busa's BnB's

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avi

Member
looking for the best busa combos off every launch, hold and throw.. il post the ones found out so far.
 

Darth Lotonic X

Active Member
I don't think Izuna combos are really worth it unless you are gonna get a wall splat from the air throw, but here is what I've got.

Lights/Mediums:
236P,4K,K,236F+P 80 Damage

No timing involved for mediums, but the timing is really strict for lights. The second video's combo is much easier to do and only does 1 less, so do that instead.

Heavies/Wall:
236P,6,8P,8P,236F+P 76 Damage
 

TakedaZX

Well-Known Member
Well I'm sure Master's shown this a few times but I believe 236P, 4K, K, WR 4KK will exceed the air throw on damage depending on the situation. The air throw doesn't scale in a juggle so I'll get the numbers when I get home. This topic is less than acceptable though... are there other topics with his combos?
 

EvilJun

Member
Well I'm sure Master's shown this a few times but I believe 236P, 4K, K, WR 4KK will exceed the air throw on damage depending on the situation. The air throw doesn't scale in a juggle so I'll get the numbers when I get home. This topic is less than acceptable though... are there other topics with his combos?


the (WR) 4KK will do more damage than airthrow anytime its a counter hit or high counter
 

TakedaZX

Well-Known Member
the (WR) 4KK will do more damage than airthrow anytime its a counter hit or high counter
Yep just analyzed that for sure yesterday. Same deal with the 3 kick man version which is a lot easier to pull off but not as cool looking imo.

236P, 66K, K, H+KKK.
 

EvilJun

Member
Yep just analyzed that for sure yesterday. Same deal with the 3 kick man version which is a lot easier to pull off but not as cool looking imo.

236P, 66K, K, H+KKK.

haha not as cool indeed :)


also 236P, 66K, K, H+KKK has a really far juggle distance and both 66K and ninpo K, will wallsplat so only do it when you are in open space.

If you are somewhat near a wall, do 236P 4K, K, PKK. Does the same damage as the combo above (116) :)
 

TakedaZX

Well-Known Member
haha not as cool indeed :)


also 236P, 66K, K, H+KKK has a really far juggle distance and both 66K and ninpo K, will wallsplat so only do it when you are in open space.

If you are somewhat near a wall, do 236P 4K, K, PKK. Does the same damage as the combo above (116) :)
Nice, yea. I like to 236P, 4K, Ong PP (hold a lil bit) P. It might not do more damage but it's my signature... I'll check the damage.

[Edit] Confirming that 236P 4K, K, PKK does one more point of damage than 236P, 66K, K, H+KKK
 

TakedaZX

Well-Known Member
I need help coming up with something consistent on the wall with the Izuna Drop launch. Seems like for now the best thing to do is actually do the full throw.

On a different note, I've noticed people haven't really shown many creative combos that can be done with Hayabusa since his juggles can get really flexible on lightweights especially, so using what people have found...

...I've got some full threshold/post CB/Hi Counter launch combos for you guys off of 4K, I tried to get creative off of what people used already and doing things from my own mind. He's got some pretty good relaunching strikes. But anyway I'm gunna post all of these from lowest damage to highest damage. I'll add the ones people have already been using as well. A lot of these exceed the air throw easily. [New]

[Remember that when it comes to the Air throw, it doesn't scale as well on Counter Hit and Hi Counter hit you, so you should try out WR 4KK or the H+KKK when the combo allows for it]

:[P]: = Half Charge | :[[P]]: = Full Charge | :~: = Ongyoin/Ninpo Transition |

Tested on Kasumi ONLY
  • [Foreplay] - :3::P::P: :5: :P: :5: :6::K: On Crouching Opponent Normal Hit (to acquire the initial stun)
    • [Old] :4::K: :~: Ongyoin :P:
      • [Old] :4::K: :~: Ongyoin :P: :5: :426::H+P: - 97 Damage (Wall Potential)
      • [New] :4::K: :~: Ongyoin :P: :5: :3::3::P::2::K: - 87 Damage
      • [New] :4::K: :~: Ongyoin :P: :5: :3::P::P::P: - 92 Damage (Wall Potential)
      • [New] :4::K: :~: Ongyoin :P: :5: :6::K::P: - 92 Damage (Ground Spike with Wall Potential)
      • [New] :4::K: :~: Ongyoin :P: :5: (slight delay) WR :4::K::P: OR WR :4::K::K: - 91 or 93 Damage (Wall Potential)
      • [New] :4::K: :~: Ongyoin :P: :5: :P::K::K: - 94 Damage (Wall Potential)
      • [New] :4::K: :~: Ongyoin :P: :5: :H+K::K::K: - 95 Damage (Wall Potential)
      • [New] :4::K: :~: Ongyoin :P: :5: :P::P::4::P::K: - 96 Damage (Wall Potential, delay last kick for possible untechable but -3 damage)
    • [Old] :4::K: :~: Ongyoin :P::P:
      • [Old] :4::K: :~: Ongyoin :P::P::[[P]]: - 102 Damage (Wall Potential)
      • [New] :4::K: :~: Ongyoin :P::P: :5: BT :2::K: - 83 Damage (Untechable for +14)
    • [New] :4::K: :~: Ongyoin :K: :5: :3::3::P:(Takeda Special)
      • [New] :4::K: :~: Ongyoin :K: :5: :3::3::P::K: - 94 Damage (Wall Potential) (Takeda Special)
      • [New] :4::K: :~: Ongyoin :K: :5: :3::3::P::4: :5: Ongyoin :2::P+K: - 87 Damage (Untechable for +17 but leaves Ryu backturned) (Takeda Special)
      • [New] :4::K: :~: Ongyoin :K: :5: :3::3::P::4: :5: Ongyoin :6::P+K: - 96 Damage (Wall Potential) (Takeda Special)
    • [Old] :4::K: :~: Ongyoin :K: :5: :8::P:
      • [Old] :4::K: :~: Ongyoin :K: :5: :8::P: :5: :P::P::4::P::K: - 93 or 102 (Pseudo Forced Tech - +20 on hit)
      • [Old] :4::K: :~: Ongyoin :K: :5: :8::P: :5: :6::K::P: - 101 Damage (Ground Spike with Wall Potential)
      • [Old] :4::K: :~: Ongyoin :K: :5: :8::P: :5: :426::H+P: - 106 Damage (Wall Potential)
      • [New] :4::K: :~: Ongyoin :K: :5: :8::P: :5: :3::P+K: 85 Damage (Untechable)
      • [New] :4::K: :~: Ongyoin :K: :5: :8::P: :5: :3::3::P::2::K: - 96 Damage (Takeda Special)
      • [New] :4::K: :~: Ongyoin :K: :5: :8::P: :5: :8::P: :5: :7::K: - 85 or 97 Damage (Pseudo Forced Tech for +9 on hit) (Guaranteed on Kasumi)
      • [New] :4::K: :~: Ongyoin :K: :5: :8::P: :5: :P::P::4::P::6::P: - 101 Damage (Wall Potential)
      • [New] :4::K: :~: Ongyoin :K: :5: :8::P: :5: :3::P::P::P: - 101 Damage (Wall Potential)
      • [New] :4::K: :~: Ongyoin :K: :5: :8::P: :5: :H+K::K::K: - 104 Damage (Wall Potential)
    • [New] :4::K: :~: Ongyoin :K: :5: :6::K:
      • [New] :4::K: :~: Ongyoin :K: :5: :6::K: :5: :6::K::P: - 89 or 99 Damage (Yolo Knees Pseudo Forced Tech for +25 on hit)
      • [New] :4::K: :~: Ongyoin :K: :5: :6::K: :5: :6::K::K: - 99 Damage (Alternative Yolo Knees to just get damage for above combo)
      • [New] :4::K: :~: Ongyoin :K: :5: :6::K: :5: :8::K::K: - 101 Damage (Ground Spike with Wall Potential)
      • [New] :4::K: :~: Ongyoin :K: :5: :6::K: :5: WR :4::K::P: or :4::K::K: - 102 or 104 damage (Just Frame While Rising Ender with Wall Potential, very flashy)
      • [New] :4::K: :~: Ongyoin :K: :5: :6::K: :5: :426::H+P: 108 damage (Wall Potential, and alternative to 8p on lightweights)
      • [New] :4::K: :~: Ongyoin :K: :5: :6::K: :5: :3::P::P::P: 115 Damage [POST CB ONLY] (Wall Potential)
      • [New] :4::K: :~: Ongyoin :K: :5: :6::K: :5: :3::3::P::2::K: - 110 Damage [POST CB ONLY] (Takeda Special)
    • [New] :4::K: :~: Ongyoin :K: :5: WR :4::K:
      • [New] :4::K: :~: Ongyoin :K: :5: WR :4::K: :5: :426::H+P: - 109 Damage (Beautiful. Wall Potential)
    • [New] :4::K: :~: Ongyoin :K: :5: :3::P:
      • [New] :4::K: :~: Ongyoin :K: :5: :3::P: :5: :7::K: - 95 Damage (Wall Potential)
      • [New] :4::K: :~: Ongyoin :K: :5: :3::P: :5: :6::K::P: - 88 or 98 Damage (Pseudo Forced Tech for on hit + 25)
      • [New] :4::K: :~: Ongyoin :K: :5: :3::P: :5: :8::K::K: - 100 Damage (Ground Spike with Wall Potential)
      • [New] :4::K: :~: Ongyoin :K: :5: :3::P: :5: WR :4::K::P: or WR :4::K::K: - 101 or 103 Damage (Flashy. Wall Potential)
      • [New] :4::K: :~: Ongyoin :K: :5: :3::P: :5: :426::H+P: - 107 Damage (Wall Potential)
    • [Extra Unique Combos]
      • [New] :4::K: :~: Ongyoin :K: :5: :236::P: :5: :6::K::P: - 89 or 99 Damage (Pseudo Forced Tech for +25 on hit)
      • [New] :4::K: :~: Ongyoin :K: :5: :6::6::K: :5: :6::6: Or :8::8: or :2::2:- 79 Damage (Unique fake out. Repositions if you need it but if they tech backwards and you use 66, it leaves you at minor disadvantage in their face)
      • [New] :236::P: :5: :6::6::K: :~: Ongyoin :P::P::[P]: - 98+ Damage
      • [New]:236::P: :5: :6::6::K: :~: Ongyoin :P: :5: :426::H+P: - 117 Damage (Just a sudden idea to get the air throw. Not wall friendly)
      • [New] [POST CB ONLY] - :3::P+K: :5: BT :P+K: :5: :8::P: :5: :426::H+P: - 116 Damage (Very VERY hard. Extremely tight timing. Practice this one hard if you're looking for a way to air grab after 3P+K while getting that extra poke in between.
 

EvilJun

Member
Great work Takeda:)

I need help coming up with something consistent on the wall with the Izuna Drop launch. Seems like for now the best thing to do is actually do the full throw

By consistent I guess you mean something that doesnt include 236P? The only ones I can think of right now is:

Normal:

:426::H+P:, delay, :8::P: ,:8::P:,:8::P:, :426::H+P: - 74+5 damage ( you can replace airgrab with :6::K::P: for a +25 force tech but 9 less damage)

High counter:

:426::H+P:, delay, :4::K:, slight delay (only if you catch them at max height) , :P::P::[[P]]: - 110+5 damage
 

TakedaZX

Well-Known Member
Great work Takeda:)



By consistent I guess you mean something that doesnt include 236P? The only ones I can think of right now is:

Normal:

:426::H+P:, delay, :8::P: ,:8::P:,:8::P:, :426::H+P: - 74+5 damage ( you can replace airgrab with :6::K::P: for a +25 force tech but 9 less damage)

High counter:

:426::H+P:, delay, :4::K:, slight delay (only if you catch them at max height) , :P::P::[[P]]: - 110+5 damage
Thanks, There will be more later today. I think I'll do 236P and 8K next along side a 6KK and 6KP on Threshold Break
 

Jaguar360

Well-Known Member
236P has issues at the wall. If done at the fastest see when directly on the wall, it'll whiff.
True. As EvilJun said, doing 8P three times is probably the safest bet. I generally prefer just doing the regular Izuna Otoshi.
 
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