I've confirmed that it's not a full stun bar. Pretty close though.Tsubasa wrote:I had this one QS combo done to me a couple times today. I wasn't paying the most attention, but it seems to deplete most, if not all of a stun bar.
Characters: Shen, Adelheid
Skill/Stock: 1/0
(Shen) j.C> s.C> f+B>+A> (QS Adel) > j.D > s.C > b+B (2 hits) >
+D
I think that was it. That stun was pretty mean. And with zero stock.
Quick Shift Combos Thread
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A few gato Leader combosAcidicEnema wrote:From the Griffon/Clark/Maxima player who always beats my ass down:
1 skill, 1 stock, 75% dmg, No SS after Griffon's+D
(Griffon) jump D> stand D>+D>
*2+K (2 hits)> QS Maxima>
+C>
+K
Not sure if a corner is required. Hurts like a bitch.
Griffon) jump D> stand D>




Kyo > jump B, stand C,





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Kyo -> Malin Leader, 1 skill stock, 2 power stocks
corner, do his usual hop B, std C,
+ D, D,
+ A,
+ P, quick shift to Malin to OTG them with the hammer.
Does about 60%. Anyone know if you can do
+ A,
+ A,
+ P instead for a small bit of extra damage?
I'm looking for more hard knockdown untechable setups like these (very much like the Ralf -> Malin combo). I tried doing K's f + A after his
+ A, f + D, but it doesn't seem to juggle anymore.
Talk about nerfed. :disapprove:
corner, do his usual hop B, std C,



Does about 60%. Anyone know if you can do



I'm looking for more hard knockdown untechable setups like these (very much like the Ralf -> Malin combo). I tried doing K's f + A after his

Talk about nerfed. :disapprove:
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This one is for the console version.
EX Kyo/Tizoc/Benimaru
Skill:2
Power:0
Benimaru jump D, C, f+B,
+D (5 hits) QS to EX Kyo with D, stand C, f+B (2-hits),
+C,
+C, QS to Tizoc with D, stand D,
+D STUN
When opponent is stunned, do whichever combo you desire.
Another combo with those three in the corner:
Skill:2
Power:3
EX Kyo jump D, C, f+B (2-hit),
+C,
+C QS to Tizoc with D, stand D,
+D,
,qcf+K (2-hit) QS to Benimaru with
+A, stand
+A, stand D,
,qcf+E
Takes a good 90% of life bar.
Also a 100% combo with Athena, Hotaru and EX Kyo (may not be 100% for some characters with high defense):
Skill: 2
Power: 3
Hotaru jump D, C,
+C (3-hits) QS to EX Kyo with D, C, f+B (2-hits),
+C,
+C,
+A,
+B,
+C,
+C (1-hit), QS to Athena with air
,qcf+E
When QS to Athena, make sure only the wing's tips hit the opponent; otherwise the move will lift the opponent too high and the end might miss.
You can also do this combo by substituting Athena for Mai, and doing the same motions. It won't do 100% but close.
[edit: A difficult combo I just did with those same three. It's a full stun combo.
EX Kyo jump D, C, f+B (2-hit),
+C,
+C, QS to Hotaru with D, stand C, f+B, d,d+B (stance will not hit), quickly C, QS to Mai with D, stand C, then:
+B (2-hits)
or
+B (1-hit),
+D STUN
or
f+B, air
+C STUN]
EX Kyo/Tizoc/Benimaru
Skill:2
Power:0
Benimaru jump D, C, f+B,




When opponent is stunned, do whichever combo you desire.
Another combo with those three in the corner:
Skill:2
Power:3
EX Kyo jump D, C, f+B (2-hit),







Takes a good 90% of life bar.
Also a 100% combo with Athena, Hotaru and EX Kyo (may not be 100% for some characters with high defense):
Skill: 2
Power: 3
Hotaru jump D, C,








When QS to Athena, make sure only the wing's tips hit the opponent; otherwise the move will lift the opponent too high and the end might miss.
You can also do this combo by substituting Athena for Mai, and doing the same motions. It won't do 100% but close.
[edit: A difficult combo I just did with those same three. It's a full stun combo.
EX Kyo jump D, C, f+B (2-hit),



or


or
f+B, air

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Also for console.
If you are feeling like trying an insanely challenging Hotaru QS combo, try this next one.
Characters: Hotaru, Mai, EX Kyo (anyone can be leader)
Skill: 2 stocks
Power: 3 stocks
Hotaru jump in D, stand C, f+B, d,d+A (stance will not hit), quickly A, C, QS to EX Kyo with D, stand C, f+B (2-hit),
+C,
+C, QS to Mai with D, stand C,
+B STUN
Mind you, most will stun before the
+B. Getting the Hotaru part to work and QSing successfully is the hard part. Good luck.
If you are feeling like trying an insanely challenging Hotaru QS combo, try this next one.
Characters: Hotaru, Mai, EX Kyo (anyone can be leader)
Skill: 2 stocks
Power: 3 stocks
Hotaru jump in D, stand C, f+B, d,d+A (stance will not hit), quickly A, C, QS to EX Kyo with D, stand C, f+B (2-hit),



Mind you, most will stun before the

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Gai/Silber: 2 Skill
(Gai)close D, f+D, f, f, QS(Silber)j.D, close C, f+A, QS(Gai)j.D, close D, f+D, f, b, uf. Full stun punisher that does 80% damage on Gai/Silber/Maxima/Griffon (Highest health and stunbar.)
The last close D will stun the low stun bar guys, close D, qcb+E, b+C for max damage output on average characters.
(Gai)j.D, close D, f+D, qcb+E, b+C->Rush(QS before last hit)(Silber)j.D, close C, f+A, Rush(QS on 2nd hit)(Gai)j.D, close D, f+D, qcb+E, b+C->Rush(Up-ender) kills some of the cast.
(Gai)close D, f+D, f, f, QS(Silber)j.D, close C, f+A, QS(Gai)j.D, close D, f+D, f, b, uf. Full stun punisher that does 80% damage on Gai/Silber/Maxima/Griffon (Highest health and stunbar.)
The last close D will stun the low stun bar guys, close D, qcb+E, b+C for max damage output on average characters.
(Gai)j.D, close D, f+D, qcb+E, b+C->Rush(QS before last hit)(Silber)j.D, close C, f+A, Rush(QS on 2nd hit)(Gai)j.D, close D, f+D, qcb+E, b+C->Rush(Up-ender) kills some of the cast.
Is it worth trying QS from ranbuu-style supers?
I was fiddeling around with that. QS out of those feels strange but what about the possible damage when the ranbuu is QSed?? Worth it?
Examples please if so.
Btw: I tried out (almost) all the ranbuu-style supers in the game and obviously they all do the exact same basic damage. Just in case you were wondering.
I'm only playing XI for a week now so have mercy on me. In general:
What jump-in move for the character tagged in is best? Is it normally best to do their most commonly (best) ji.-Normal? Or does that not apply to QS-In?
Example: Somebody sets up the opponent and tags in Kyo.
Normally as we all know his best ji.-Normal is the j.B. So would the tagged in Kyo use j.B or would he maybe use j.D??
Are there any rules to this?
--Blast
I was fiddeling around with that. QS out of those feels strange but what about the possible damage when the ranbuu is QSed?? Worth it?
Examples please if so.
Btw: I tried out (almost) all the ranbuu-style supers in the game and obviously they all do the exact same basic damage. Just in case you were wondering.
I'm only playing XI for a week now so have mercy on me. In general:
What jump-in move for the character tagged in is best? Is it normally best to do their most commonly (best) ji.-Normal? Or does that not apply to QS-In?
Example: Somebody sets up the opponent and tags in Kyo.
Normally as we all know his best ji.-Normal is the j.B. So would the tagged in Kyo use j.B or would he maybe use j.D??
Are there any rules to this?
--Blast
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i find that QSing from ranbus scales your combos quite a bit, but i suppose it's a good opportunity to tag a dying character out and put in a fresh one
on the other hand, i found out that tagging DL in with a jump C/D, stand C, LDM into combo scales really well. Tagging in from a malin stand c,
b,
b will actually kill the opponent
on the other hand, i found out that tagging DL in with a jump C/D, stand C, LDM into combo scales really well. Tagging in from a malin stand c,


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Well, about the QSing from Ranbus...
Some ranbus don't really offer you a time frame as is, and will instead force you to:
a) QS on the first/second hit
b) QS right before the final attacks
I would only recommend QSing from ranbus IF and only if, the following combo is long enough, and if you're NOT doing any DMs or LDMs to finish. Ranbus scale badly, but the ammount of hits make up for it. HOWEVER, using (L)DMs at the end will be almost a waste of stock.
Think about it this way. During King's Illusion Dance DM, you can QS in on the 8th hit. Say that you QS Ryo in and do an incoming D, a stand C and his LDM,
,qcf+E.
According to a formula used for 3-hit combos and up, the damage from:
1) the incoming C (9th hit) = (100-(25+9*5/2))/100 = 52.5% damage
2) the stand C (10th hit) = (100-(25+10*5/2))/100 = 50% damage
3) the LDM (11th hit) = (100-(25+11*5/2))/100 = 47.5% damage
While if you were to try just having King do jump D, stand D (2-hits),
+D and QS to Ryo, the damage from:
1) the incoming C (5th hit) = (100-(25+5*5/2))/100 = 62.5% damage
2) the stand C (6th hit) = (100-(25+6*5/2))/100 = 60% damage
3) the LDM (7th hit) = (100-(25+7*5/2))/100 = 57.5% damage
There's another peculiarity about ranbus I noticed today. When dream cancelling, you have to pick a SPECIFIC moment in which the scaling works in such a way the damage for the DC reaches a maximum. For example, DCing from King's
+B XX
,hcb+B XX
,qcf+E works best if there's a specific amount of hits from each move instead of waiting until the last second...
Some ranbus don't really offer you a time frame as is, and will instead force you to:
a) QS on the first/second hit
b) QS right before the final attacks
I would only recommend QSing from ranbus IF and only if, the following combo is long enough, and if you're NOT doing any DMs or LDMs to finish. Ranbus scale badly, but the ammount of hits make up for it. HOWEVER, using (L)DMs at the end will be almost a waste of stock.
Think about it this way. During King's Illusion Dance DM, you can QS in on the 8th hit. Say that you QS Ryo in and do an incoming D, a stand C and his LDM,

According to a formula used for 3-hit combos and up, the damage from:
1) the incoming C (9th hit) = (100-(25+9*5/2))/100 = 52.5% damage
2) the stand C (10th hit) = (100-(25+10*5/2))/100 = 50% damage
3) the LDM (11th hit) = (100-(25+11*5/2))/100 = 47.5% damage
While if you were to try just having King do jump D, stand D (2-hits),

1) the incoming C (5th hit) = (100-(25+5*5/2))/100 = 62.5% damage
2) the stand C (6th hit) = (100-(25+6*5/2))/100 = 60% damage
3) the LDM (7th hit) = (100-(25+7*5/2))/100 = 57.5% damage
There's another peculiarity about ranbus I noticed today. When dream cancelling, you have to pick a SPECIFIC moment in which the scaling works in such a way the damage for the DC reaches a maximum. For example, DCing from King's



Hey man great! Thanks for the info, alexis.
Might I ask where you got all these formula and information about optimal scaling from? You didn't try these out solely by yourself, did you?
So I guess shifting from ranbuus is not only relatively tricky but also not worth it.
As for the DCing I'd REALLY appreciate more infos. Maybe you could fill in infos for the specific characters even? I mean where neccessary. As for ex. Kyo only DCs from a one hit move there would be no need to discuss any further but maybe some infos for the other DCs?
Thanks.
--Blast
Might I ask where you got all these formula and information about optimal scaling from? You didn't try these out solely by yourself, did you?
So I guess shifting from ranbuus is not only relatively tricky but also not worth it.
As for the DCing I'd REALLY appreciate more infos. Maybe you could fill in infos for the specific characters even? I mean where neccessary. As for ex. Kyo only DCs from a one hit move there would be no need to discuss any further but maybe some infos for the other DCs?
Thanks.
--Blast