I did one but haven't recorded it. It's not exactly a death combo but it "can" be if I get the wall sideway splat to make it. Recovery is set to ON as well and it's on NH. On CH or above, the opponent will likely die around mid way PL combo at the bottom mine blast..in that sense. It's a both.
Pictured Mind, life almost doesn't exist on danger zone. It can disappear really really quickly xD. Hazard & DB, I haven't found a true death combo yet. The most damage I've gotten I believe was 250ish where I used H+KP+K. After a critical burst, knee x3, P, H+KP+K, P, knee, 2P, 2_46P ---> knock down into second floor with big explosion---> knee x3, 3H+KP466P+K.
If you get the wall side splat+PL combo that ends with the 6KP into the palm he can amass 301. The issue is getting that side wall splat because the mistake I usually get is the instant wall splat.
Interesting. And Hazard, I think he means this: After CB, knee x2, P x2, 6KP, 4653P (instant double palm) I never could get that double palm to come out like that during a combo. I've seen a lot of Japanese players use it as their main CB juggles against light weights.
Back. I'll record it tonight if you want the entire string and the beginning as well. What I do know is that if you get it on CH, you don't need the wallsplat nor specific angle as long as you knock them out of the green field into the untechable mineblast that launches them straight up. And what samuraihachi said (If you do it on NH) after the sidewallsplat.
I personally not a big fan of that particular damage setup input since the damage scaling is only a few measly points. Judging from the situation..it just seems to be a easier input for them and the game was generous that it has more priority damage.
Normally for "death" combos. You try to see if you can get it on NH first and that it's not purely situation. NH would be the base because it can determine how silly the stage would be and it's just overall more points given. Unlike Hotzone where "death" combos do not technically exist there because after the sandbags they are given time to make a move and PL is too slow to guaranteed anything.
The string I wanted to put up is a NH angled instant KO. (Hopefully I can get it down because it took me like 30 tries just to get that specific sideways wallsplat right out of the green field.) But we can definitely find different setups for instant KOs if this was on CH without the need of a wall.
I would appreciate the recording if you would.
And as what you were saying about how you try to see if you can get the death combo on NH first, I see it as the only way it could really be considered a true death combo. CH should just be looked at as a reward, not a requirement.
And I also understand that after a CB, the entire combo should be guaranteed, unlike in Hotzone, like you said, where they have enough time for whatever. Then again, basically everything in DZ is guaranteed if they don't tech the first time XD
1st post - Exactly you got it. I'll try to record it once I get back from work. Chances are that it will likely take a much needed time because of trying to get that angled wall.
2nd post - Indeed. But knowing people, they would instantly tech no matter what. I would be shocked if they don't tech from regular knock downs..who knows..it could be a trick to where you think they would tech and you go "H-He didn't tech!? shit I dropped free damage!..touche opponent...touche."
Awesome, I'll be looking forward to the recording man. And yeah I'm sure most people would be smart enough to tech on danger zone, which is why I've only looked for un-techable combos. Unless you're fighting against people who just love to do WU kicks or isn't familiar with DZ, but thats a different topic.