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Posted

Update to some earlier testing:

On characters that are easily juggled with 3c, you can juggle the frog with (3-hit) 3c which is much easier to do but does less damage:

- 6a (counterhit) dash 6a 63214d6c (walk forward) 214a 3c (3-hit) (frog hits) (214b) 3c (214a oki) - ~4600-4700 dmg (depends on whether 3c hits 2 or 3 times)

By going for the bounce, the above combo will look like this:

3 winds, 50% meter, tested on Ragna

- 6a (counterhit) dash 6a 63214d6c (walk forward) 214a dash 2b 5b (frog hits) sj 8d2d2c 214a 3c (1-2 hits) (frog hits) (214b) 3c (214a oki) - ~5800-5900 dmg (depends on how many times 3c hits)

- On characters that cannot be 3c'd easily, perform the following combo:

3 winds, 50% meter, tested on Noel

- 6a (counterhit) dash 6a 63214d6c (walk forward) 214a dash 2b 5b (frog hits) sj 8d2d2c 214a 3c (1-hit) 236a (frog hits) (214b) j.2c (214a oki) - 6035 dmg

There is no max damage option if you include the bounce. After being juggled by two frogs, the computer will tech after anything I do, so I was literally forced to end with 3c or j.2c at that point. Also, Ragna was too high to end the combo with 3c after the 2nd frog juggle a few times. I think that depends on whether you hit him 2-3 times and how high he is when you catch him from the bounce.

In conclusion, after 6a CH you can:

1) Spend 1 wind and 50% meter to get ~5700 dmg by going for max damage.

2) Spend 1 wind and 50% meter to get ~4700 dmg with oki.

3) Spend 3 winds and 50% meter to get ~6000 dmg with oki.

All of these combos are pretty hard, especially if you include the bounce. I only get that one down correctly at most 25% of the time right now. :psyduck:

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Posted

Err.. I am having problem with the part where you summon the frog after doing CDC, then do dash 3C, (frog hit). I just couldn't connect the dash 3C, she's either too far away from body or not fast enough. I can connect Dash 3C after CDC without the frog. Is there some trick in timing or canceling to make them hit?

Same here (it works on every one in the corner)

i tried doing it on Ragana /jin in mid screen they tech

but it worked on Taokaka

Posted

Up to you if you want, Soniti, to add these 2B character specific combos for those times you land a 2B from a high/low mix up. I'll get the damage numbers later. Works on: Jin, Litchi, and Tager 2B 5B -> JC, j.B+3D j.2C, land, 5B -> JC j.B j.2C j.C, land, dash, 5B 3C. You can add whatever you want after the last 5B (such as your standard 5C+DC combos). EDIT: Damage is 2325 or 2244 depending on how many times 3C hits (1 hit only on Tager). Naturally, more damage can be added on depending on how much wind meter is left, screen positioning, and how much heat you have.

Posted

what is sj? or better yet..i can't find anywhere that tells what most of these things mean...only obvious ones like numbers and "abc" >.< is there a thread for this somewhere i cant find...the notion section in the wiki confused me even more. on another note, a lot of these combos (that i do understand) don't work for me, mostly the ones that require jumping...after the first few hits the enemy often remains on hte ground instead of being knocked up like i assume they have to...any idea as to what i would be doing wrong?

Posted

I know you said there were a lot of mis-inputs in your AI match with HFA but just a question on one of the things I noticed.

http://www.youtube.com/watch?v=yN7pucYGzT4&feature=related

At 3:58 you had 5A 5B 5CDC 214A dash 3C

Was the 5B just too far to begin with so that it didn't combo into a 3C frog hit? Because I seem to get this exact senario 90% of the time...

Also, even on frog characters I can't get the 3C to connect most of the time. Generally the only way I can get in is with a j.2C and with that start-up the 5B is already pretty far out so by the end of the 5CDC 214A I'm too far out for the 3C to even connect before the roll. Should I just start using j.2C3D > 5B 5CDC BnB combos?

I can do the combos easily in training mode without even thinking... it's just getting a 5B to connect at the range it seems to need to be in to work with BnB's in a reall match that's not really working :vbang:

Posted

Just a quick question for clarification, Jin, Noel, Ragna, and Tager are the only characters combos involving George won't work on? Thanks for this guide btw, it's great :kitty:

Posted

I know you said there were a lot of mis-inputs in your AI match with HFA but just a question on one of the things I noticed.

http://www.youtube.com/watch?v=yN7pucYGzT4&feature=related

At 3:58 you had 5A 5B 5CDC 214A dash 3C

Was the 5B just too far to begin with so that it didn't combo into a 3C frog hit? Because I seem to get this exact senario 90% of the time...

Also, even on frog characters I can't get the 3C to connect most of the time. Generally the only way I can get in is with a j.2C and with that start-up the 5B is already pretty far out so by the end of the 5CDC 214A I'm too far out for the 3C to even connect before the roll. Should I just start using j.2C3D > 5B 5CDC BnB combos?

I can do the combos easily in training mode without even thinking... it's just getting a 5B to connect at the range it seems to need to be in to work with BnB's in a reall match that's not really working :vbang:

I miss that a lot when I play online. In that vid though, I think he just didn't dash far enough for multiple hits of 3c to connect. I'm pretty sure he could have comboed it. If you ever have doubts about whether or not you can land the frog, just spend another wind and do 6cdc or skip the frog and go for the 236B > 22A > air combo followup instead. And if you accidentally drop the frog after 5cc and you know the frog won't connect (I do this a lot on Ragna, Jin, Noel, Tager), just dash up and do 2b 5b > air combo.

Just a quick question for clarification, Jin, Noel, Ragna, and Tager are the only characters combos involving George won't work on?

Thanks for this guide btw, it's great :kitty:

It doesn't work on them midscreen. But if they're in the corner or you use 2 winds to move them closer, frog combos will work.

Posted

Update to some earlier testing:

There is no max damage option if you include the bounce. After being juggled by two frogs, the computer will tech after anything I do, so I was literally forced to end with 3c or j.2c at that point. Also, Ragna was too high to end the combo with 3c after the 2nd frog juggle a few times. I think that depends on whether you hit him 2-3 times and how high he is when you catch him from the bounce.

You can 6c them while the frog is still hitting and j.c dj j.c at least after it. They can probably tech before the j.236a though.

I'll update my combo list tomorrow, gotta study then pass out right now.

Posted

Things that lead into 22a:

-Any seed that hits right before it touches the ground

-3c

-6a

-low to the ground air-to-air j.c

After 22a, you can usually catch them with:

-3c (low)

-5b (mid)

-6a, j.b, or j.c (high)

You need to be close enough to land one of these things before the hit stun ends. If they tech before you get there, then you were too far. Look at some of the posted mid-air combos and how they use wind. You can apply those principles to nearly any combo. Just experiment a bit.

Posted

In this combo: 5b 6a 5b j.b j.c dj j.2dc land dash 6a 632146c 214a 3c (1 hit) 236a (frog hits) 214b {3c (3 hits) [214a wind oki]}OR{3c (1/3 hit(s)) 22a 3c (3 hits) [214a wind oki]} I cannot get the j.2dc part to work after trying it many times on Ragna, Noel, and Jin. I have no problem getting the j.2c to hit in a normal air combo, but what ends up happening when I try this combo is either: 1. The wind pushes me down to far for the j.2c to hit (probably from winding too early) or 2. I wind too late and the j.2c hits but does not have the ground bounce effect needed to continue the combo. Any tips would be greatly appreciated. Also, excellent job on the guide Soniti. It has been a massive help.

Posted

In this combo:

5b 6a 5b j.b j.c dj j.2dc land dash 6a 632146c 214a 3c (1 hit) 236a (frog hits) 214b {3c (3 hits) [214a wind oki]}OR{3c (1/3 hit(s)) 22a 3c (3 hits) [214a wind oki]}

I cannot get the j.2dc part to work after trying it many times on Ragna, Noel, and Jin. I have no problem getting the j.2c to hit in a normal air combo, but what ends up happening when I try this combo is either:

1. The wind pushes me down to far for the j.2c to hit (probably from winding too early) or

2. I wind too late and the j.2c hits but does not have the ground bounce effect needed to continue the combo.

Any tips would be greatly appreciated. Also, excellent job on the guide Soniti. It has been a massive help.

That's not actually a j.2c. It means aim wind downwards (2d) and do a j.c. You should be hitting the opponent from below with the umbrella shortly before landing on the ground, so you don't need a ground bounce.

For me, the combo got a lot easier when I started doing 2d shortly before the double jump. Good luck.

Posted

That's not actually a j.2c. It means aim wind downwards (2d) and do a j.c. You should be hitting the opponent from below with the umbrella shortly before landing on the ground, so you don't need a ground bounce.

For me, the combo got a lot easier when I started doing 2d shortly before the double jump. Good luck.

It actually is a j.2c, but it was a typo. It's supposed to be j.2c j.c land... The combo is harder to do on those three, and actually for Noel you literally cannot do it that way midscreen (as kro_ has said you need to j.3dc on her). For Ragna and Jin double jump forward a bit and delay the j.2dc

You can also do ... j.b j.c 2d dj j.c land super, but it's not as much damage.

Posted

was there anything in the first guide you couldnt do in the console release of BB?i heard about some differences between the arcade and console versions.

Posted

Probably doesn't belong in a legit combo thread (even though it is legit) but I was messing around and found something funny, not sure if it has been posted yet. Extremely situational, of course: Have 3 rods all in same place (or pretty close, whatever) opponent next to rods, do 8d, 8d, d2c, cancel into super - something goofy like 9000+ damage, lol. Then you can keep comboing with a frog to desired followup afterwards or whatever you want for a full life combo. Pretty goofy way to take a TON of life.

Posted

I'm seriously getting screwed over with this number input notations. I'm so used to D/F or U/F or QCF or HCB, etc, etc, etc.:?:

Posted

Probably doesn't belong in a legit combo thread (even though it is legit) but I was messing around and found something funny, not sure if it has been posted yet.

Extremely situational, of course:

Have 3 rods all in same place (or pretty close, whatever)

opponent next to rods, do 8d, 8d, d2c, cancel into super - something goofy like 9000+ damage, lol. Then you can keep comboing with a frog to desired followup afterwards or whatever you want for a full life combo.

Pretty goofy way to take a TON of life.

For an absolute max dmg situational combo do this. You can actually do it after a very close 6b CH:

3 rods next to opponent

Uses 100% heat gauge, 2 wind.

632146c sj 8d j.2dc 214a 3c (3 hits) (frog hits) 236a dash 6a 632146c 214a 3c (1-2 hits) 236a (frog hits) dash 6c j.c dj j.c

You might have to omit 6a before the second super, i forget.

Posted

If you don't have rods out you could do this 632146C 236A 4D 632146C sj.8D j.2DC 214A 3C (1/2 hits) 236A 4D *frog hits* 22A 6C At least 10k there, requires 4 wind for the whole thing though. If you want you can end the combo after the frog w/ 3c/j.2C for less dmg/wind conservation. You can also start this off ch 6b if you're close enough.

Posted

Can someone list 1 or 2 (or as many as you like) combos that can be done after CH 4+B? Did I get that right? Everytime it counter hits I "panic" and can't decide what would be best to do.

Posted

Funny, I was messing around with max damage combos today as well. Dunno if this is more damage than the ones listed above because I'm not able to test those at the moment, but this does 11,819 damage, killing everyone but hakumen and tager. (12,000 and 13,000 hp). opponent in corner, 3 rods, 100 meter sj 8d, 2cd, 632146c, 632146c, 214a, 3c (hold), frog hits, 6c. 9d, 9d I was trying hard to kill hakumen, but he still has like 180 health after the combo, and the last hit of the combo was already only doing 4hp per hit.

Posted

Can someone list 1 or 2 (or as many as you like) combos that can be done after CH 4+B? Did I get that right? Everytime it counter hits I "panic" and can't decide what would be best to do.

4b 5b 5cdc etc.

Posted

May you please make the combo input words bolder and the damage at default font?

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