Is there any way to upload a video of these combos at all? Especially the ones with dive kick into 2,1.Hi everyone! First I want to apologize for my future mistake and hope you will understand me.
sonya infinite: dive kick, 2, 1,(F, UF) dive kick 2, 1 ---> repeat (almost impossible for human, so far I can only do it 3 times)
(corner) Jump in punch, F+2, 2, MS, (F, UF) dive kick(cross up) 2, 1, leg grab, D+1, leg grab ex (49% 1 meter)
Here some glitch I've found, they are reset to extend your combo if your opponent doesn't block.
(midscreen) MS F+1 (in the air) cartwheel eg: 1, 1, 4, MS F+1, both hit must touch higher as possible, then cartwheel will pick up the opponent.
(corner) MS F+1 (ground) cartwheel
(corner) 3,1,2, MS (dash cancel) what you want
(midscreen) This one only work with the following combo: B+2, 1, F+2, NJP, dive kick (this one is tricky, you have to hit has a certain height with the NJP then slightly delay the dive kick and it will touch a standing opponent)
I think all of these will only work 1 time lol. but it's always good to knows.
And finally I discovered you can combo after a second kiss. eg: kiss, B+2, 1, F+2, B+2,1, kiss, 4, cartwheel etc.
I might be able to upload some, but really they aren't the most practical things to try and learn. I know I wouldn't hope to pull even 1/2 of the out in an entire match just because you're probably going to drop it and lose the opening.Is there any way to upload a video of these combos at all? Especially the ones with dive kick into 2,1.
Oh my god I just found some intense stuff.
52% midscreen meterless combo!
can you up load a video of this?
This
So, I heard, notations and explanations help Sonya players in the Sonya Kombo thread.That
Okay sorry guys I REALLY wanted to record it rather than just post it, but I probably won't have time. Maybe I can tonight...
Anyway, so far I've added a few things to what everyone's been using:
1. The harder one is that xx Military Stance, , r, Dive Kick works, so obviously this is an infinite. The timing is pretty hard though.
2. The easier one and IMO SUPER useful one is that + out of Military Stance (The two hit low dash punch) is actually special cancelable at the end. The only two things that connect afterwards in a juggle are Leg Grab and X Ray. My combo was:
(Dive Kick > ) xx Military Stance, , r, Dive Kick > xx Cartwheel > Dash > + + > xx Military Stance, + followup xx Leg Grab (or X-Ray!).
52%, but the stance cancel to dive kick is HARD.
Ideally you can change the part of the start with parentheses around it into (Jump Punch, + ) and it becomes WAY easier, but deals 48%
These are reasonable as punishers but not for too much else, but adding the dash punches into leg throw has made my BnB a lot better. So far it's:
xx Cartwheel > Dash > + + > xx Military Stance, + followup xx Leg Grab.
35% without any combo starter. I think it's 40 or 41% with a dive kick starter.
Thanks, Chef!Okay sorry guys I REALLY wanted to record it rather than just post it, but I probably won't have time. Maybe I can tonight...
Anyway, so far I've added a few things to what everyone's been using:
1. The harder one is that xx Military Stance, , r, Dive Kick works, so obviously this is an infinite. The timing is pretty hard though.
2. The easier one and IMO SUPER useful one is that + out of Military Stance (The two hit low dash punch) is actually special cancelable at the end. The only two things that connect afterwards in a juggle are Leg Grab and X Ray. My combo was:
(Dive Kick > ) xx Military Stance, , r, Dive Kick > xx Cartwheel > Dash > + + > xx Military Stance, + followup xx Leg Grab (or X-Ray!).
52%, but the stance cancel to dive kick is HARD.
Ideally you can change the part of the start with parentheses around it into (Jump Punch, + ) and it becomes WAY easier, but deals 48%
These are reasonable as punishers but not for too much else, but adding the dash punches into leg throw has made my BnB a lot better. So far it's:
xx Cartwheel > Dash > + + > xx Military Stance, + followup xx Leg Grab.
35% without any combo starter. I think it's 40 or 41% with a dive kick starter.
Haha, ok, i thought all i did was explain Ok. Jump d4,2,1,cartwheel,dash,b2,1,f2,1,dash,1,1,2 for 38% reset combo. change the last part from 1,dash,1,1,2 to 1,1,cartwheel for same damage but knockdown with good positioning for oki.So, I heard, notations and explanations help Sonya players in the Sonya Kombo thread.
'Just sayin, bro. /heart
Oh, and someone needs to make a chart defining which combo parts are reset-able from Kiss and 1,1,2 and from where for the people like me that have a mental problem when it comes to Sonya.
Also, since it says tactics in OP's line too: ending combos (or anything close) and baiting wake-ups with mil. stance is a great conditioning/yomi tool.
I like the easy, respond with a combo, 1/2 low knock downs (sweep/mil.sweep/mil.f+1,1, etc.) and popping mil. as they get up, dropping the overhead tackle. I know losing that many mix-ups in a row would make me rage quit the match.
Also, the lunging strings from mil. combined with advance guard are, from my experience, the best way to offensively approach against defensive char's (Easymac, Smoke, Noob, etc.)
If you start with (Jump Punch) + xx Military Stance it's actually really easy and very hit confirmable. Of course if they block it you can go into the overhead fp+) or low r+) mixup or even just dashforward and pressure some more (even though this is approaching her block infinite =[ )There's the elitist part of me that thinks, "Well, if you're good you'll pull these out!" (I played Akira in VF competitively for a long time.) However, the dive kick link is to the level of difficult ambiguity that, even given the blatant chance, it ain't worth the hassle.
u use ps3 so:I've got a decent juggle combo I figured out, but I have no idea how to use the proper notation in this forum (e.g. the picture for directions and FP/BP/FK/BK)
Very nice.Okay sorry guys I REALLY wanted to record it rather than just post it, but I probably won't have time. Maybe I can tonight...
Anyway, so far I've added a few things to what everyone's been using:
1. The harder one is that xx Military Stance, , r, Dive Kick works, so obviously this is an infinite. The timing is pretty hard though.
2. The easier one and IMO SUPER useful one is that + out of Military Stance (The two hit low dash punch) is actually special cancelable at the end. The only two things that connect afterwards in a juggle are Leg Grab and X Ray. My combo was:
(Dive Kick > ) xx Military Stance, , r, Dive Kick > xx Cartwheel > Dash > + + > xx Military Stance, + followup xx Leg Grab (or X-Ray!).
52%, but the stance cancel to dive kick is HARD.
Ideally you can change the part of the start with parentheses around it into (Jump Punch, + ) and it becomes WAY easier, but deals 48%
These are reasonable as punishers but not for too much else, but adding the dash punches into leg throw has made my BnB a lot better. So far it's:
xx Cartwheel > Dash > + + > xx Military Stance, + followup xx Leg Grab.
35% without any combo starter. I think it's 40 or 41% with a dive kick starter.