GetAmped2 Situational Combos List

GetAmped2 Situational Combos List by annexis251 and others

This post is restricted to combos which are very situational and somewhat hidden due to very small input timing windows to pull off. These combos need not be useful, but more flashy and entertaining. This is a spur of the moment thing so I’ll try to keep this updated. Don’t know how to make youtube videos yet but will try to do so later when I’m not tired from midterms.

Wu Xing Gauntlet:
While using Beast King style

X(hold first attack so flames appear) > C then hold C+direction towards your opponent during your first weak hit so you do a quake stomp [it’s crucial because if you don’t move whole holding immediately after you weak hit, you WILL miss your quake stomp because you hit with the very edge of it]
All this work for a measly 76 > 50 [total 126] damage

Air X > Hold C
This is actually a decently useful combo where you use quake stomp to down pursuit after your aerial hits
81 > 50 [total 131]

Cards:
Using any style
Hold C > Hold X to throw a card > [your hold C hits now] > Hold X to throw a card [you must hit them before they fall down from the Hold C attack]
44 > 74 [using unicorn style]
The timing on this is so difficult and useless and the only way this combo works is if your first Hold X card

throw hits. Nonetheless it’s hilarious and cool to see the opponent get hit by 3 cards in a row. Highly situational and timing dependent.

Hope to find more silly combos later. Post your own!

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Water Dragon
Any Hold X except JumpX, run and use bow and arrow, if it hits, dash XC.

Soccer Ball
Hold X, hit them withthe upper kick, shoot arrow, zxc.
After the arrow hits the giant ball shoot fall and hit the target, then while its falling combo it with a ZXC.
Note: the Arrow part might be Run and shoot, not sure.

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Just found some new strange combos with the Prominence Cross today, much more fun than I expected, with high burst damage output. It is highly recommended to get eco drive on Prominence Cross

Prominence Cross with Knightgear Style:

Xair > Spiky Cannonball > Xair [80+232 total 312]
Variation Xair > Spiky Cannonball > Flame Garden air special [80+333 insane total of 413]
Holy Grail Variation Xair > Spiky Cannonball > Standing special as they fall [80+139+136 total 355]
Holy Grail Variation #2 Xair > Spiky Cannonball > Instant standing special when you land(cannonball hits as the first hit of your special hits) [80+275 total 355 or 374 flat(luck)]
Faggot Variation Xair > Wild Club [80+200 total 280]

______If you time this right it will do 80+232 for a huge total of 312 damage, all of the moves are performed in the air, you don’t touch the ground until you finish your last move, all moves are performed asap with no holding in.

______The Holy Grail variation needs some patient timing as they fall at the end(higher chance of hitting than Holy Grail variation #2), and some luck, lower damage than the Variation this is the unpractical version but looks cool as hell. Note that on Holy Grail variation #2 the timing is even more difficult than the first. I think this combo is practical enough to be used in a real fight since the chances of it hitting are high(esp the ones with Flame Garden at the end). It is especially hard to block because after they are hit with an Xair, the Spiky Cannonball has a vertical trajectory and is seldomly used. The downside of this combo is that it requires the opponent to stay still after the first shoulder ram, so it is better against people that manual block.
The downside is that with Spiky Cannonballs equipped you only get 2 of them and you must save them for combo purposes unlike tomahawk/energy sabers with utility value/good clip count.

______If you perform the faggot variation not only will you be doing less damage than the other combos, you will also look like a massive unoriginal dick, highly recommended against using.

Down pursuit variation of the above combo
Xair > Xair > Reaper Scythe [80+114+50+106 total 350]
______Most powerful and requires no MP. Reaper Scythes also do [70+105 total 175] if followed up after the Prominence Cross counter(fire uppercut). Left out variants with other down pursuit weapons since most of them did low damage, however the Big Hammer is another one I would recommend using after Xair > Xair.

Xair > Flame Garden [80+228 total 308]
Amazingly good damage with amazing connection rates.
Variation Xair > Xair > Flame Garden [80+114+107 total 301]
The variation is fllashier looking than the first, harder to stop, minutely less damage. The first Xair to Special can be interrupted or avoided if used one too many times.

Xhold > Pistol [133+84 total 213]
Xhold > Sniper [133+123 total 256]
Xhold > Long Boomerang [133+59 total 192]
Pistol highly recommended, high clip, consistent damage, just spam the spacebar while your hold attack finishes. Sniper has too low ammo, long boomerang lower ammo but higher utility(debatable)

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Another strange combo found

Bullet Note using Fighter Style:
Running X > Morning Star [45 > 85 total 130ish]
Do not shoot the bullet after you throw them but rather mash your item button to down pursuit. The only Down Pursuit wep that reaches that far is the morning star with the exception of the first hit of the Halper Scythe. I have not tried this with any other style, bigger styles might be able to reach with the tip of the Broadsword or the second hit of the Halper Scythe, will test more later. It’s not practical since it only adds about a 40 damage increase, but it’s fun to see nevertheless.

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Ice Wu Xing Gauntlet Style:
Weak chain > mid air bow > standing special
Weak hold > mash weak attack so you do the last hit right as you flip behind them > mid air bow > standing special

Lightning Wu Xing Gauntlet:
Heavy Chain > turn around bow > jumping special

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BIGGEST DISCOVERY EVER THIS COMBO IS COMPLETELY AVOIDABLE BUT SO COOL.
For reference you are in dojo, to the left of the training dummy while starting this combo.
Tools of this combo: Thunder tambourine(optional with Exorcist Talisman inherit which gives the weak hold), Psychic or Dancer Style, Bow

Thunder Tambourine Special to the right(hitting the left side of the dummy) > Standing Bow or jumping bow to the right(jumping does more damage but is riskier) > Tambourine Special to the right > Shoot bow to the LEFT(once again jumping or standing works) > Thunder Tambourine Special to the left > [if you have the talisman inherit>>>] JUST AS YOU LAND FROM THE TAMBOURINE PUNCH START HOLDING WEAK for the Exorcist Talisman in the direction they’ll land > [if you don’t have a talisman, or after the talisman>>>] do a dashing Psychic or Dancer special.

Simplified and if you know how to chase
Thunder Special > Bow > Thunder Special > Bow > Thunder Special > [optional talisman here] > Dashing Psychic or Dancer special

Damage of this combo:
134 > 94 > 161(or 134 depending on luck) > 94 > 134 > 29 > 179 for an insane total of 825 damage if everything hits.
I performed this combo in pvp on a few unlucky users and it takes them down to less than half an HP bar. The only DOWNSIDE, is that it can be avoided after the first Thunder Tambourine special because they can airflip out of it. However if they have no brain, or are out of MP, then you can pull off this combo and make them drop their jaws while their face explodes into a billion pieces of bacon. This is probably the epitome of my weird combos thread until those skill cards come out in GA2 USA. HAVE FUN PULLING THIS OFF

Special note: you must hit right next to them with the thunder tambourine so they get knocked upwards a short distance, not far away

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…. simple combo (Innocent word; Magician Style)
* x -> c (maybe held or not) -> quick revolver/ sniper
* pretty simple, but pushes the enemy quite enough to fall from a cliff; save you from a counter.
* deals almost half-hp damage with Ninja Nova’s upgrade.
* i prefer quick revolver because it can be used in many cases; only 1 shot from sniper then it goes back loading whichisntgud
…. another simple one (Sonic arms; Unicorn Stye)
* xx(must do pursuit) -> x -> c
*again, simple one but last c from unicorn pushes the enemy farther than other styles’ last c
…. last one (Isa Axe; Any Style)
* v+xc -> xxx -> cc -> Spacegun -> cc -> Spacegun – cc -> Spacegun -> cc …..
* simple air recovery from the jump special ruins it.

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God hand, Fighter.
ZXC-> Cage->ZXC->ZXC->Cage->ZXC->ZXC-> Jump X
148->0->148->148->0->148->148->23 Total: 763

God hand, Soldier(tec)
ZXC->Cage->ZXC->ZXC->Cage->ZXC->ZXC-> Jump X
165->0->165->165->0->165->165->26 Total: 851

Im getting lazy here so With hero the total will be: 861

How to:
To get in the first Cage blaster, You have to know where the person is falling even before you can check. Simple way to see, when you use the ZXC near them, or making the piller hit them from behind, they will always fly back. So once you start it, Jump back and at the last sec turn around(in air) and hit them. Then when their in the cage, Just ZXC, they could block, if they do, the next sp, use the jump sp to confuze them. Whenever they get hit by the sp after the cage breaks ( only lasts 2 sps) They will fly forward. From there, aim cage. 2 ZXC or VXC. jump x. Its a bit harder with those heavy styles but, worth the dmg.

God hand(fighter):
ZXC->ZXC-> axe
148->102->40 Total 190

How to: Try to get the edge of the piller hitting the target (Far). The ZXC. Then axe. Simple

Sunring(Fighter):
Run C->X->(aim)X->Big Hammer-> X(Down pursit)
50->114->23->55->22 Total:264

How to:
This is mainly if you want to base your Sun ring on the Run X. So First do the Run C, going into the Run X insted of the secend Run c. Then, aim and x. The First x has so little delay that you hit your target before they even fall down. Leaving time for a Big hammer. Why big hammer you say? Well for the reason that you could do the First x’s down pursit. Not that heavy hitter of a combo but, its nice for just showing off. You could also leave out the Big hammer if you would want too

Sunring(Fighter):
C->C->C->Boomerang->C->C->C->C->X
41->41->48->40->27->20->22
20->20->20->40->27->20 ->22
30->53->20->40->27->20->22

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Wew
Medium or Small Style + Spring Shoes + Cage Blaztar
Cage Blaztar > VXC > VXC > VXC > VXC lololol 450 dmg

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Jyzu(Spy)
Jump X->C->X->Space Gun->C-> C->C

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REVIVAL OF THE USELESS WITH BRAND NEW AMAZING DISCOVERIES. NOW THE HIGHEST DAMAGING, MOST USELESS COMBO IN THE GAME!! THE SECOND COMBO IS ACTUALLY USEFUL THOUGH. READ ON!!

A revisitation of an old combo but now with SEIZURE INDUCING technical skill. This combo WILL DRAIN ALL OF YOUR SP in one go. This is THE MOST DIFFICULT combo to pull off in the game[as far as I know] It took me an HOUR in the dojo to pull off ONE successful combo.

Using Thunder Tambourine and Pyshic:
[5x] Standing Thunder Tambourine Specials > Jump Bow Shoot > [4x] Standing Thunder Tambourine Specials > Jump Bow Shoot > Excorcist Talisman Inherit > Running Psychic Special

The damage numbers look like this:
134 1st thunder spec
142 2nd thunder spec
95 3rd thunder spec
71 4th thunder spec
57 5th thunder spec
31 1st jumping bow
134 6th thunder spec
142 7th thunder spec
95 8th thunder spec
71 9th thunder spec
27 Exorcist Talisman
179 Running Psychic spec
TOTAL DAMAGE IS 1178. Note that after the 2nd Jumping bow, you do not need to use exorcist talisman or running psyhic special. You can air weak kick>down pursuit wep or some other special of your choice.
THE KEY TO THIS COMBO IS: THE MORE THUNDER SPECIALS YOU CAN CHAIN, THE MORE EXPONENTIALLY MANLIER YOU BECOME.

The second combo is a new one with lots of gimmicky trivia.
THIS COMBO IS A GUARANTEED VOLTAGE SPECIAL END, WITHOUT SKILLS LIKE GETAMPED OR BIG VOLTAGE. IT PROBABLY HAS THE MOST HIT SOUNDS A COMBO CAN DO IN THIS GAME, I DID NOT COUNT THE # OF PUNCHES BUT IT’S PROBABLY THE MOST HITS COMBO IN THE GAME.
This combo’s difficulty would be considered above average, and is actually medium on the useful scale.

Using Wu Xing Gauntlet[ice] with Psychic Style:
Full weak attack chain > Bow while falling from last hit > walk a little, then dash behind them, quickly turn around and short punch[HAS TO BE SHORT OR THEY WILL GET KD] > Full weak attack chain[hitting their backs now so they can’t escape] > Bow while falling from last hit > Psyhic Tornado[hold heavy in the air or you won’t make it in time when they fall] > Release Tornado > Voltage Standing Wu Xing Ice Special

Damage is like this:
28 Weak hits
16 Weak hits
19 Weak hits
69 Weak hits
62 Bow
38 Weak hits
14 Weak hits
24 Weak hits
19 Weak hits
69 Weak hits
62 Bow
106 Psychic Tornado
137 Voltage Psychic Special
TOTAL DAMAGE IS 663, ALL THAT WORK FOR 663 DAMAGE. BUT IT WILL BE IMPRESSIVE AS HELL.

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Mune.
CCCX(Held)CC-CC-CC-CC-CC-CC-CC-CC-CC-CC-CC-CC-CC-CC-CC
Wu Xing(Ice)/w ToI
CCCX-Hold C-X-H.C-X-H.C-X-H.C-X-H.c-X-H.C-X-H.C-X-H.C-X-H.C-X
There is a small time frame where you can do the last attack. You cant get once the H.C hits.

Cugdel
Run C-Jump C-Jump X(Held)
Its so useless.

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Figured out some combos with the Mystic Broom today. Most of these are inescapable surprisingly. All using Fairy style(not that it really matters besides the one with the special).

51+192+165[408] Air Hold X > Air Bow > VXC

63+72+14+141[290] Run X > Run C > Air X > Greatsword

63+72+93+223[451] Run X > Run C > Air Bow > VXC

42+90+58[190] X > Hold C > Turn Around Special

99+102+141[342] Air Hold X > V > Air X > Greatsword

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Some combos I did today, rough damage estimates because I’m too lazy to re-test in dojo:

Phoenix Wings/Ninja Style/Hammer:
VX > Hammer > VX > Hammer [About 350 damage]
Hold X > Hammer > Ground special [About 250 damage]
Hold X > VCX [about 200 damage]
Hold X > VX > Hammer [about 300 damage?]
Dash X > Air Hammer [about 200 damage]

Tiger Claws/Martial Artist/Hammer:
X > X[hold] > X hold attack > hammer> X hold attack > hammer > Ground special [about 500 damage]

Dimension Flyer/Soldier/Rifle/Greatsword:
Hold C > Hold C > VXC > Rifle [about 400 damage LONG RANGE]
Standing special > Dash special from the side [250 damage]
Dash X > Dash X Pursuit > VX > Greatsword [250 damage]

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