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judge_rl
05-12-2008, 11:34 PM
MvC2 Basic Combo and Damage Encyclopedia:
*Combos were performed on Ryu (100% damage received)
*Reveals strengths of specials and supers and combos
*Shows how to combo specials and supers (most connects will focus on punches unless punches don’t offer a connect)

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Akuma

Special Moves:

Gou Hadou Ken:
lp/hp 14pts
1) S.Lp, s.mp, ghk 25pts
2) S.Lp, s.mp, s.hp, ghk 37pts


Zankuu Hadou Ken
Lp/hp 13pts
1) J.lp. zhk 17pts
2) J.lp, j.mp, zhk 24pts
3) J.hp, zhk 26pts
4) S.lp, s.mp, Cr.hp, sj.lp, zhk 38pts
5) S.lp, s.mp, Cr.hp, sj.lp, sj.mp, zhk 43pts

Tenma Kuujin Kyaku
Lk/hk 4pts per hit
1) J.hp, lk tkk 21pts
2) Cr.hp, sj., lk tkk 27pts
3) Cr.hp, sj.lp, tkk 21pts
4) Cr.hp, sj.lp, sj.mp, tkk 27pts

Gou Shouryuu Ken
Lp 19pts, hp 24pts
1) S.lp, gsk lp 23pts, hp 27pts
2) S.lp, s.mp, gsk lp 30pts, hp 33pts
3) S.lp, s.hp, gsk lp 36pts, hp 39pts
4) S.lp, s.mp, cr.hp, hp gsk 42pts

Tatsumaki Zankuu Kyaku
Lk 6pts per hit, hk 5pts per hit
(air) lk 14pts per hit, hk 17pts per hit
1) S.lp, tzk lk 21pts, hk 26pts
2) S.lp, s.mp, tzk lk 27pts, hk 31pts
3) S.lp, s.hp, tzk lk 28pts, hk 37pts
4) S.lp, s.mp, s.hp, hk tzk 39pts
5) J.lp, tzk lk 18pts, hk 21pts
6) J.hp, tzk lk 27pts, hk 30pts
7) Cr.hp, Sj.lp, tzk lk 31pts, hk 34pts
8) Cr.hp, Sj.lp, sj.mp, tzk lk 37pts, hk 39pts


Hyper Combos:

Messatsu Gou Hadou
*can be mashed for more damage…have gotten 55pts alone
1) any ghk set-up
A1) S.Lp, s.mp, ghk, mgh ~70pts
A2) S.Lp, s.mp, s.hp, ghk ~80pts
2) any hp gsk set-up as long as gsk is cancelled on the first hit
A1) S.lp, s.hp, hp gsk, mgh ~66pts

Messatsu Gou Shouryuu
41pts
1) S.lp, mgs 42pts
2) S.lp, s.mp, mgs 46pts
3) S.lp, s.hp, mgs 51pts
4) S.lp, s.mp, s.hp, mgs 55pts
5) Any ghk set-up
*A1) S.Lp, s.mp, s.hp/s.hk, ghk, mgs 78pts (interesting)

Messatsu Gou Rasen
45pts ?

Messatsu Zankuu Hadou
Consistently near 48pts
1) replace zhk w/ mzh in respective set-ups
2) j.lp, mzh ~45pts
3) j.lp. j.mp, mzh ~50pts
4) j.hp, mzh ~55pts
5) most tzk set-ups *~90pts max

Shun Goku Satsu
70pts
1) Any hp gsk set-up, surprisingly, as long as gsk is cancelled on first hit (very, very difficult)

Tech Romancer
05-23-2008, 04:57 AM
Nice combos. A bit disappointed to see no links to the Messatsu Gou Rasen super, but it sucks anyway.

I'm having a problem zoning and pressuring with Akuma. Do you have any blockstrings I could use?

judge_rl
05-25-2008, 12:42 AM
Not any you couldn't just as easily find out in training mode. I mostly delay his inputs to stall enough to either re-call my assist or fake...also ticks do well. He also has a somewhat useful standing overhead...s.mk does 2 hits I believe and can usually be followed w/ a c.hk...his f+hk? hops him closer to the opponent, but you could just do lk tatsumaki. Nothing too out there. Play to psych out and feint openings. Try to stay in by breaking your block strings and dashing up w/ a s.jab (hits crouching opponents and is 2frames?). Good luck.

Tech Romancer
05-25-2008, 08:58 AM
Well I was asking because I was thinking of my nemesis Jill Valentine, in paticular. According to Joo's frame data, Akuma's normals are:

(standing) lp - 4 frames
(croching) lp - 3
(standing) lk - 6
(croching) lk - 4
(standing) mp -3
(croching)mp - 4
(standing)mk - 5
(croching)mk - 5
d+HP - 4
Launcher - 3

So, the croching lp is the quickest attack at 3 frames. This is assuming the chart is correct.

And all of Jills normals are 3 frames of execution; My Ruby also has her quickest normal (d+lp, again) at 4 frames. And Morrigan is faster, haivng a standing lp of 1 frame (!) but she has no range on it. This is why I'm hesitant at taking on Jill in CC; she is fucking fast, not to mention her air combos do so much damage. I need a way to move in on her posistion, lock her down and go into combo.

I was thinking several ways:

With Ruby AAA: Call Ruby, zone with air fireballs, than move in if she blocks. Then block string of dashing Lp, croching lp, forward RK, Stading HP. Also make prudent use of forward HP. Use Lk Hurricane kick as needed.

With Morrigan Balance: identical blockstiring as above, but this time I go for cross-up. Call Morrigan, quickly perform Asura warp to cross-up. Opponent cannot punish the warp recovery while in blockstun from Morrigan's projecile. If it hits, whooping time. Also can just jump in with a HK or lp for a overhead while the projectile is on screen.

For begginning a match with Gouki (this is rare, I use Ruby at the start, ussually) start with a FP fireball, than assert myself in range with Super jump canceled dive kicks. Abuse assists as needed. This also makes it difficult for Tron to lock me down. This is a gameplan, I haven't tried it yet.

Comments?

judge_rl
05-25-2008, 12:40 PM
So, the croching lp is the quickest attack at 3 frames. This is assuming the chart is correct.

And all of Jills normals are 3 frames of execution


For begginning a match with Gouki (this is rare, I use Ruby at the start, ussually) start with a FP fireball

Joo is the man. :encore: Good check on that frame data to be sure.

Keep frame data in mind, but don't over-calculate during your match.

Little note: don't start your match with Gouki by using s.hpxxfireball... :(

Either block, jump up, jump forward blocking :) or attacking, dash back (little tricky), jump w/ j.lpxxdf+k for overhead on crouchers into assist.

Work out your edges and try to leave yourself open as little as possible, all while trying to capitalize on your opponent's openings...or make some to capitalize on. :)

Tech Romancer
05-25-2008, 03:17 PM
Joo is the man. :encore: Good check on that frame data to be sure.

Keep frame data in mind, but don't over-calculate during your match.

Little note: don't start your match with Gouki by using s.hpxxfireball... :(

Either block, jump up, jump forward blocking :) or attacking, dash back (little tricky), jump w/ j.lpxxdf+k for overhead on crouchers into assist.

Work out your edges and try to leave yourself open as little as possible, all while trying to capitalize on your opponent's openings...or make some to capitalize on. :)

Alright, sounds good. For my next reply I'll try to post matches of us in action; it'll be easier to explain than my long-ass posts ;) Might take awhile, but hey, there's no rush.