Combos are rather unreliable in oratorio tangram due to how execution based the game is. Like as other users mentioned before, all VR have neutral game protocol and approaches to ground damage, fallen damage, air enemies, fielding/area denial etc. Actual combos are rather hard to pull off, and if you attempt to go for one you put yourself at huge risk, as unless you can ensure a down or have cover of some sort by then end of an attack hitstun, you will be punished severely. Executing combos builds some pretty awful habits.
All that being said, some VR can do this very well. For example, almost ALL of apharmd B's close range prowess comes from his incredible range of options, which can be strung together to punish anyone who doesn't run away. NND has dozens of guides on combos for various vr that either deal damage or ensure knockdown from various positions. temjin and feiyen get a special mention here as their massive melee weapons and varied strokes allow for good combos and reversal bait to catch enemies trying to attack after a block or run away. Also here's something that isn't quite VR specific {though bal does it best} called becoming fresh yellowfin tuna or shrimping. Its usually the vr's longest jab, often rw, followed by a rotating dash melee, usually on the right side since most vr are right handed. It deals an insane amount of damage when both hits land and guarantees knockdown on anything bar crouching raiden and dordray.
Also yeah fallen enemy hit techniques: there is only 1 attack that deals significant damage to downed enemy regardless of vr, and that is green melee. Unfortunately, green melee's timing is atrocious, and made worse by the fact a player can wake up right before it hits, leaving you in the open while they are invulnerable. Here's a list off the top of my head of reliable ways dealing damage to downed enemies with minimal risk/timing constraint.
temjin long range: rturborw. If you are a tad too close for its angle use rturbocw
short range: crouch jab. Only useful if knockdown was against wall, has a slow windup otherwise. plain RW can hit grysvok, raiden, and dordray from the side. dash melee cw also can hit downed opponents, but a fast wakeup can let them hit you easily. Jump melee
feiyen long range: anything really. As far as I know even her heavy hitting weapons are severely mitigated during downed. Your saving grace is that her downed attack is hyper quick.
Angelan long range: rtrw.
short range: dash melee cw, jump melee
Specineff long range: rw or rtrw.
short range: eh. I mean his crouch melee is there and so is his cw but you're better off setting uo if you are that close and can't get the downed melee
SP long range: rtrw, rtcw, crltlw
short range: fadashcw. Once again, if you can't land any of its ranged options you SHOULD be doing this or setting up
Dordray long range: lw, ltcrcw, ltcw
short range: His spinning crouch, don't remember the input atm.
Apharmd B short range: CW if you can't get the downed attack
long range: meleertrw
Apharmd S long range: left half cancel CW, missiles
short range: crlw
Apharmd C long range: rtcw, crcw, ltrw {if you can pull it off at the beginning of the down}, lw
short range: jump melee, crrw, keep in mind his downed attack comes out very quick.
Cypher long range: rtrw, mayyybe cw or rtcw if you're aiming for the kill.
short range: adashmelee, jump {last resort}, crcw, crlw, the turbo melee kick. Cypher's downed comes out very quickly and covers alot of range too, making very viable.
Raiden, Grys Vok and Stein Vok can use fdashmelee or jump melee instead of their normal green melee, and have a metric ton of ranged options and setup.
Also please don't practice this stuff against an AI. While the AI of voot may be good, its easily flummoxed by basic things even on Veryhard and you'll find yourself flattened by actual players due to bad habits. Case in point: me.
Oh yeah final addendum inputting an attack and releasing the input within the frame {at least thats how i've been reliably doing it} will make an attack happen before its animation. Not only does this lead to the V-Lasers phenomenon, it allows comboing of certain attacks that ordinarily wouldn't work due to their animation delays. I don't have much experience with this outside of apharmd c, so you should experiment a bit to see what works.
Zaarock wrote:Combos are a major part of Aph B player S Zetto's play who has won like 5 tournaments in a row now, that's not something to underestimate. Same thing with any raiden player doing combos off of the laser cage.
Or steinvok stunlocks ;_;