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12-27-2012, 03:08 AM
Joined: Feb 2011
Posts: 358
Merry X'mas everyone....add me yyhakusho on iPad and ps vita....

This game on ps vita its so hard to make our own combos....
12-28-2012, 09:54 AM
Joined: Sep 2011
Posts: 4,267
After some work, I found the most powerful solo combo with Hwo (I think ):
(corner only) flamingo, pp, dynamite heel ex, low punch, dynamite heel, super -> 3 bars combo which deals 602 damage (used with Hwo as main with 100% health on secondary character with 100% Partner Gauge, without any boosts).

The problem is that dynamite heel ex has TOO short ground bounce effect, so the combo needs perfect timing, something that is almost impossible while playing online. I hope Capcom will improve its ground bounce effect, otherwise that movement is almost useless.

For online, his most powerful move which doesn't need any perfect timing is still the one that fan posted a while ago:
Quote:
Originally Posted by fffan7777 View Post
511 with Hwo: (corner) j.hk, flamingo, p, p, flamingo, p, p, super
With the last update of SFxTK, that combo (used with Hwo as main with 100% health on secondary character with 100% Partner Gauge, without any boosts) deals 558 damage.

BTW, I think I will make a video about solo combos with Hwo. Is there any app for recording the game? For no-jb iPhone with iOS 6 or for jb iPod with iOS 5.

12-29-2012, 12:19 AM
Joined: Jan 2012
Location: Australia
Posts: 3,200
Quote:
Originally Posted by VaroFN View Post
After some work, I found the most powerful solo combo with Hwo (I think ):
(corner only) flamingo, pp, dynamite heel ex, low punch, dynamite heel, super -> 3 bars combo which deals 602 damage (used with Hwo as main with 100% health on secondary character with 100% Partner Gauge, without any boosts).

The problem is that dynamite heel ex has TOO short ground bounce effect, so the combo needs perfect timing, something that is almost impossible while playing online. I hope Capcom will improve its ground bounce effect, otherwise that movement is almost useless.

For online, his most powerful move which doesn't need any perfect timing is still the one that fan posted a while ago:


With the last update of SFxTK, that combo (used with Hwo as main with 100% health on secondary character with 100% Partner Gauge, without any boosts) deals 558 damage.

BTW, I think I will make a video about solo combos with Hwo. Is there any app for recording the game? For no-jb iPhone with iOS 6 or for jb iPod with iOS 5.
I can't get the flamingo pp to combo or even cancel into the dynamite heel.

I did try ex air raid, hunting hawk, super for 540 (really awkward spacing required).

Ex hunting hawk, j k, super is 520
Ex hunting hawk, air raid, super is 540

For non jb iPhones there's a computer app call 'reflection' that capt talked about. It doesn't work well for me but squall and capt says it works fine for them

Last edited by HarlequinRogue; 12-29-2012 at 12:34 AM.
12-29-2012, 07:28 AM
Joined: Sep 2011
Posts: 4,267
Quote:
Originally Posted by HarlequinRogue View Post
I can't get the flamingo pp to combo or even cancel into the dynamite heel.

I did try ex air raid, hunting hawk, super for 540 (really awkward spacing required).

Ex hunting hawk, j k, super is 520
Ex hunting hawk, air raid, super is 540

For non jb iPhones there's a computer app call 'reflection' that capt talked about. It doesn't work well for me but squall and capt says it works fine for them
You mean the 602 damage combo? Right after the last hit of the Flamingo p combo, use dynamite heel ex.
There's other cool combo (corner only too) that's flamingo, pp, flamingo, pp, dynamite heel, super. Here, after the last hit of the second flamingo combo, you must keep pressing down+sp to get the right timing, and then super. It isn't better than the other 2 bars combo, but you don't need to worry about the first jump.

Then, another combo is the one that fan posted but with air raid special after short jump instead of jumping k. It deals 578 damage.

With Ex haunting hawk I only tried 1 bar combos, and the best one is ppp, haunting hawk, air raid special (after short jump), sky rocket. I don't remember the damage it deals though.

Thanks! I will try that app.
12-29-2012, 08:13 AM
Three out of the top 10 in tournament use Dhalsim..... 'nuff said.
12-29-2012, 08:38 AM
Joined: Sep 2011
Posts: 4,267
Quote:
Originally Posted by alan.hk View Post
Three out of the top 10 in tournament use Dhalsim..... 'nuff said.
And they have more than 100000 points. That's... a lot.
12-29-2012, 08:51 AM
Joined: Apr 2011
Posts: 816
Quote:
Originally Posted by VaroFN View Post
And they have more than 100000 points. That's... a lot.
They are cheaters or they don't have a family or life, they spend their time playing sfxt all day! Personally the game for me is dead until the next update, I'm bored to play always against the same characters, ryu kazz Hugo and sometimes Paul! The game needs more variety!
12-29-2012, 03:55 PM
Joined: Jan 2012
Location: Australia
Posts: 3,200
Quote:
Originally Posted by VaroFN View Post
You mean the 602 damage combo? Right after the last hit of the Flamingo p combo, use dynamite heel ex.
That doesn't actually help. In flamingo, the 2nd pp doesn't seem to be special cancellable and I don't think it's a link. So I'm asking how you can you combo into the ex dynamite heel

Last edited by HarlequinRogue; 12-29-2012 at 04:09 PM.
12-29-2012, 04:38 PM
Joined: Sep 2011
Posts: 4,267
Quote:
Originally Posted by HarlequinRogue View Post
That doesn't actually help. In flamingo, the 2nd pp doesn't seem to be special cancellable and I don't think it's a link. So I'm asking how you can you combo into the ex dynamite heel
You must use ex dynamite heel right after the third hit of the flamingo pp combo. After the third hit, you can use any special move. For example, another cool combo is flamingo pp hunting hawk low punch dynamite heel super, which deals 546 damage.

Last edited by VaroFN; 12-29-2012 at 04:41 PM.
12-29-2012, 05:49 PM
Joined: Jan 2012
Location: Australia
Posts: 3,200
Quote:
Originally Posted by VaroFN View Post
You must use ex dynamite heel right after the third hit of the flamingo pp combo. After the third hit, you can use any special move. For example, another cool combo is flamingo pp hunting hawk low punch dynamite heel super, which deals 546 damage.
oh, so you mean flamingo, PPP, ex dynamite heel? That makes a lot more sense than what you originally wrote.

Because originally you posted pp, dynamite heel. i.e. linking a dynamite heel after the 2nd punch.

Last edited by HarlequinRogue; 12-29-2012 at 05:51 PM.