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Posted

I've failed at getting all the hits off the second 3c multiple times before, but never really looked into why.

That said, I don't see any reason why your 23c6a and 3c236a should position you any differently, unless you're cutting your dash short by crouching earlier in the first variation.

Fairly unrelated, but does anyone else have issues landing the j.2c at the end of air combos? I tend to knock the other player too high (or something), so I'm wondering if it's just a height issue, or if my timing is off in some form or another. I've gotten fairly decent at being able to tell if I can pull off the j.2c, but it seems like I'm just doing something wrong if I'm forced to do the j.b j.c j.236a finish most of the time.

Random note: for 5cdc 236b dash 22a, I've found that inputting 6632 for the dash, then a 2a works for me most of the time. Takes a bit of effort to remember to input the 2a, though.

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Posted

Fairly unrelated, but does anyone else have issues landing the j.2c at the end of air combos? I tend to knock the other player too high (or something), so I'm wondering if it's just a height issue, or if my timing is off in some form or another.

Random note: for 5cdc 236b dash 22a, I've found that inputting 6632 for the dash, then a 2a works for me most of the time. Takes a bit of effort to remember to input the 2a, though.

dj j.2c after air filler occasionally doesn't work for me. Seems like a height issue most of the time, but I'm not 100% sure.

6632 for that setup is a good idea, helps a lot with consistency!

Posted

Fairly unrelated, but does anyone else have issues landing the j.2c at the end of air combos? I tend to knock the other player too high (or something), so I'm wondering if it's just a height issue, or if my timing is off in some form or another. I've gotten fairly decent at being able to tell if I can pull off the j.2c, but it seems like I'm just doing something wrong if I'm forced to do the j.b j.c j.236a finish most of the time.

You have to jump fairly deep both in the filler and the j.2c, I personally only do the j.2c combo when i have meter as 6a b j.bc j.3+D~C 1D land 6A 632146C etc. I can do it about 90% of the time. All i can say is jump as deep as you can.

Posted

You have to jump fairly deep both in the filler and the j.2c, I personally only do the j.2c combo when i have meter as 6a b j.bc j.3+D~C 1D land 6A 632146C etc. I can do it about 90% of the time. All i can say is jump as deep as you can.

Ah, yeah, I can almost always get it on the 6a starters, but not very often from the 2b 5b or 6aCH combos. :/

Posted

Usually for the j.2c ender I use sj.babc dj.2c as my air string, but if I notice them being too high I use sj.bac dj.2c instead. Learning to recognize the height they'll be at the moment you launch them and using the appropriate string can help.

Posted

Usually for the j.2c ender I use sj.babc dj.2c as my air string, but if I notice them being too high I use sj.bac dj.2c instead. Learning to recognize the height they'll be at the moment you launch them and using the appropriate string can help.

Yeah, I noticed that sj.bac works when sj.babc doesn't, but I can't recognize that height very effectively, yet. :v:

I guess it's a matter of time/experience.

Posted

Yeah, I noticed that sj.bac works when sj.babc doesn't, but I can't recognize that height very effectively, yet. :v:

I guess it's a matter of time/experience.

Same are character dependent and spacing... sometimes it depends on the set up but in most cases sj.bac works on most of the non frog character into KD saving Noel and Jin which I have a headach of a time knocking down. In Jins cases I just use jb jc dj j2c pumpkin cancel into okizeme.

Sj jbjajbjc works usually when your pick up is lower meaning a 5b on grounded opponent or corner. 2b 5b pick up uses jb ja jc in most cases.

With noel its better just to spend an extra wind into pumpkin 5d 66 6c 5b 3c frog continue oki.

Posted

hmn nothing really important just messing up with wind

and i made a flashy combo.

just dont hit me for posting and for bad camera holding :P

video:

http://www.youtube.com/watch?v=s_91cKp4IxY

I assume everyone knew about it and although it is flashy it scales so much it's like omg wow.....I've never seen it used during an actual fight though and i can think of three reasons off the top of my head, it's better to use 6cd only once then j.c land 5b 5cdc etc. since you can get some BG dmg from the ender you choose...although it doesn't work on rachel....

totally irrelavant but when i first started litchi i wa playing a noel who did 236236D and like usual i waited for it to get right above me to punish so i let go of 4 and it hit me on the very tip of her head...so yeah...Rachel's short q.q

and fat.....*remembers of previous nu matches :vbang:

Posted

ofc is not for real matches.... (b,6cd ,j.c )x2 for distance going to the corner is much better although i prefer to use it only once. and then 5cdc etc.

Posted

The only time I do stuff like that is when I know my opponent will die sometime during the spin (or we're just screwing around). xD It's so funny to pick people up out of a BBL or Sword Iris with that, though, and just spin your way into the sky.

  • 3 weeks later...
Posted

I haven't seen this combo anywhere. Not sure if it's common knowledge or something that no one does or what, but...

6a 6c 3d j.c (land) 632146c into the frog followup from super.

I was trying to find an alternative to the 3c9d 6c j.c (land) 632146c combo that would work on Tager, and ended up tossing that string together. Not quite the same (doesn't start from 3c, so I failed my original purpose), but still interesting.

Seems to do more damage than the 6a 5b j.b j.c JC j.2dc j.c (land, dash) 6a32146c variant, as well.

Edit:

It's worth mentioning that this is easiest to do on Tager. Performing it on any other character requires that you input a reverse BBL (and perform the frog followup in the other direction), as the 6c 3d will cause you to cross up your opponent.

6c 2d causes the BBL to whiff on smaller characters, as well, so 3d seems to be the best overall choice, since it's the same on everyone but Tager.

Might work as a 6a CH, but I didn't really test this very much. :8/:

Does 5k+ damage, in any case.

  • 3 weeks later...
Posted

Not-so-froggable/non-froggable characters (Use midscreen on Jin, Noel, Ragna, and Tager): 6b can be added after 5b at close range. BNB: Uses 1 wind: 5b (6b) 5cdc 236b (dash slightly if very far) 22a (dash) sj j.a j.b j.c dj j.2c [j.214b wind oki] 3042 damage (3242 w/ 6b) Anyone have a video of this combo?

Posted

Not-so-froggable/non-froggable characters (Use midscreen on Jin, Noel, Ragna, and Tager):

6b can be added after 5b at close range.

BNB: Uses 1 wind: 5b (6b) 5cdc 236b (dash slightly if very far) 22a (dash) sj j.a j.b j.c dj j.2c [j.214b wind oki] 3042 damage (3242 w/ 6b)

Anyone have a video of this combo?

Basically the same thing:

http://www.youtube.com/watch?v=z2_yxrxLrTI#t=0m12s

Posted

In Calamity Trigger, I have managed to land 5b 5cdc go towards Ragna 3c (3 Hits) 5a 5b J.b J.c dj J.b J.c 236a for 2921 Against Tager and Noel I replaced the 3c 5a 5b with just a 5b for around 2.7k Has anyone posted this combo yet?

Posted

In Calamity Trigger, I have managed to land

5b 5cdc go towards Ragna 3c (3 Hits) 5a 5b J.b J.c dj J.b J.c 236a for 2921

Against Tager and Noel I replaced the 3c 5a 5b with just a 5b for around 2.7k

Has anyone posted this combo yet?

The first one is mentioned here and there, don't know if it's actually listed.

The second one is listed as 5b 5cdc 66 2b 5b SJC j.b j.a j.b j.c JC {j.b j.c j.236a} or {j.2c j.214b wind oki}, I think.

  • 1 month later...
Posted

Hate to bring up old shit, but in Soniti's original combo list what exactly does "dj" mean in his combo strings? Zinac remarks it should mean "jump canceling" (I also wouldn't mind knowing exactly what this means. I'm a noob, you see.), but Soniti counters simply "Actually djc" (what the hell does djc mean?). Anyway, it never becomes clear what "dj" means so if someone would be kind enough to clarify at least that much that I don't know. Well, I'd be in yer debt (cowboy accent intended:). Thanks.

Posted

Hate to bring up old shit, but in Soniti's original combo list what exactly does "dj" mean in his combo strings? Zinac remarks it should mean "jump canceling" (I also wouldn't mind knowing exactly what this means. I'm a noob, you see.), but Soniti counters simply "Actually djc" (what the hell does djc mean?). Anyway, it never becomes clear what "dj" means so if someone would be kind enough to clarify at least that much that I don't know. Well, I'd be in yer debt (cowboy accent intended:). Thanks.

Double jump or double jump cancel, I believe.

  • 2 weeks later...
Posted

I seem to have a good handle on Rachel's launch-> 5B BnBs now, can barely pull off the 6B>5C>DC> 236B> Sword Iris > BnB, but im having trouble trying to chain the following attacks into a combo, and I rely on these a lot. -2C (or 2DC) -Grab/reverse grab -2+3C. 2+3DC (that spinning spiked cat attack) Any help?

Posted

I'm assuming you're talking about CT (considering you're doing 6b into 5cdc), so...

2c:

Try not to rely on it too much. It's okay to use it on occasion, but it's really not safe.

- 2c (wait for them to go airborne) 2d 5b air combo.

Grab/reverse grab:

Reverse grab is easier to combo from, typically, due to the opponent floating higher after the toss.

- Grab/Reverse Grab 7d 5b air combo (obviously, 7d is always the direction away from the opponent after the throw)

3c:

3c9d is the only way you can combo off of 3c (discounting frogging), unless you RC the move.

easiest one to land:

- 3c9d 5a 5b air combo

bit tougher, due to timing the 6c:

- 3c9d 6c j.c land j.c JC j.c j.236a (don't quote me on this one)

- 3c9d 6c j.c land BBL

--------------------

In any case, here're the CT Rachel Combos. Lots of good combos listed there. Feel free to ask about the combos in there, too. :v:

If you weren't asking for the combos, then, uh, I'm not quite sure where you're running into issues with the combos, so I can't really offer much advice. :gonk:

Posted

Yeah, helps a lot. Thanks! Actually I just notice that whenever I use 2C, grabs and 3C, when they land, im stuck in an awkward silent limbo where I have an opportunity to combo but dont know how to. Thanks again!

Posted

Yeah, helps a lot. Thanks!

Actually I just notice that whenever I use 2C, grabs and 3C, when they land, im stuck in an awkward silent limbo where I have an opportunity to combo but dont know how to. Thanks again!

i usually dont combo off 3C, alot of times with rachel yoour forced to pick dmg or position, when i land a 3C i usually cancel it into george

  • 1 month later...
Posted

Great guide =D l only have a problem starting (not setting up) wind oki afterword. The winded pumpkin timing is pretty hard to master, and the constant lagging of the internet isn't making my day any better >_> Not to mention, i'm a reckless wind spender... *sigh*

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