No Counter Breakers used.
Current Orchid Combo 200
----
Segment 1 (First hit to doing the first Ultra)
I am pretty sure there is no room for improvement for this. If you do this without Manuals you get 33 hits. Manuals get you 35. You have to do 4 Manuals in a row which is very doable since they are all 2-frame links. You must use C.HP and double tapping makes it easier. Since the last hit of Orchids HK Flik does 3 on the KV meter I simply cannot figure out any other way to improve this. The KV meter is at 101 without Manuals, and 103 with Manuals. The only possible way I could think we can improve this, is if we find a way to do a Wallsplat Ender without messing up the final Ultra Ender (you can only do 2 ground enders max since the combo drops after the 2nd).
---
Segment 2 (From the first Ultra to the Instinct Cancel)
The instinct cancel is the 15th hit of the Ultra, which would be the 50th hit total. This is the last hit of the Ultra where the opponents feet are on the ground. The problem here is pretty obvious, since we can only Instinct cancel when Orchid is on the ground and we have no way take the opponent off of juggle state. The only way to improve this part is to find a way to make the opponent stand after the 15th hit.
---
Segment 3 (From the Instinct Cancel till the bar completely runs out and ending it with a 5th Ultra)
After the Instinct Cancel we have a ton of KV bar and glitches to work with. To do the glitch you simply have to collide both Firecats (The Instinct projectile HP+HK and the Ultra Ender MP+MK) at the exact same time. The current best way to cancel it is on the 15th hit of the Ultra (last hit before the Upper Firecat). The timing Vesper used is pressing the buttons between the 13th and 14th hit (HP+HK) then as early as possible on the 15th hit (MP+MK). You want to do it as early as possible on the 15th hit because you want as much stun duration as possible to follow up with the Shadow Flik. You can do a Shadow Firecat instead but the timing is more strict because it has a slower startup than Shadow Flik. Keep in mind you can do the glitch at any point you want, I have tested it on pretty much every hit of the Ultra, including after the 15th hit. The glitch allows us to override the Ultra Ender so we don't waste our first Ender in the combo. This also only takes 30 KV off the bar instead of 80.
The current best way to do this Segment is...
Instinct Cancel - Shadow,Shadow - Ultra - Glitch 15th - Shadow - Ultra - Glitch 15th - Shadow - Ultra - Glitch 15th - Shadow,Shadow - Ultra
Now keep in mind you are taking 30 KV off for the Instinct Cancel and every Glitch afterwards. This brings the bar to 127 KV by the last Ultra. At this point this is the most constant flow of hits while optimizing the glitch to end at the lowest point of the Instinct bar. Since this segment is so long this is the most likely part where we can improve the combo. The limitation is the Glitch taking 30 KV off each time (Thus only able to do 4 Ultras) and the duration of the Instinct bar itself (no bar, no glitch).
---
Segment 4 (From the 5th Ultra till the last hit of the final 6th Ultra)
Keep in mind that Segment 3 and 4 can be done in either order. You want to cancel with your Ultra Ender (MP+MK) slightly after the 20th hit of the Ultra. This is the 5th hit of the Upper Firecat. The reason we do it this way is because we do not want Orchid to do a Air Throw (21st hit). The combo rule is that you are only allowed 2 Air Throws then the combo ends. Since we have no Instinct Bar left and we used a legit Ultra Ender we have no other reps to work with. We use the last of our Shadow meter and do the final Ultra. To improve this part we have to find a way avoid the air throw completely, otherwise it will mess up Segment 5. I strongly feel there is a way to do it.
---
Segment 5 (Post final 6th Ultra)
You want to time a Shadow Rekka when the opponent is low to the ground to get all 5 hits. You can do another Shadow Rekka or a Shadow Upper Firecat afterwards, depending on what you choose you can do a DP on the Rekka or Air Throw on Shadow Upper Firecat. The KV bar is 202 after the Ultra, which means that we can only do a single KV hit before it drops. We have already used a Legit Ultra ender, and we have already done 1 Air Throw. The limitations are really high here, I don't think we can improve on this part without breaking the game.
Discussion of the combo, I wrote a detailed explanation on how to do it. Read the first post.
http://www.doublehelixgames.com/forum...