Alpha-152 Combo Thread

Nightpup

Well-Known Member
Here are the best CB combos I've found for each weight class.

Alphaweight:
:3::3::K::K: FLT:K:, :K::K::7::K:

Lightweight:
:3::3::K::K: FLT:K:, :7::K:

Midweight:
:8::K:, :K::K::K::K::7::K:

Heavyweight:
:8::K::K::K::K:
 

Darth Lotonic X

Active Member
"No Timing" Power Launcher combos from my guide.

For information about the format of these combos go here

Unless specified otherwise, assume the next input after a stance transition is in that stance.

No Wall:
Alpha: (:4::h:) :3::3::K::K:, :K:, :K::K::7::K: (125)
Light/Middle: (:4::h:) :3::3::K::K:, :P:, :7::K:116)
Heavy: (:4::h:) :8::K::K:, :K::K::K::K::7::K: (113)

Wall: Required
Everyone: (:4::h:) :8::K:, :P::K::K::K::K::7::K: (111)
 
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Nightpup

Well-Known Member
Still my favorite setup in the whole game

ppppk,3k,3k
Hey, I invented that. People claim I'm hacking when I hit them with what looks like the same kick 3 times in a row without them falling out of stun, lol.
 

synce

Well-Known Member
fa (6p8k4pk)(4pk7k),,pppppp,,4pk,,kkkk7k
fl (9k3pppppp)(9kpppppp),,4pk7k,,pppppp,,at
hplw ppkk,3h+k,kkkk7k
 
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deathofaninja

Well-Known Member
Premium Donor
News Team
So can we pretty much say that PP2KKK is a useless move, and a useless launcher?

After the last stun before the launcher the opponent can either take the stun and just drop to the floor to get a free wakeup, or perform the counter.

I miss Vanilla Alpha so much.
 

Intelligent Alpha

Well-Known Member
I have a few:

Note: I will use the number system called out in 2D fighting games (it's the same though)

Here are my settings (360):

:h: is 1 (X)
:P: ia 2 (Y)
:H+P: is 3 (A)
:K: is 4 (B)

:H+K: = 14 (1, 4 at the same time) This is mapped to LT
:P+K: = 24; mapped to RT

The bumpers are for tag switching - :H+P+K:

Taunt Button doesn't exist. I also make use of the Dpad and occasional switch between both (usually for dash/run/diagonal inputs) I also may combine numbers (I'm doing these on Tina)

"Fan" enders (Combos 1-6) (:4::K::6::K: or 46 )

Combo 1: :H+K::H+K::P: (:P::P: ) :4::K::6::K: (14, 14, 2 (22) 46 (based on the directional input)

Combo 2: :H+K::H+K::6::P: (you can replace :6: with :4:, :1:, or :3: or normal :P: ) any CB (:3::K:, :6::P+K:, :6::6::P: ) :4::K::6::K: (14, 14, 2, 46)

Combo 3: :6::K::P: (delay the :P: ) :6::K::P: (Any CB; I'd recommend :6::6::P: as that's a high which most just block fme!) :4::K::6::K:

Combo 4: :H+K::H+K::6::P::9::P::4::K::6::K: (CBs can be included, but Fan ends it!)

Combo 5: (Slightly different from Combo 1) :H+K::H+K::P: (:P::P: ) Any CB, but if :6::6::P:, :~: FLT, then end with :4::K::6::K: (However, pay attention to the falling opponent. You wanna try for all four kicks, but you'll get in at least two)

Combo 6: (In wake up state and on connect) - Fan (after :H+K: if you think opponent will run towards you)

Combo 7: Any variant of Combo 1 or 5, but end it with 42 (:6::K::P: ) This gives you crazy space as it sends your opponent flying to the other end of the screen. (IOW, you're essentially doing two CBs: a real one, and pseudo one - :6::P+K:, then :6::K::P:, for example)

Combo 8: The usual starter, but end it with :8::H+P: can be done on opponents who hold low to avoid it

Combo 9: :2::H+K: :8::H+P: (make sure you delay the low kicks if you do more than one) This is done due to opponents who guess any kind of mid after a low (most if not everyone does!) Timing is very crucial as you have execute :8::H+P: as your opponent rises (if you think they won't guess low again or simply duck! (IOW, bait, :8::H+P: with :2::H+K: )

Combo 9, but with the :2::H+P:, :3::H+P: variants (Again, pay attention to where the holds happen - aka Throw Punishment)

Combo 10: A very simple - :8::H+K::2::H+K: (The "High/Low" game!)

EDIT: :3_:(:K::P::K::P:) Any math people thinking this is distribution - hahaha, but it is actually! It means your thumb (I recommend the Dpad) never releases :3: (:1:) (or if you can't get the diagonal,or too much thumb girth, :2_: + :6_: or :2_: + :4_: ) The combo would be: :3_::K::3_::P::3_::K::3_::P:

EDIT 2: Any or all her CBs to get a CB:

:3::K::6::P+K::3::K::6::P+K:
:3::K::6::P+K::3_:(:K::+::K:)
:3::K::6::P+K::3::K::6::6::P:

EDIT 3: :3_:(:K::P::K::P:) :8_::H+P: (Mirror Throw Combo)

I'll come up with more soon!
 
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Nightpup

Well-Known Member
Could've extended it by letting P4's KKK get to the last hit before switching, and finishing with 8KKKK, which probably could've been switched off into P4's 6PK.
 

synce

Well-Known Member
Yeah I have higher damage options, what I like about that combo is how they mirror each other's moves.
 

Nuke-Nin

Well-Known Member
CB on 4th hit
:6::K::K::6::P::3::K:(or :6::P+K: )

BTW her :6::6::P: CB appears completely useless

Also I think the game is glitched, because the :P: after cancelling :4::K: strings into FLOAT will never connect

Right now for juggling I'm using either :8::K::K::K::K: (high damage) or :P::P::K::K: (knock back)

I would say some of her best moves are:
:214::426::F+P: (amazing range, crushes high, high damage)
:6::K::P: (guard breaks, crushes low, sets up the OH listed above if opponent is blocking)
:7::K: (faster than her mid P lol, good priority)
:3::K: (good range, looks high but hits mid)
:3::F+K: (durr)
and nao, how good are these moves lol
 

Intelligent Alpha

Well-Known Member
@synce: 66P isn't useless! The raw version is, (6KP is a much better KB option). However, when applied to the end of a setup:

:H+K::K::P::P::P::6::6::P:
:3::K::6::P+K::3::K::6::6::P:

Without reaching TH (shorten the middle portion of the first setup), you can manage a lvl 2 critical, but the window is shortened to execute shenanigans; meaning, you won't get all of it!

:6::6::P: (much like :6::K::P: ) goes high (which most don't catch - expecting the two mids (:6::P+K: and/or :3::K:). A friend I play uses :6::6::P: very often in his setups. One can even use her other mid bursts to get a critical blast, then use the high one for some unreal KB!
 

Nightpup

Well-Known Member
@synce: 66P isn't useless! The raw version is, (6KP is a much better KB option). However, when applied to the end of a setup:

:H+K::K::P::P::P::6::6::P:
:3::K::6::P+K::3::K::6::6::P:

Without reaching TH (shorten the middle portion of the first setup), you can manage a lvl 2 critical, but the window is shortened to execute shenanigans; meaning, you won't get all of it!

:6::6::P: (much like :6::K::P: ) goes high (which most don't catch - expecting the two mids (:6::P+K: and/or :3::K:). A friend I play uses :6::6::P: very often in his setups. One can even use her other mid bursts to get a critical blast, then use the high one for some unreal KB!
That post of synce's was made a long time ago, during Vanilla DOA5.
 

synce

Well-Known Member
Haha yeah just how many versions of 66P have there been so far... At one point it was crap, then it was really good, now it's just OK (I think? haven't used her in a while)
 

Nightpup

Well-Known Member
Haha yeah just how many versions of 66P have there been so far... At one point it was crap, then it was really good, now it's just OK (I think? haven't used her in a while)
It went from being +8 at one point, to being +3, to being -something now. So it actually was the other way around. It was amazing at one point, then went to being OK, now it's crap.
 

Intelligent Alpha

Well-Known Member
haha! I figured it was, but made the reply anyway. Yeah, she certainly has changed alot - not necessarily for the better either.

Anywho, I just figured out how to :~:! Woot!

:H+K::K::~: ... since it's a BnB starter, oh the options! Carry on!
 

Nuke-Nin

Well-Known Member
If you ever get the opponent BT, this string is guaranteed 100%. There is NOTHING they can do about it:

:6::P:(free cancel):4::K::K::K:(free cancel):8::K::K::K::K:
can you give an example? her parries are shit online considering the only thing i get is 2141236T
 
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