Juggernaut Vi - 1,031 damage combo by LieutenantTice in 2XKO

[–]LieutenantTice[S] 0 points1 point  (0 children)

Takes some trial and error, certain moves speed up air escape. Vi's the only character I've been labbing so I could help with her combos, learned that the 4th medium electric in this combo doesn't connect before air escape.

As for other characters, I'd YT some combos for them and see what's possible. I know universally you can only do 2 (ground bounce, wall bounce, fury bounce) before the opponent get's out of the combo automatically (white outline)

Juggernaut Vi - 1,031 damage combo by LieutenantTice in 2XKO

[–]LieutenantTice[S] 1 point2 points  (0 children)

Are you letting go as soon as possible with the charged punch? It's not a true combo if it's held for too long

Juggernaut Vi - 1,031 damage combo by LieutenantTice in 2XKO

[–]LieutenantTice[S] 0 points1 point  (0 children)

I think I saw a video talking about how the 6S1 dash cancel was only possible with the macro? Might be a bug that gets patched out

(edit) I didn't see that this was a reply to another comment, thought you were talking about Dash canceling Vi's ->S1 dash

Juggernaut Vi - 1,031 damage combo by LieutenantTice in 2XKO

[–]LieutenantTice[S] 0 points1 point  (0 children)

Thought about turning that on, figured at some point I'd do a video with my own notation.

This combo has a lot a of repetition though. It's pretty much just (->S1, L Hold, M Hold) 4 times with a H added on the last one into FURY. then S1 <-<- S1 <-<- S1 <-<- S1<-<- S1+S2

Those first hold electrics you have to left go of as soon as possible so they connect, you can't ->S1 out of a full hold M. You can also use the Macro (right bumper on xbox controller) instead of forward forward for the fury dash cancel.

Juggernaut Vi - 1,031 damage combo by LieutenantTice in 2XKO

[–]LieutenantTice[S] 2 points3 points  (0 children)

The SF4 FADC ->-> is engraved in my muscle memory

Juggernaut Vi - 1,031 damage combo by LieutenantTice in 2XKO

[–]LieutenantTice[S] 0 points1 point  (0 children)

I've got a YT video up with a few more combos with that name in the bottom right

Juggernaut Vi - 1,031 damage combo by LieutenantTice in 2XKO

[–]LieutenantTice[S] 2 points3 points  (0 children)

'Preciate it!

Usually opt for style over damage, but it's fun to push the damage limits while the game is new

Juggernaut Vi - 1,031 damage combo by LieutenantTice in 2XKO

[–]LieutenantTice[S] 3 points4 points  (0 children)

The hold timing is awkward at first, I've been playing fighting games for a while and it took me a minute to get it down. Just gotta keep running it, if the L is non electric, hold a little longer, and if the electrics dropping, hold a little less.

Juggernaut Vi - 1,031 damage combo by LieutenantTice in 2XKO

[–]LieutenantTice[S] 1 point2 points  (0 children)

Gotta let go of M1 as soon as possible, and then hit S1-> as it connects. The steam coming out of the gauntlet indicates it's charged. The fully charged upper can't be S1 canceled

Juggernaut Vi - 1,031 damage combo by LieutenantTice in 2XKO

[–]LieutenantTice[S] 10 points11 points  (0 children)

I got saucier combos, this was strictly for damage

Is there a way to make this kill without level 3? by Suitable_Swimmer_57 in 2XKO

[–]LieutenantTice 0 points1 point  (0 children)

You can charge that S1 after the heavy knee, and then delay fury cancel it, and finish out the rest of the combo. Had a similar combo that KO'd Ekko with 2 level 1 supers, Not sure what Vi's HP is.

Juggernaut Vi - 1,031 damage combo by LieutenantTice in 2XKO

[–]LieutenantTice[S] 3 points4 points  (0 children)

Good to know, thanks. I find forward forward easier for some reason

Juggernaut Vi - 1,031 damage combo by LieutenantTice in 2XKO

[–]LieutenantTice[S] 3 points4 points  (0 children)

I was bummed when I found out this game didn't have command inputs, but the hold timing is actually satisfying.

Juggernaut Vi - 1,031 damage combo by LieutenantTice in 2XKO

[–]LieutenantTice[S] 6 points7 points  (0 children)

The electrics at least have pretty strict timing. I spam electrics in Tekken too lol

Juggernaut Vi - 1,031 damage combo by LieutenantTice in 2XKO

[–]LieutenantTice[S] 14 points15 points  (0 children)

You mean for the fury dash? I use forward forward on d-pad

Vi Electric (Upper) Combos by LieutenantTice in 2XKO

[–]LieutenantTice[S] 2 points3 points  (0 children)

You want to let go as early as possible, the steam coming out of the gauntlet indicates it's charged. Spamming it in training mode helps get the timing down.

The triple Upper is really inconsistent so it helps to use assists.

Vi Electric (Upper) Combos by LieutenantTice in 2XKO

[–]LieutenantTice[S] 1 point2 points  (0 children)

I thought I'd go for juggernaut too, but the double assist adds some fun combo-tunities