characters get caught crouching. In this situation, the basketball acts as a "hit-stun extender" and allows you to connect things you normally wouldn't be able to. For confirmation that you have hit the Cl.MP correctly, the ball will hit and fall to the side instead of just falling on the top of the head. These do the same amount of damage as a jump-in combo and as such its just as hard to do.
- Cl.MP - BB - Target Combo - SA3 (Makoto only)
- Cl.MP - BB - Cl.HP - EX Tornado or SA1/2/3
- Cl.MP - BB - Cl.HK - SA1/2/3
- Fr.MP - BB - Fr.MP
NOT ALL COMBOS POSSIBLE LISTED