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Posted

up close 6C>j.2C(RC)>5C>6A>623C>236B>41236D>5C>623C enjoy it, over 5k damage but extremely situational, key note that on rachel you don't need to RC and you have to jump forward and instantly j.2C

Just did some testing and if you replace the final 5C with 2C will net you 6K instead of 5.9K. Neglible difference though, which move to use mostly depends on spacing anyways.

I personally think 6C>j.2C>2B>2C>Collider>B-Sledge>Followup(RC)>5C>Collider is a better combo despite being only about 5.8K because it's a lot more meter efficient and safer. You blow 50% if your opponent decides to burst after the B-Sledge in your combo.

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Posted

Just did some testing and if you replace the final 5C with 2C will net you 6K instead of 5.9K. Neglible difference though, which move to use mostly depends on spacing anyways.

I personally think 6C>j.2C>2B>2C>Collider>B-Sledge>Followup(RC)>5C>Collider is a better combo despite being only about 5.8K because it's a lot more meter efficient and safer. You blow 50% if your opponent decides to burst after the B-Sledge in your combo.

hell that combo you posted is better alone because it uses zero spark...

strangely i get most my damage from spark bolt combo's.

i found a 7k combo from CH 6A but....

Posted

I'm pretty conservative when it comes to meter usage so I rarely throw out Spark Volt unless I can put the enemy in the corner for a tech trap or if I'm planning a reset. My big damage combos usually just use Heat since I wanna save that Spark Volt to keep my enemy on his toes and hopefully get in. I was messing around yesterday and managed to pull off a 7K combo but I quickly forget how it went. Wasn't probably too meter-friendly but it's fun to see 60% of your opponent's lifebar dissapear in one combo. Mind posting yours? A 6A CH isn't too hard to pull off actually, provided the opponent's been magnetized and you watch your spacing.

Posted

I'm pretty conservative when it comes to meter usage so I rarely throw out Spark Volt unless I can put the enemy in the corner for a tech trap or if I'm planning a reset. My big damage combos usually just use Heat since I wanna save that Spark Volt to keep my enemy on his toes and hopefully get in.

I was messing around yesterday and managed to pull off a 7K combo but I quickly forget how it went. Wasn't probably too meter-friendly but it's fun to see 60% of your opponent's lifebar dissapear in one combo. Mind posting yours? A 6A CH isn't too hard to pull off actually, provided the opponent's been magnetized and you watch your spacing.

the problem with the combo was it feels character specific and you have to be mad fast to do it.

i think it cost 50 meter on rachel if you delay the second j.2c but i'm running into issues with it working consistently.

CH 6A>9J.2C(RC)>J.2(RC)C>5C>6A>236B>41236D>2C>623C

if you omit the B sledge you do 6.8K for 100 heat and with the B sledge it does about 7.2k.

edit: not character specific as i was able to hit smaller characters with it although bangs hitbox makes it troublesome to hit him with 5C at least for me it is.

also wanna say this combo is mad hard to execute. i used 9J2C because it made it easier for me to do but you can easily do it with a normal jump..

edit2: won't hit nu....5C too close to catch her.

funny thing is CH 6A>j.2C(RC)>j.2C>2B>2C>623>236B>41236D>2C>623C does 6.8k with 50 meter.:psyduck:

edit3: lol j.2C(RC)>j.2C(RC)>5C>6A>623C>236B>41236D>5C>623C does 7k clean.

much simpler than the 6A start but 100 meter nonetheless...i like how i found something better within 24 hours of the original post...hehehe i'm a dumbass.:vbang::vbang:

tommorow i'll test on the rest of the cast.

so far i did haku-men, carl, litchi, ragna, jin, V13, arakune, rachel 50 meter if you do the drop before you hit the groundl, and bang.

Posted

Tried the combo on Taokaka and only managed to get it to work once. Can't get it to work on Noel but I suspect I'm doing something wrong. I can never manage to get the 5C to hit since they're nearly always grounded after the second j.2C.

Posted

Tried the combo on Taokaka and only managed to get it to work once. Can't get it to work on Noel but I suspect I'm doing something wrong. I can never manage to get the 5C to hit since they're nearly always grounded after the second j.2C.

it works on everyone but noel and nu no matter how fast i do it, their upper bodies are far too low for me to hit.

also on the second RC you have to throw out the 5C ASAP for it hit bang, tao, and carl at least for me.

so yeah a 7k clean combo from a j.2C starter and 7.2K from CH 6A starter.

next to note is it won't work on crouching characters unless your named iron tager.

how the fuck are you gonna get a CH 6A on a crouching tager is beyond me...hell your better off starting from j.2C much easier to land...just remember on noel or nu you can just use 50 meter for 6.8k instead...

Posted

I guess I'll just be using that combo on Rachel, or at least go for a simpler version on most characters. Tested CH j.2C>2B>2C>Collider>B-Sledge>Followup(RC)>5C>Collider Does 6K damage provided the j.2C is done immediately before landing or slightly before that. Works on normal hit if j.2C is instant. Neat combo, not too situational. Got any combos to follow up on Collider resets?

Posted

i wish i did, if you delay your combo a bit they can tech earlier so you can cut it off from there...i had a combo that black beats on the colider but i forgot it. hmm...i'll guess i'll check out the max i can get off a reset and find some surprising ones... oh yeah 2B when they are grounded, if they neutral 360B them if they tech any other way colider...seems situation though.

Posted

Found a new combo, only seems to work on Ragna, Jin, Taokaka and Litchi, though.

It's a meterless combo that deals 4155dmg that can be extended with spark bolt.

grab, SledgeB (hold), C (delay until last possible second), 6A, 2C, collider

Edit: This is without magnetism, with magnetism it should work on everyone.

Edit 2: If you do 4+grab you don't need to think about holding the SledgeB or delaying C.

Posted

Got any combos to follow up on Collider resets?

if you got a colider reset then your in luck, and it's even more juicy with spark.

236B>5A/2A works for a tech trap and if they neutral they land in a 360.

2D pushes them into the corner and on RC you can do 4k with it into another possible reset.

it goes: grounded 2D RC>5C>6A>623C then delay 62C if its a tech they eat it.

wanna be a dick and go for another basic trap then use 623C>6C>j.D its basic but stacks mag.

also 2B otg is pro after a 360 in corner let them know the best way to tech is not to tech.

Posted
if you got a colider reset then your in luck, and it's even more juicy with spark.

236B>5A/2A is a shitty tech trap that requires you to 50/50 it.

2D pushes them into the corner and on RC you can do 4k with it into another possible reset.

it goes: grounded 2D RC>5C>6A>623C then delay 62C if its a tech they eat it.

Wasting your time. Just do the below trap.

wanna be a dick and go for another basic trap then use 623C>6C>j.D its basic but stacks mag.

After this trap, ALWAYS TAP COLLIDER. If they air tech, they are close enough that you get the AC to grab. If they roll tech, they are pulled in 720 range or reset range. If they neutral tech, 720.

If they don't tech, 2B (Possible tech so watch for it) then 2C after 2B if no tech. From 2C free AC (They can't tech it.) Then after AC, either Blackbeat again with Sledge or choose to AC tech trap into the SAME FUCKING THING THAT CAUGHT THEM.

also 5B otg is pro after a 360A in corner let them know the best way to tech is not to tech.

The reason I 5B instead of 2B is that if they are mashing tech, free collider/360 like yours. But if they don't, I can link a 5C 6A rather than a 2C from 2B and watch them fly out past my head because you sent them way too far. Keep them in the corner, don't let them escape and you win.

  • 3 weeks later...
Posted

not a real combo, and that setup only works for idiots, air ticks after spark is a gimmick at best.

if they tech you can j.d wiff 720 them if it works you can j.2C>2B>623C(tap it) 720 if they neutral tech.

and wrong thread.

Posted
not a real combo, and that setup only works for idiots, air ticks after spark is a gimmick at best.

if they tech you can j.d wiff 720 them if it works you can j.2C>2B>623C(tap it) 720 if they neutral tech.

and wrong thread.

Yep spark, j.A,delay j.D(so it would hit at the last moment, but they probably teched instead), land 720, or land, 2C,623C. Its a gimmicky setup but like nobody online has really seen it so it catches alot of people off guard.

Also who neutral techs and does jump out into a held 720 :psyduck:

Posted

i.m.o. you shouldn't waste spark on a !! grab or 720 setup, since spark can extend a combo quite a bit and you don't want to waste a spark on a failed setup and no additional damage after the spark.

But a spark 720 setup that is okay that I use on occasion is [spark, C, 6A, 2C, heat (tap)], if they recover do a 720, if not hit them with a heat.

Other basic ones (that don't include spark) is of course the delayed second sledge in a [..., heat, SledgeB, Sledge A (delayed, not followup and enemy techs), 720].

Combo that leads into corner and enemy OTG, 5C and buffer in 720, yada yada...

The best ones have been covered in these threads, well worth reading through them:

Tech-Trap Discussion

Buffering 360 & 720

  • 1 month later...
Posted

I see xx and -> a lot in different combos but I'm not sure if you mean to rapid cancel or if there are some other forms of cancels I can do; or maybe moves. Sorry, I'm very new to fighting games. Any help is appreciated very much.

Posted
I see xx and -> a lot in different combos but I'm not sure if you mean to rapid cancel or if there are some other forms of cancels I can do; or maybe moves. Sorry, I'm very new to fighting games. Any help is appreciated very much.

- The "->" symbols indicate gatlings, or cancels between two normals.

- The "xx" indicates a cancel that doesn't involve two normals, i.e. from a normal to a special.

- The commas indicates a link, or two full actions that combo without cancelling.

Quoted from the first post.

Posted
Quoted from the first post.

I appreciate the quick reply but I still don't think I fully understand. I've seen that already, but is there anyway to elaborate? I've been told that there are other ways to cancel other than rapid cancel, or that you can use a move in place of the xx. Sorry I'm a real noob, so the more thoroughly someone could explain this the better. Thanks again.

Posted
I appreciate the quick reply but I still don't think I fully understand. I've seen that already, but is there anyway to elaborate? I've been told that there are other ways to cancel other than rapid cancel, or that you can use a move in place of the xx. Sorry I'm a real noob, so the more thoroughly someone could explain this the better. Thanks again.

Cancel

v. - Beginning a move before the animation of the previous move has finished; the end of the previous move is "canceled" and the next move begins immediately. What moves can be canceled into other moves depends on the game, but in many cases weaker normal attacks can be canceled into stronger normal attacks, and all normal attacks can be canceled into special moves.

Link

- n. - A combo method where you combo two moves in a row not based on any special system built-in combo method. The first move simply recovers fast enough and the second move simply comes out quickly enough for the two to connect.

- v. - To perform a Link.

This should answer your question.

Posted
This should answer your question.

This helps a ton! Here I am wondering how the hell everyone always has the 50% for the rapid cancel for every combo they do.... Thanks!

Posted

XX means use 2C/5C.

or whatever filler that would work.

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