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Posted

Also, has anyone figured out which characters 5DD->4DD->IAD->j.B->j.C etc etc works on? So far I know it's possible on Litchi, Nu, Tager, and Hakumen, but I'm still kinda unsure.

I just did this on Jin:

5DD -> 4DD -> iad -> j.B -> j.C -> 2C -> 6C -> 236D -> rc -> 5DD -> 6DD -> 2DD -> j.DD -> dj.6DD -> 214D for 4145 damage.

Hard as hell to get from j.C to 2C, but once you're there it's cake. Seems you have to be about 3/4 screen away from them for the j.B to hit right or you go right over them.

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Posted

So, the question: Is the j.214D cancel useful for anything, be it for combos or for Mist Cancel-esque shennanigans? The combo aspect is why I chose to ask this here.

Actually yes after 5DD>4DD on block TK j.214DC this will go into j.2DD>land>5DD and so on. Could be used as a good pressure tool.

http://www.youtube.com/watch?v=Xkdkvu8PS5E#t=7m55s

Posted

Heh, that's exactly the sort of thing I was hoping that it could be used for. Rachel is a pretty mobile character, so I suppose that one can only hold her down for so long. That string though would likely cause all sorts of hell for characters like Tager (without shot) and Hakumen.

Posted

So, I found out that rather than the 2C > 6C > drive combo followups, there's this:

...2C > 6C > dash > 2DD > 2147D > dash > 3C > 236D

Works anywhere on the screen, does 200-300 points more damage than the other versions, and most importantly, can be rapid cancelled for full drive combo afterwards (you couldn't do that except in corner with the old one).

Here's a video showing it off, plus some other stuff:

http://www.youtube.com/watch?v=fdizkIA3FvA

Posted

So, I found out that rather than the 2C > 6C > drive combo followups, there's this:

...2C > 6C > dash > 2DD > 2147D > dash > 3C > 236D

yeah, picking them off the ground like that seems interesting, good for (shown in your vid) random CH 214D, CH aerial 214D, or CH 2C. Against Tager, rachel, etc, I think I'd opt for dash 2D-D -> 2147D, land, 5D-D -> the rest or something similar.

Here's a video showing it off, plus some other stuff:

http://www.youtube.com/watch?v=fdizkIA3FvA

yum, full meter combos =D Sweet.

...214D(CH), 214D, 236236D, 214D, 6D-D = hawt!

squeezing any more damage out of nu than she already gets seems a task =O

Posted

Hey, just wondering. Am I the only one who mashes the inputs for her sword combos? Or do you only hit the button once for every hit? Mashing works well, I'd hate to actually have to time this crap, lol.

Posted

The only real advantage to not mashing is being able to alter the timing to get around people who like to instant block the second sword. Also, it's easier to hitconfirm into stuff if you don't mash. Other than that, mash away.

Posted

Would just like to say thanks to Goryus for putting in alot of effort to this thread and forum. Thanks to your initial post I'm confident in picking up V-13 and hoping to be able to add to the V-13 forum soon enough!

Posted

Not sure if this is where I should be asking this but how do I do the reversed direction spinning blade attack (normal is 236D). I thought that I saw somewhere that the other one was 236C but that doesn't work on the console, is it maybe arcade only? Thanks in advance.

Posted

So last night i was fucking around in training mode to try and figure out what i should do if I get a throw INTO a corner(opponent in corner i'm on outside i throw them back into the corner) I came up with Throw(into corner no room for Drive lovin) -> 2c -> j.C -> j.2C -> dj.C -> dj.2C -> 214D and it seems to be working really well. I didn't see it listed anywhere so i figured i'd share it with you all.

Posted

So, I found out that rather than the 2C > 6C > drive combo followups, there's this:

...2C > 6C > dash > 2DD > 2147D > dash > 3C > 236D

Works anywhere on the screen, does 200-300 points more damage than the other versions, and most importantly, can be rapid cancelled for full drive combo afterwards (you couldn't do that except in corner with the old one).

Here's a video showing it off, plus some other stuff:

http://www.youtube.com/watch?v=fdizkIA3FvA

HOLY **** @ those combos. Ok I need to go back into training....

Posted

In the corner, I use 2C>j.C>j.2C>214D>Land>3C>214a>6a>j.DD>214D>Land>3C>236D

Does about 4.5k

your combo just kicked my combos ass lol :arg:

Also Goryus lemme have your babies k?

Posted

Ok this is driving me crazy. How do you connect a throw > dash > 2C? I can't even get the beginning of this combo down, the speed required is insane. The recovery after a throw barely allows for a dash, let alone connecting with a 2C before they tech. It just comes out too slow, even if I frantically mash 66 to dash as fast as possible. It feels like I need to RC right after the throw just to connect this.

Posted

The dash after the throw is actually pretty late, and it won't come out if you mash 66. What I usually do, is wait a bit, 66, then slam the stick back to 1, then C. Also, came up with a bit of a useless variation to the standard IAD combo: 5DD>4DD>IAD>j.B>j.C>land>dash>5A>3C>214A>6A>j.DD>214D>Land>Dash>3C>236C Does 3.1k, and considering that the other variation does 2.8k, I can't really justify the complication.

Posted

The dash after the throw is actually pretty late, and it won't come out if you mash 66. What I usually do, is wait a bit, 66, then slam the stick back to 1, then C.

Also, came up with a bit of a useless variation to the standard IAD combo:

5DD>4DD>IAD>j.B>j.C>land>dash>5A>3C>214A>6A>j.DD>214D>Land>Dash>3C>236C

Does 3.1k, and considering that the other variation does 2.8k, I can't really justify the complication.

Ok I'll try that then, thanks.

Posted

This is kind of a strange question but I was wondering if somebody could give me any advice with combos that have ..> j.DD > dj.DD.. in them. I got a TE stick on sunday so I'm not completely used to it yet. Ive been able to pull of that part of a combo only a couple of times in training and never against the ai or online. If there is a certain way you guys hold the joystick or some advice you could give me on the timing required I would really appreciate it.

Posted

Most air combos are j.DD jc j.2DD, if you just do j.DD jc j.DD it will usually whiff because they are too low.

Posted

I'm not sure what problem you're exactly having with it, but on some situatinons where characters float too high the first j.DD might wiff if do it to early. Also, if you are having trouble with the jump canceling, off the ground it's quicker right after the lst sword hits, yet on the double jump it's different and almost feels a little slower. If this didn't help let me know and I'll try to help you as best I can. Edit: Didn't see above poster, but that is also a good point.

Posted

Yo I rely need help on the anti-air, Like i just cant get it to start but when I do I can do the combo when i do get it started . any tips on wat to look for, or how to practice it?

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