EyeLovePumpkins
Member
Yes, and still launches higher, but still not enough to pull off even next to the wall surprisingly.Have you tried into > ?
Yes, and still launches higher, but still not enough to pull off even next to the wall surprisingly.Have you tried into > ?
Woah!! 7K after a Dragon Gunner!? I'm so used to doing 6H+K. Well I'm definitely going to try that out after I finish working.Interesting combo from Jann Lee's dragon gunner that I didn't think 7k was ever possible after dragon gunner.
, , , , , :, =142 dmg
, , , , , :, = 140 dmg
Now here are some other combos that are guaranteed after the 4h+k(since it puts them in bt afterwards and they can't slow escape it or hold it). Everything in these are guaranteed except for the 4h+k
, , , , , =110 dmg
, , ,, , =106 dmg
Also Nereus there is no string for Jann. There is and but not
Woah!! 7K after a Dragon Gunner!? I'm so used to doing 6H+K. Well I'm definitely going to try that out after I finish working.
Doesn't 7K only work in the corner though...I have to real ...I don't see a reason to use 7K midscreen over 6F+K, but I might be missing something
Nice slope combo! I didn't know about this, thanks for sharing.So i don´t know why nobody has posted combos from slopes so i guess i should lol.
Up to heavy weight:
CB/LV3 Stun, 33P PP6P 4PPP (dmg depends on the combo before launcher)
Also important to notice that this combo is possible at "infinite walls" so in these stages: Scramble, Sakura, Fuel, Home and Zack´s island.
As for super heavys you get the classic PP6P PPP6P.
Also as an extra, combos from 4KKP:
Back in U the most damaging followup was 246P, as of LR and of P+K and 236P´s increase in CH window, both are now the best option, however at the wall 246P becomes the best option once again.
Nice slope combo! I didn't know about this, thanks for sharing.
About the 4KKP, I still use 236P or P+K as follow-up because (2)46P is pretty tricky to pull off quickly imo. But good find nonetheless!
Also, since I'm on this topic, I thought I'd share one combo that is not mentioned in the thread yet:
(Lightweights) CH > > > > > Dragon Stance >
9K launches the opponent very high after the H+K sit-down - the opponent is also in Critical Stun LV 3 state. However, this combo might not work due to range issues. If the opponent slow escapes very quickly, it will create more distance between H+K and 9K, thus leading 9K to whiff on some occasions.
UPDATE: Here's a no-timing Danger Zone combo which looks pretty cool and is easy to land. Credit goes to @Crazy_Chin_Guy for the find, since I saw him doing it on Gehaktbal's last stream:
(Opponent lands on blue tiles after falling off the stage) (whiff) > (x3) >
Nice, very nice indeed. Actually, the combo I mentioned was a Danger Zone Combo, but whatever.Good stuff man.
While we´re in the subject of , if the opponent doesn´t SE also works, it gives an insane height so high you can´t actually follow up with against light weights!! LOL, its good against mid and heaby weights tho as it gives p respectively.
As for no timing PLs, here´s another one.
Normal PL, SS, p, easy, damaging and sick looking lol, a second variation would be 2 then p:
Nice, very nice indeed. Actually, the combo I mentioned was a Danger Zone Combo, but whatever.
Also, on which weights classes do the combos you mentioned work?
I usually do this PL combo by the way, works up until middleweights:
(Middleweights) :[[p+k]]: (PL) > SS > > > Dragon Stance >
Lol.works on mid weights, and works on heavies.
Yes, that is his most damaging PL combo, the others are just if you want to mix it up once in a while , also there is nothing more sick than finishing a round with PL followed by Dragon Kick LOL.
Cool! I'll have a look at your channel tomorrow, since I have to go to bed now.That´s awesome lol, that explosion brings back a lot of memories (DOA1 being my favorite lol).
I have a couple on my channel as well its soooooo sick looking lol.