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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.

Did you try to air throw during the frog instead of the 6C~~~?

I know it can be teched, but it's not really a realistic combo to begin with... and the offchance that you do catch someone with it that doesn't burst first and it doesn't kill (hakumen or tager) chances are they'll be too pissed off trying to mash out a tech that they may miss the throw. Lol...

Posted

Sorry if this has been addressed somewhere else. Im having some problems with the (dash slightly) part of this combo (online). BNB: Uses 1 wind: 5b (6b) 5cdc 236b (dash slightly) 22a j.b j.c dj {j.2c [j.214b wind oki]}OR{j.b j.c j.236a} 3018 damage (3216 w/6b)/3222 damage (3402 w/6b) I just wanna check that its not a notation issue before i bang my head against a joystick for a few hours. Is the (dash) after the lobella or after the 22a? I can generally do it when the dash is after the 22a (provided the 22a is performed at the earliest possible time) but find that I cant do it after the lobella (the 22a is almost always techable). I have noticed certain chars (specifically Jin) need to be really tightly set up for it to chain if the dash is performed after 22a. Is this fixed by dashing after the lobella into 22a? If so I'll invest the time. Any videos that show it with the dash after the lobella might be helpful if know where they can be found. Thanks in advance.

Posted

Sorry if this has been addressed somewhere else. Im having some problems with the (dash slightly) part of this combo (online).

BNB: Uses 1 wind: 5b (6b) 5cdc 236b (dash slightly) 22a j.b j.c dj {j.2c [j.214b wind oki]}OR{j.b j.c j.236a} 3018 damage (3216 w/6b)/3222 damage (3402 w/6b)

I just wanna check that its not a notation issue before i bang my head against a joystick for a few hours. Is the (dash) after the lobella or after the 22a? I can generally do it when the dash is after the 22a (provided the 22a is performed at the earliest possible time) but find that I cant do it after the lobella (the 22a is almost always techable). I have noticed certain chars (specifically Jin) need to be really tightly set up for it to chain if the dash is performed after 22a. Is this fixed by dashing after the lobella into 22a? If so I'll invest the time. Any videos that show it with the dash after the lobella might be helpful if know where they can be found.

Thanks in advance.

You can do either before, after, or both. The dash before 22a is extremely slight and only necessary if they are at max range (thus why it's in (), optional/situational), but after you can dash a bit.

I'll edit it to look like this so it is easier to understand, and split it into two different combos (2nd one for max damage, cause it has some variation.

Posted

^ You can always copy + paste into Word and do it yourself. Font's fine as it is.

Somewhat. The combo inputs are too close together. If they all had a little space, it would stand out more

Posted

Somewhat. The combo inputs are too close together. If they all had a little space, it would stand out more

Sorry but I'm not reformatting the whole thing based on one person's request.
Posted

I'll probably clean it up after Evo. Unfortunately I don't have time the night before I leave for Evo. :(

You're cleaning up my combo list O_o?

Whatever, if you really want to go ahead I guess? I'd prefer if it's anything other than aesthetic changes you consult me first though...

The main thing is I type it in MS word so [noparse] & [/noparse]'s around the text of every combo would be annoying.

Posted

Hmm after studying MSY's combo clip I encountered a combo that would work well in my formula after the electric chair as a counter... if you recall there was a combo where: apply the chair, they get flown into the air, wind down, insert standard air combo... However it doesnt seem to work right... maybe there is a particular condition or the combo only works on the particular character

Posted

... 6c j.c dj air throw

In that combo I was not able to add the j.c after the 6c. They are able to tech.

Did you try to air throw during the frog instead of the 6C~~~?

I know it can be teched, but it's not really a realistic combo to begin with... and the offchance that you do catch someone with it that doesn't burst first and it doesn't kill (hakumen or tager) chances are they'll be too pissed off trying to mash out a tech that they may miss the throw. Lol...

Yeah I was thinking about going for the throw, but wanted to see if I could find a legit combo to kill Hakumen (Tagers big ass seems impossible.) Pretty sure though that its either already been done or not possible, one of the 2.

Pretty sure I've played you a couple of times on xbox live ghaleon. ggs. gt = johnnson0154. I play Rachel.

Posted

Hmm after studying MSY's combo clip I encountered a combo that would work well in my formula after the electric chair as a counter... if you recall there was a combo where: apply the chair, they get flown into the air, wind down, insert standard air combo... However it doesnt seem to work right... maybe there is a particular condition or the combo only works on the particular character

Read my combo list. There are 2c (electric chair) counterhit combos listed.

Posted

Hmm after studying MSY's combo clip I encountered a combo that would work well in my formula after the electric chair as a counter... if you recall there was a combo where: apply the chair, they get flown into the air, wind down, insert standard air combo... However it doesnt seem to work right... maybe there is a particular condition or the combo only works on the particular character

Perhaps you are not winding down at the right time. Too early or too late and you cannot connect the next hit.

Posted

In that combo I was not able to add the j.c after the 6c. They are able to tech.

Yeah I was thinking about going for the throw, but wanted to see if I could find a legit combo to kill Hakumen (Tagers big ass seems impossible.) Pretty sure though that its either already been done or not possible, one of the 2.

Pretty sure I've played you a couple of times on xbox live ghaleon. ggs. gt = johnnson0154. I play Rachel.

Haha, thought that name looked falmiliar...

You really like to rape my scrubby rachel :eng101:

lol... gg's though!

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)

Delay 236b against Tager unless max range. Does NOT work in the corner.

Uses 1 wind: 5b (6b) 5cdc 236b (dash slightly if very far) 22a (dash) sj j.b j.a j.b j.c dj j.b j.c j.236a 3278 damage (3450 w/ 6b)

Max damage variation of above combo

What's the max range on this combo? I can only do this by hitting 5b or 6b fairly deep (about one character length away from my opponent). If only the tip of the 5c hits, the opponent ends up too far away for me to hit with the air combo. Also how should I time the 5cdc 236b so I end up as close to the opponent as possible? I've just been doing everything as fast as possible, but is there a way to get closer if I delay slightly on this or that move?

Posted

You need to delay the input before the final c. So 5cd, pause as long as you can, c. Also, I find I have to add the dash most of the time for the aircombo to work. If you input the dash as 63 it makes things a little easier imo because you can just hit 2a after that to activate the pole instead of having to do 22a if you had input the dash as 66.

Posted

5 winds (regain 1 wind during combo), 100% meter, 3 poles on the opponent sj 8d2d2c (lvl3) (wait for opponent to drop altitude) 632146c 4d236a 632146c sj 8d2d2c (lvl3) - 12210 dmg You can probably follow that up with 6c9d, but the opponent was already dead.

Posted

on this combo:

BNB: Uses 1 wind: 5b (6b) 5cdc 214a dash 3c (1-2 hits) 236a (frog hits) 214b {3c (3 hits) [214a wind oki]}OR{3c (1-3 hit(s)) 22a 3c (3 hits) [214a wind oki]}2965 damage/3442 damage

I can't seem the 3c of the bolded part down. The person recovers before I can hit them w/ it. Any tips on how to do it?

Posted

There's not much time to summon pumpkin after a 3c > 236a > frog otg. If you want to hit the opponent with 3c in time, then you have to just do it faster. Against characters that it works on, it's worthwhile to just do 3c > pumpkin > frog otg and skip the 236a altogether. It gives you more time.

Posted

on this combo:

BNB: Uses 1 wind: 5b (6b) 5cdc 214a dash 3c (1-2 hits) 236a (frog hits) 214b {3c (3 hits) [214a wind oki]}OR{3c (1-3 hit(s)) 22a 3c (3 hits) [214a wind oki]}2965 damage/3442 damage

I can't seem the 3c of the bolded part down. The person recovers before I can hit them w/ it. Any tips on how to do it?

Only do 1 hit of 3c and put out the pumpkin asap after you recover from 236a. The only reason that list says 1-2 hits is if the frog hits them late.
Posted

Quick question: When you say [214a wind oki] does it mean to take out pumpkin and hurl it inmediately at the player?

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