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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?

i am kinda having the same problem i cant get the j.c to follow the 2dd very well on her anti air(6DD > 2DD > j.C > j.2C > dj.C > dj.2C > 214D). seems like the j.c always hits too low and when i try to follow with j.2c i just land and cant double jump. sometimes i can start with j.2c or skip the j.2c and double jump right into another j.c. maybe i just have alter what i do based on how high 2dd juggles? maybe im mashing d too hard on 2dd and not jumping fast enough? anyone else having this issue?

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Posted

Ugh, I just wrote this whole damn post and then the forum decides to error it up for a bit and lose it. Anyways, I found a combo off 3C that only works on 5 characters, but does between 4100 and 4500 for no meter. 3C > 214A > [2C > j.C > j.2C]* > j.214D > land > dash > 3C > 214A > 6A > j.DD > j.214D *Keep this short, they need to be stuck in the gravity well so you can dash forward and hit the 3C with them, it's your call on how much time to use here. From the bit of time I've spent on this, it seems to only work on Bang, Jin, Ragna, Noel, and Tager. It seems like it's easiest on Jin and Noel, and hardest on Tager, where my success rate is low enough I don't bother in actual matches. Feel free to correct me on if this works on other characters though, it'd be nice to know. Replacing the 6A with 2DD seemed to be something that worked on Tao, but doesn't work on Jin, so I'm assuming between those two combos you've probably got most the cast covered for huge meterless damage off a sweep. EDIT: whoops, my bad, didn't test this very hard: it works on Nu as well. And I looked around, the two combos do roughly the same damage, though ending in 2DD > j.DD > j.214D is definitely easier (at least against Tager). The only characters neither of them work on is Rachel/Litchi, unless I screwed up pretty royally, so those two get relegated down into ending in 3C > 236D ------------- This part is not tested much. If you land a counter hit or an low anti-air hit with 6C, it wall bounces the enemy, I've been following this up with 6DD or 2DD usually depending on their height, but if they're low enough, you can dash/act pulsar forward and connect a 2C and go into an anti-air combo from this situation. If the 6C connects at a large distance, you can act pulsar as fast as possible to pop up behind them after they've bounced off the wall and 2C them. If they're closer than about one backdash distance, you can seemingly manage to dash forward and time the 2C from the front to catch them. This combo links pretty easily into stuff like j.C j.2C > dj.C dj.2C dj.214D > rapid for pretty decent damage. Only problem I've really run into with it is judging the height of the person you've 2C'd, the higher up they were when the 6C connected, the higher they are for the 2C to connect, which means less hits and a higher opponent, necessitating a super jump to catch up and continue the combo. Note that I've only really tested this much against Jin, I tried it against Carl once or twice, and I can say it works just fine at max range 6C and point blank 6C, but I'm not really sure about in between, and again, it's hard to hit him with the air combo because he's small. That was a long post.

Posted

3C field combos

One quick thing. On Rachel and Tager, you want to knock them out of the field slightly, then pick them up with 5DD 6DD 2DD etc etc.

Also, a quick list of corner 3C variations.

3C > 214A > 2C > j.C > j.2C > 214D > 3C > 214A > 6A > j.DD > 214D > 3C >236D

Works on: Hakumen, Bang, Jin, Ragna, Litchi, and Tager.

3C > 214A > 2C > j.C > j.2C > 214D > 3C > 214A > 2DD > j.DD > 214D > 3C > 236D

Works on : Bang, Arakune, Jin, Ragna, Tao, Litchi, Tager, and Nu.

3C > 214A > 2C > j.C > j.2C > 214D > 2B > 2C > j.DD > 214D > 3C > 236D

Works on everyone.

Damage differences don't seem to be that much, so whichever is easiest for you.

Also, a quick bit of fun: http://www.youtube.com/watch?v=hkBaRgPSpF0 (simple, easy, completely impractical)

Posted

Heres a combo that I really like to do. 3C > 214A > 2C > j.C > j.2C > dj.C > dj.2C > 214D > [RC] > land > Dash > 6C > 6DD > 2DD > j.DD > dj.DD > 214D Does about 5.5k

Posted

Please?

3C is safe on block unless instant blocked (-3). The best thing you can do is just let it complete and don't cancel into anything. If they instant block it (which good players will), you can cancel into 236D late to stop them from punishing you, but the 236D itself is not safe, so use it wisely.

Posted

One quick thing. On Rachel and Tager, you want to knock them out of the field slightly, then pick them up with 5DD 6DD 2DD etc etc.

Hah, I hadn't thought of that for some reason, and here I was thinking Rachel was oddly immune to the angrier mid stage gravity well combos, I guess that just leaves Litchi.

Also, I like how Tager is big enough to stuff j.DD j.2DD into the same jump, I feel bad for the guy.

Posted

I was messing around trying to find a good corner throw combo against Tager and Rachael and came up with this:

Throw into corner > dash > 2C > 6C > 44 > 2C > 6C > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.DD > 214D (4500 Damage)

The only tricky part is to make sure you keep the combo meter under 15 before the second 6C, because anything 15 or over seemed to make the second 6C wiff. Edit: It's just a height issue because it takes more than 15 hits before 2C doesn't chain into 6C in the air, but you still need to limit the hits to keep the opponent lower.

At first I was trying to add a 5DD > 6DD > 2DD > 2147D in there after the 2147D and before the air combo, but I couldn't seem to get it to work, which is too bad because the damage would have probably been over 5000 damage at that point. 4500 is still really good, though imo. If there are any more damaging combos for this situation, please let me know. I have seen some for a throw near the corner but none for being in the corner.

Posted

New Rachel midscreen fun.

2C > 6C > 236D > RC > Dash > 6C > Dash > 2DD > 6C > Dash > 2DD > 2147D > Dash > 5DD > 6DD > 2DD > 2147D > Land > 5DD > j.DD > 214D > 3C > 236D (~6600)

I'm sure there's more that can be added to the ender, but my execution sucks too much.

Posted

So call me stupid, but I can't seem to do air combos. Ground combos I'm doing pretty decently on, but the moment metal feet leave the ground it all goes way, way downhill. 6DD > 2DD > j.C > j.2C > dj.C > dj.2C > 214D Simple anti-air, right? For the life of me I can't seem to get the timing and positioning down, but everyone else makes it look like cake. Is there a trick I'm missing? I always seem to end up too high or too low, and in all the videos of it I see they seem to be staying directly on top of their opponent in the same way every time. Is there a better way to practice this rather than going after a jumping training dummy?

Posted

So call me stupid, but I can't seem to do air combos. Ground combos I'm doing pretty decently on, but the moment metal feet leave the ground it all goes way, way downhill.

6DD > 2DD > j.C > j.2C > dj.C > dj.2C > 214D

Simple anti-air, right? For the life of me I can't seem to get the timing and positioning down, but everyone else makes it look like cake. Is there a trick I'm missing? I always seem to end up too high or too low, and in all the videos of it I see they seem to be staying directly on top of their opponent in the same way every time. Is there a better way to practice this rather than going after a jumping training dummy?

As you noticed the trick is staying right on top of the opponent, so you have to get used to the jump angle used when you first jump at them from the ground. I found working on the C combos after the 4B launcher was a good start, as the jump is just straight up. Just mess around with that until you can get the C juggle down pat, then work on picking up people off the drive combos.

*shrug* I also found real matches were a good way to practice the dj.C portions of the combo, as you tend to hit people in weird locations when they're trying to kill you. After that, regular juggles are cake.

Posted

i was having the same problems with the j.c parts too. seems like canceling sooner into the j.2c and dj.2c parts seemed to help. ie just let the j.c get 1-3 hits then cancel into j.2c and lets that get more hits in

Posted

For anti-air combos, try to hit with j.c while you still have upward momentum. If you can hit with j.c while Nu is moving up, she won't fall much during the j.2c portion and everything else will basically fall into place.

Posted

4B launch, haven't tried that yet but I definitely will. I'll also double check on the momentum. I think I'll try more of the actual match stuff after I can hit a stationary target more than once out of like ten times. Guess I just have to be quicker about finding the right angles. Thanks guys, please continue with your 40 hit combo strings. :yaaay:

Posted

Ok better corner throw combo against Tager, Rachael, and Bang but doesn't look as cool as the last one imo.

Throw into corner > 2C > j.C > j.2C > dj.C > dj.2C > 214D > Land > 3C > 214A > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.DD > 214D (5100 Damage No Heat)

Edit: Crap put wrong air combo at beginning.:psyduck:

Posted

While on the topic of silly Tager stuff:

Corner Throw > 2C > j.C > j.2C > 214D > Land > 3C > 214A > 2DD > 2147D > Land > 5DD > 2DD > 2147D > Land > 5DD > j.DD > 214D > Land > 3C > 236D (5100~)

Posted

Yay silly Tager stuff:yaaay:. I have been messing with this stuff a lot recently because luckily my bracket in the astralheat xbl tournament has been full of Tagers.

I tested both of these on Tager. I am doubtful that the first combo will work on Rachael and it definitely won't on Bang, but the second one will probably work on both of them, although you will probably need to forgo the j.2DD. Also, these are a pain in the ass to type out so I might have made a stupid mistake somewhere.

Midscreen: 214D+C > dash > 2DD > 2147D > 5DD > 6DD > 2DD > pause slightly > 6C > dash (not act pulasr) > 2DD >2147D > 5DD > 6DD > 2DD > j.DD > dj.DD > 214D (6000 Damage No Heat)

Near Corner: 6B > 2C > 6C > 236D (RC) > dash > 2C > 6C > dash if necessarry depending on distance to corner > 2DD > 2147D > 5DD > 6DD > 2DD > 2147D > 5DD > 2DD > j.DD > j.2DD > 214D (7400 Damage 50% Heat)

Posted

I didn't see these ones. Might be blind.

[Corner only] 3c>214a>2c>j.c>j.2c>dj.c>dj.2c>214d>land>3c>214a>2c

does about 3600

[Corner only] b+c>5c(1)>2c>j.c>j.2c>dj.c>dj.2c>214d>land>3c>214a>2c

does about 3700

timing on this one is a little harder.

When ever I do these combos, if the counter isn't 25-35, the second 2c goes black. Might just be me.

Also can pulsar out for more pushing (DDDDDDDDDDDDDDDDDD...) after the second 2c.

Posted

http://www.youtube.com/view_play_list?p=CA3DFCF4159559C8 - so, not all the combos in the first couple posts had videos, and the ones that did generally had just huge matches with no indication as to where the videos are. So I recorded all of them to the best of my abilities, and put them in separate videos in this playlist.

I also put notes on some. The most obvious of which is intermediate throw. I could not get the 6DD in there at all, I don't think it's possible (or maybe just not against Jin). Also I accidentally added a dj.C dj.2C to one of the anti-air combos which added 500 damage...

Oh right, I didn't do the relaunches, as I wasn't particularly sure as to how exactly I'd capture in video which ones worked when.

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