Getting your super interrupted mid combo and then proceeding to do it later might be one of the coldest things ive seen in a cmv. Texas is fuckin crazy
None of these combos are practical whatsoever, most of them are character specific, inhumanly difficult, objectively worse than normal combos or wildly impractical, lol. I can give you actual combo advice if you want it though, are you in the melty discord?
@@yanagiyakokoro My bad, didn't see this comment. I don't, since 2B will whiff on no tech. For corner 623A techtrap I either do dash os 5C or 4A os depending on character, I explained it on the wiki.
Sorry if its in the video because I couldnt find it, but what is the max damage combo from 6ABC? I have been experimenting with 6ABC 22B 421C 664C 236B routes but I dont know what exactly to do after that or if thats even the optimal route. Or should I go for air combo or something if I want damage, instead of 6ABC?
If you're in the corner, a 6ABC 236C 623A techtrap will do more damage than an air combo even on no tech. Otherwise, 6ABC is only really used for oki, and you should do an air combo instead if you want damage. 6ABC 236C 22B 421C scales the combo REALLY hard (OTG scaling+special ex cancel scaling) so I don't recommend using it for anything other than 4C oki.
Some other things to add: You can still go for 623A midscreen, it'll just mean you have to guess instead of getting a guaranteed techtrap. In general, C-Aoko doesn't have a good way of going into a high damage route from a normal hit, regardless of meter. Your meter is best used to set up orb oki that allows for higher reward, rather than trying to amplify the damage of your base combo. The only times I burn meter for damage are j.236C to close out rounds and 5[C] 4C 421C 5[C] 4C to boost the damage of a 5[C] confirm (which I needed a setup to find in the first place, of course.)
Tips for executing the j.[C] j.AB (236A/623A) 3C consistently? Also what's the easiest combo string after 421A 6ABC 214C? It's hard to continue the combo after 214C because of the short hitstuns
What part of the j.[C]AB are you having trouble with? There are a lot of factors to account for, but the primary one is delaying the j.[C] enough that both you and the opponent are as close to the ground as possible. The easiest string after 6ABC 214C is j.B land 2A, but it won't work at long range.
@@gaku8190 Thanks. was wondering if there were any minor adjustments like, say, adding a delay between 623B and 236X, dj.8 vs dj.9 etc. Its very inconsistent for me in all setups
@@nite9560 A delay between the 623B and 236X will usually result in them going a lot closer to the ground, and while that's necessary for some of the even more difficult routes you generally should avoid it. In most scenarios you should use dj.9, but make sure you hold it down until hitstop is over or you'll get sdj. The only time dj.8 is necessary is when the 3C would go past them in the corner, which doesnt happen often. It's generally a combo that you have to get an instinctive sense for the delays unfortunately, there are a lot of variables (especially when doing it off orb air ch) since you have to manage both the opponent's height and your own. It's definitely consistent with practice though, so keep at it.
For combos that involve a 3C into a j.ABC, how do you make sure you consistently get the j.C to combo into the j.AB? For me I usually end up too low to get the j.C to land
You mean getting the j.C to combo out of the j.AB? An alternative is shown at 1:12. For the basic air combo, you have to delay the 5C after the 2C to let them fall closer to the ground, but if you're using a raw 3C, you can't do that, so it's useful to know both options.
This was extremely helpful and very well put together. Thanks so much for taking the time to make this combo guide for us new C-Aoko mains out there. God Bless🙏🙏