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Posted

Are there any decent options off of a CH midscreen CS hit? I've been hitting Nu players that do DD 4DD with CS between swords, but since the counterhit makes the opponent bounce higher, I've been having trouble landing the usual dash 5B or 6A after the second hit. (corner still works fine)

Midscreen:

CH CS, j.C , j.D (JC), j.D, ID(D) - 4296 dmg

Another new, more damaging 22C (RC) combo. A bit stronger than 22C (RC), dash 6D etc one I posted earlier.

5B, 3C, 22C (RC), dash 6C (DC), 5D, 22C - 3831 dmg

Works anywhere on screen, on all characters.

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Posted

CH 5A (air hit), 6A, GH > delay 214D, 5B, 6A, air combo - 2894 dmg

Works on everyone but Carl, Tao, Rachel.

CH 5A (air hit), 6A, GH > max delay 214D, 5C, air combo - 2891 dmg

Works on everyone.

Kinda random, but it's come up. so I checked if you could do GH relaunch combos off an anti air CH 5A, and you can.

  • 2 weeks later...
Posted

Apparently you can end TK GH combo with an air combo to add some damage:

TK GH > delay 214D, dash 5B, 6A, GH > slight delay 214D, 5B, 6A, air combo - 4591 dmg

It's harder than the other one, timing is a bit more strict. You have to delay the 214D after TK GH more than in the other combo. Most consistent going into corner and on people with really fat air hitboxes.

and another airthrow combo:

air throw, air dash j.C, delay j.D, land, sj.A, j.B (JC), j.B, j.C, 623D>236C>214C - 3620 dmg

Works on people with fat air hitboxes (Ragna, Tager, Arakune...). Really nit-picky timing, but cool.

Posted

Edit: Due to No.1 and 2 ending in p.throws>214B-D, they've been removed. Didn't get a reason for it,PM or otherwise, which is why I was confused the first time. Corner loop 3 (needs to be tested to be sure of anything) 5C>5D>214B-D(RC few frames later), 5D>214A-D(delayed, RC once it hits), 5D(DC on 2nd hit)>6A>aircombo ???? damage

Posted

I was just messing around on my lunch break against jin in training, found this ground to air combo. Can't seem to get it on taokaka unless in the corner. Does slightly more damage than the normal air combo after a 6a lift. ...,5b, 6a, HJC, j.B, j.C, j.D, JC, j.C, j.D, 623+D -> 236+C -> 236+C (2812) Random RC combo to go with it: ..., 6a, HJC, j.B, j.C, j.D, 623+D -> 236+C -> 236+C, RC ~ DJ j.D, 623+D -> 236+C -> 214+C

Posted

Tried this it works but takes practice. Sorry if it's here already but I couldn't find it. Requires 50% heat JD(jump dash right?) > j.C > j.D > B > C > 214A > RC > B > C > 214A > 214D

Posted

GH > max delay 214D, sj.A, j.B, j.C (JC), j.C, j.D, 623D>236C>214C - 2974 dmg

Requires really precise timing, seems to work on most characters.

Posted

(corner) CH 2D, 6C, 214B -> delay 214D, 5B, 6A, 5D, 22C - Damage: 4311

Doesn't work on Rachel, Tager, Taokaka, Carl or v-13-. Against most characters, you must do 6C as fast as possible or else 214B will whiff. Against Ragna or Noel, delay 6C by a fraction of a section, or else they won't hit the floor, rendering you unable to 22C at the end of the combo. Against Jin, delay the 5D slightly or else the second hit will whiff.

j.B+C, delay 214B -> delay 214D, 5B, 6A (HJC), j.C, j.D (JC), j.C, j.D, 623D -> 236C -> 214C - Damage: 4791

Tager only. Wait for as long as possible before doing Gauntlet Hades to give Tager adequate time to dip underneath you.

During Blood Kain:

5B+C, 214B -> delay 214D, delay hj.D, j.D, land, 6D, j.D, land, hj.D (JC), j.D, 623D -> 236C -> 214C - Damage: 5381

Also works off 4B+C for a mere 100 damage less.

(crouching opponent only, mid-screen to corner) 6B, 5C, 6C (DC), 6D, j.D, land, hj.D, j.D (JC), delay j.D, 5D (1 hit), 214B -> delay 214D, 5D (DC), 6D, j.D (JC), j.D, 623D -> 236C -> 214C - Damage: 6321

You have to delay either the first dash cancel or the first 6D or else the j.D will whiff. For some reason, it's a combo that becomes increasingly stubborn if you Blood Kain in the middle of it and it won't let you get as many hits, hence Blood Kain being assumed from the start of this combo.

Does a very impressive 6998 damage if you omit the 6B.

Posted

Some combos I came up with.

6D, j.D, j.214B -> 214D

6D, j.D, 5B, 5C, 214A -> 214D

5B, 6A, 5C, 5D, Special -> followup

5B, 3C, 22C -> 5B, 5C, 214A -> 214D

5C, 2C, 3C, 214D

5C, 2C, 3C, 214B -> 214D

(running start) 5C, 2C, 3C, 5D (2 hits) 214A -> 214D

5B, 6A, 6D, j.D, (FJC) j.D, 623D -> 236C -> 214C

6B, 5C, 6C, (DC) j.C, j.D (FJC) j.C, j.D, 623C -> 236C -> 214C

The last one is my favorite. :keke:

Posted

And now for some more shenanigans:-

(mid-screen) CH 214D, dash 5B, 2B, 3C, 22C, 5B, 623D -> immediate 236C -> delay 236C, 22C - Damage: 4498

Works on everyone that the standard double 22C works on (everyone but Jin, Rachel, Taokaka and Carl) except for Litchi, in which case you must omit the 2B for a still rather impressive 4334 damage. Worth noting, it seems that in most cases, you can do up to three hits before the 3C against most characters, but only two against Litchi.

Posted

Improved the 22C RC combo a bit again:

5B, 3C, 22C, 5B, 5C, HF(RC), run up 6C (DC), 5D, 22C - 4153 dmg

You have all the time in the world after the HF(RC) to run into them for the 6C, it's easier/more consistent if you get closer there.

It's similar to the other combo I posted a while ago for going into corner, but this one works everywhere. Other one still does more if you're going into corner.

Note that this won't work from something like CH HF or CH 2C. Just RC the 22C into the other version for that.

I've gone through air throw combos on every character, these were the strongest I could come up with for midscreen air throws. They work if you air throw the opponent anywhere between about max normal jump height or lower.

j.B+C...

Ragna, Litchi:

GH (miss), 5B, 5D (DC), 6A, 5D, GH>214D (or HF>214D)

- 4756 dmg

Jin:

GH (miss), 5B, 6A, GH~214D, 5B, 623C

- 4395 dmg

Carl, Rachel

GH (miss), 5B, 5D, GH214D

- 4015 dmg

Hakumen, Tager(low air throw), Taokaka, Noel

GH (miss), 5B, 6A, 5D(1), GH~214D, 5B, 623C...

- 4720 dmg

Nu, Arakune (also works on: Ragna, Litchi, Noel, Tao)

GH (miss), 5B, 5D (DC), 6A, 5D(1), GH214D

- 4525 dmg

Bang

GH (miss), 5B, 6A, 5D(1), GH~214D, 5B, 623C>236C> 236C

- 4692 dmg

For a normal height air throw on Tager, you want to do the combo Final Ultima posted above. But if you get a really low air throw, it won't work (correct me if I'm wrong) so you can do this one.

Posted

For some reason, I always find myself messing around with Blood Kain in Training Mode, even though I almost never use it in a match.

Anyway, I was thinking of a way to consolidate my two favorite Ragna combos into one, and I think I found it.

During Blood Kain:-

(P2 starting point to corner) 5B, 3C, 22C, dash 5A, 5B, 6A (HJC), hj.D, j.D, land, [5D (DC)] x2, 3C, 22C - Damage: 4624

Works on everyone but Jin, Noel, Arakune and Bang. For Jin, replace dash 5A with dash 2A for 4618 damage.

Unless you're against Carl, don't do 22C instantly after the 3C or it'll whiff, but you can't dawdle either or else the opponent will tech. Just wait a fraction of a second.

Much like my last Blood Kain combo, this one won't work if you try to activate Blood Kain in the middle of the combo, it's to do with the way untechable time works in this game, I believe.

Posted

This is a sort of gimmicky combo into setup, but here goes:

5B-3C, 22C, dash 5A-5B-3C -> 214214D, dash OTG 3C -> 22C - 3416 dmg

This is the most basic variation, there are more damaging versions that can be done. The main appeal this has to me is the setup you get when the combo finishes: you're in Blood Kain, with most of your timer still remaining, and your opponent recovering from a 22C, which is Ragna's best situation to be in most of the time.

What limits this somewhat is that the setup is HIGHLY finicky. For example, it doesn't work on Jin period, even if you replace the 5A with a 2A: the distance is so far after the second 3C that you don't have time to run up for the 3C -> 22C at the end. It also doesn't work on Arakune, since both dash 5A and dash 2A after the first 22C will never hit him, ditto for Bang and Noel. For characters with small hitboxes (like Carl, Nu, and Litchi), you have to do dash 5A with the right amount of momentum, or the second 3C will whiff.

Incidentally, against Tager and Litchi, I was unable to combo into the second 22C from a 3C and had to tack on 5D(1 hit) in between in order to connect with it, raising the damage to 3535.

And that brings us to the second problem with this setup: it lacks damage and costs meter. Going for a dual MOJZ combo off of the same starting string yields 3419 dmg, 3 points higher for no meter whatsoever. Of course, there are more damaging setups available, but as you might expect, the combo gets even more finicky when you add hits. This is part of why I haven't put a ton of time into researching more damaging setups with this. But to give an example:

dash 6D-j.D, dash 5B-3C, 22C, dash 5A-5B-3C -> 214214D, dash OTG 3C-5D -> 22C - 4416 dmg

This works on Ragna. Pretty heavy damage, but it's only reliable in the corner. Cancelling into 22C on the first hit of 5D works reliably midscreen and drops the damage to 4271. But again, you have better options for damage in either situation. I mostly like this just because of the setup you get.

Posted

For reference, I'll put the dual MOJZ/Not Over Yet/22C combos here. 2 of which are in the first post but they don't say who it works on, for anyone that missed it. Last one was posted in general discussion by jiyuna later.

5B, (2B), 3C, 22C, 5B, 623D > immediate 236C > delayed 236C, 22C

Everyone except Taokaka, Rachel, Carl, Jin

5B, (2B), 3C, 22C, dash 5A, 5B, 623C > immediate 236C > delayed 236C, 22C

Taokaka, Rachel, Carl

5B, (2B), 3C, 22C, dash 2A, 5B, 623C > immediate 236C > delayed 236C, 22C

Jin

I am apparently some kind of idiot, because it took me until just now to realise that you can throw in a 5C after the dash 5A/2A, 5B and have the combo still work. The only real complication is that you can't really take your time with chaining into 623C if you want the 623C to hit. There's added pushback but it's nothing too serious.

(midscreen or further back) 5B, (2B), 3C, 22C, dash 5A, 5B, 5C, 623C -> immediate 236C -> delay 236C, 22C - Damage: 3560 without 2B, 3673 with 2B

Works against everyone but Jin, Noel, Arakune and Bang.

It's worth noting that against some characters, adding 2B will push them too far back for the 623C to hit. In this situation, try to do 5A later on into the dash to get as much dash momentum as you can, and it should work just fine. It's a bit hard to control though, so don't expect it to work all the time.

(midscreen or further back) 5B, (2B), 3C, 22C, dash 2A, 5B, 5C, 623D -> immediate 236C -> delay 236C, 22C - Damage: 3548 without 2B, 3662 with 2B

Works against Jin.

This version is actually easier to do if you add in the 2B. Without it, you need to delay the 623D slightly so that the 5C pushes you back far enough to keep the 623D from hitting twice.

Posted

More character specific air throw stuff, corner versions this time. j.B+C, all the way in corner... Ragna, Tager: > j.B, j.D, sj.C, j.D (JC), j.C, j.D, ID - 3927 dmg > j.B, j.D, Carnage Scissors, 5Ax4 - 4153 dmg Arakune, Tao: > j.A, j.B (JC), j.C, j.D, GH/ID - 3225/3041 dmg Everyone: > (RC), their normal air throw combo (minus the GH missing part). and I went through all the old combos I posted, found these to be completely useless now: airthrow, 214B > 214D (RC), jump, j.D, 623D > 236C > 214C airthrow, (delay) 214B > (delay) 214D RC, dash 6A JC/SJC, j.C, j.D JC j.C, j.D, 623D etc. midscreen: j.B+C, 214B immediately, land, (optional 5A/2A), 5B, 6A, aircombo slight distance from corner: j.B+C, j.D, land, 5B, 5D, 214B ->214D 5B, 5C (JC), j.C, j.D, 214B > delay 214D, 5B, 6A, aircombo 5B, (2B), 3C, 22C (RC), dash 6D, j.D, dash 5B, 3C 22C air throw, air dash j.C, delay j.D, land, sj.A, j.B (JC), j.B, j.C, 623D>236C>214C

Posted

My quest for big damage has entered legitimate 150% Heat Gauge, character-specific combos.

During Blood Kain:-

(mid-screen to corner) CH 5C, [6D, delay j.D (whiff), land] x2, j.D (JC), delay j.D, land, hj.D, j.D, land, 5D (1 hit), 623D -> immediate 236C -> immediate 214C, delay j.D, land, 5D (DC), 3C, 22C (RC), dash 3C, 5D (1 hit), 22C (RC), dash 3C, 22C - Damage: 9868

Works on Haku-Men and probably only Haku-Men. There may be variations that work for Tager and Rachel (the other two likely suspects for this sort of relaunch combo), but I couldn't get it to work on them.

You're spending 50% Heat to enter Blood Kain and 100% Heat on those two Rapid Cancels, but this is none of that Critical Heat malarkey, no siree bob. He gets back his 50% just by beating the opponent silly. You have to whiff the first two j.Ds on purpose so that you have no landing recovery so you can go straight into the next move once you touch ground. Landing the falling j.D after Kakato Otoshi isn't nearly as difficult as it probably ought to be. Just don't throw it out too late or you'll touch ground before it becomes active. You'll quickly get a feel for it.

I actually got the idea from a 10000 damage combo on YouTube, but decided that its opening move needed to perhaps be a tad more practical than 214A (whiff) -> CH 214D (trade). Not to say that any of this is even the least bit practical, but it's the principle that counts.

(Note: To be fair, even if you're doing this combo without the RCs at the end, you're still doing 8131 damage for 50% Heat that you earn back doing the combo.)

Edit: Modified for even more damage, but now slightly more finicky. If you don't care for the extra damage enough to put up with the extra difficulty, after CH 5C just do 6D, j.D into j.D loops instead. Much easier combo for about 500 damage less.

Second edit: Now with video! http://www.youtube.com/watch?v=JZcKHKMiIAQ

Posted

Holy shit @ 9755 damage combo on Hakumen. Also, a variation to the corner loop I came up with while practicing for 2Solid tournament's first round, no Rapid Cancel version. (Starting with Blood Kain) 5C>5D>214B-D, 5D(DC)>5D>DBD Does up to 6455 damage (AFAIR, anyway), which is nice. Also, another variation similar to this does the same damage, but I don't remember, and I don't care. Now if only it were possible to add BK in the middle of a loop that wasn't j.Dustloop...

Posted

I found this combo a while ago and didn't see it on the list so I guess i'll post it here 5B, 6A, 5D,(1 hit), 214B -> delay 214D, 5B, 5D(1 hit), 214B, 214D (9hits and 3522 damage) In order for the second 5D to connect the opponent has to be at the corner. I've tried this on Tager and Jin so far.

  • 2 weeks later...
Posted

hey just picked up the game... switching from kof to bb... while i'm a long time kof & sc player and still mainly play kof97/xi or sc4 ...this game looked awesome and way better than kofxii... so i traded xii for bb... and so far i like ragna... his character design, attitude & play style is awesome... love the rushdown yet medium speed based plus life regeneration stuff... anyways i was in practice mode and found a nice combo during blood kain mode... and since all this mid-air combos r kinda awkward to me i'm just focusing on basic combos but i'm trying to get used to the more complicated stuff... and it's probably known but i didn't see it posted and it was fairly easy and did good damage so here it is... 632146D, 214A, delay 214D, delay 5B, 6A jc, j.D jc, j.D, 623D, 236C, 214C = 6848 damage and if u take them to the wall... *i couldn't get the last hit* 632146D, 214A, delay 214D, delay 5B, D dc, D dc, 6D, j.D jc, j.D, 623D, 236C = 7260 damage if u guys can improve this combo please post up... specially the non-wall one... cause u might be able to add more stuff... but thats already pretty hard for me so i couldnt do much more...

Posted

Was messing around in BB with ragna, practicing combos on :TG:, and found a nifty little trick. lets say you manage to land your 3C, but your opponent is too far away to 22C and you want your damage worth out of the combo/sucessful mixup you just did. well, you can still get it! with a nice little 2B-5C to pick em up into an air combo. example: 5b > 2b > 5c > 3c > 2b > 5c > J-cancel > J.c > J.d > D-jump > J.c > J.d > 623D > 623c > 214c (About 2500~ damage) ....yeah, its not impressive, i know :psyduck: but hey, its an option, right? only tested on :TG: so far. if you want me to continue messing around with It ill give it a shot.

Posted

High meterless damage time!

(crouching opponent only) CH 214D, dash 5B, 5C, 6C, 214B -> delay 214D, 5B, 6A (HJC), j.C, j.D (JC), j.C, 623C/D -> 236C -> 214C - Damage: 5270

Works on everyone but Taokaka, Rachel and Carl. Against Bang, you have to do the C version of Inferno Divider, but it does the same damage anyway.

On a standing opponent, you can still do 6C immediately after the CH 214D and continue the combo from there, adding an extra j.D before the 623D for a very respectable 4976 damage, but I felt it was more appropriate to throw in the strongest version given the nature of the post.

And now for some exploration into double 22C combos that work anywhere!

5B, 2C, 3C, 22C, dash 5A, 5B, 3C, 22C (whiff), dash 3C, 22C - Damage: 3416

The combo posted by TITANIUM BEAST!!! in this post works without the use of meter by replacing Blood Kain with a whiffed 22C. The characters it works and doesn't work on are effectively the same, although the Tager/Litchi variation is no longer possible because 5D will not connect after the OTG 3C, due to regular 5D being 4 frames slower than Blood Kain 5D. Fortunately, against Tager you can replace dash 3C with dash 5C, and it'll work for just a few points less (as 5C only does 10 damage less than 3C even when not scaled).

Be warned that this combo gives you 6 frames less leeway than the Blood Kain version.

(corner) CH 214D, dash 5B, 2C, 3C, 22C, dash 5A, 5B, 3C, 22C (whiff), dash 3C, 22C - Damage: 4817

This combo is just a beefier version that only works in the corner. On top of the characters the regular version doesn't work on, this combo will also fail against Rachel, Carl and v-13-, as too many hits will force the second 3C to whiff. Against Carl and v-13-, you may omit the dash 5B to do 4444 damage instead. Rachel unfortunately, is a lost cause if you try adding even one extra hit to the standard version.

Posted

Hey guys this thread is awesome! I was wondering if anyone knows if this amazing combo works against every character... I know most are probably thinking, well test it yourself, well I've been trying and I'm just so irritated becuase it takes me forever to pull off this damn combo that i just figure someone else has already figures this out. (50% heat) 5C - Carnage Scissors - dash - 5B - 6A - HJC - j.C - j.D - dj.C - j.D - 623D - 236C - 214C: 5000dmg (against Ragna) Same combo with 100% Heat so you can use Blood Kain first, brings damage up to 6400 - 6500 dmg (Freaking sweet)

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