Post by AREZ God of War on May 31, 2011 13:57:07 GMT -5
1.) HK,LP....(step forward), aaHP/LP, Spear, HK, D+LP,D+HP, JK/Air Throw
2.) (jumping punch-starter) j.HP,HK,LP,...(step forward), aaHP/LP, Spear, HK, D+LP,D+HP, JK/Air Throw
3.) Spear, HK,LP...(step forward), aaHP/LP, Spear, HK, D+LP,D+HP, JK/Air Throw
4.) HK,LP, deep JK, Spear, HK, D+LP,D+HP, JK/Air Throw
5.) HK,LP, (step backwards), Teleport, aaHP/LP, Spear, HK, D+LP,D+HP, JK/Air Throw
6.) HK,LP, JK/Teleport, Spear, HK,D+LP,D+HP, JK/Air Throw
7.) HK,LP, JK/Teleport, Spear HK,D+LP,D+HP (run-burst), aaHP, JK/Air Throw
8.) (corner) any launcher into corner....JK, aaRH, (run-burst) LK/HK
9.) (corner, too close to launch) Spear, HK,LP, ...(step forward), aaHP/LP, Spear, HP,HP,HK,B+HK *** use this only when your combo will be cut-short by corner push-back
10.) (corner, on Sheeva ONLY) HP,HP,U+LP, Spear, HP,HP,HK,B+HK ** can be done w/ a j.HP-starter *** Scorpion can do this combo as well.
11.) (back to the corner, opponent in air) aaHP,HP, JK/Teleport, Spear, HK,D+LP,D+HP, JK, aaRH, (run-burst) LK/HK
12.) (punisher) aaHP,HP, Spear, HK,D+LP,D+HP, JK/Air Throw
13.) (punisher) aaHP, JK/Teleport, Spear, HK,D+LP,D+HP, JK/Air Throw (or run-burst aaHP, JK/Air throw)
14.) (punisher) aaRH, Teleport, aaHP/LP, Spear, HK,D+LP,D+HP,..aaHP, JK/Air Throw
15.) (punisher) aaHP,HP, JK/Teleport, Spear, HK,D+LP, D+HP...(runburst) aaHP,HP, JK
NOTE: the "aaRH, (run-burst) LK/HK" in combo #8 and #11 can be substituted w/ a s.HK instead, considering the fact that a RH will not always connect due to aerial placement. HK is usually almost guaranteed, but damage is considerably less.
2.) (jumping punch-starter) j.HP,HK,LP,...(step forward), aaHP/LP, Spear, HK, D+LP,D+HP, JK/Air Throw
3.) Spear, HK,LP...(step forward), aaHP/LP, Spear, HK, D+LP,D+HP, JK/Air Throw
4.) HK,LP, deep JK, Spear, HK, D+LP,D+HP, JK/Air Throw
5.) HK,LP, (step backwards), Teleport, aaHP/LP, Spear, HK, D+LP,D+HP, JK/Air Throw
6.) HK,LP, JK/Teleport, Spear, HK,D+LP,D+HP, JK/Air Throw
7.) HK,LP, JK/Teleport, Spear HK,D+LP,D+HP (run-burst), aaHP, JK/Air Throw
8.) (corner) any launcher into corner....JK, aaRH, (run-burst) LK/HK
9.) (corner, too close to launch) Spear, HK,LP, ...(step forward), aaHP/LP, Spear, HP,HP,HK,B+HK *** use this only when your combo will be cut-short by corner push-back
10.) (corner, on Sheeva ONLY) HP,HP,U+LP, Spear, HP,HP,HK,B+HK ** can be done w/ a j.HP-starter *** Scorpion can do this combo as well.
11.) (back to the corner, opponent in air) aaHP,HP, JK/Teleport, Spear, HK,D+LP,D+HP, JK, aaRH, (run-burst) LK/HK
12.) (punisher) aaHP,HP, Spear, HK,D+LP,D+HP, JK/Air Throw
13.) (punisher) aaHP, JK/Teleport, Spear, HK,D+LP,D+HP, JK/Air Throw (or run-burst aaHP, JK/Air throw)
14.) (punisher) aaRH, Teleport, aaHP/LP, Spear, HK,D+LP,D+HP,..aaHP, JK/Air Throw
15.) (punisher) aaHP,HP, JK/Teleport, Spear, HK,D+LP, D+HP...(runburst) aaHP,HP, JK
NOTE: the "aaRH, (run-burst) LK/HK" in combo #8 and #11 can be substituted w/ a s.HK instead, considering the fact that a RH will not always connect due to aerial placement. HK is usually almost guaranteed, but damage is considerably less.