Jump to content
Dustloop Forums

Recommended Posts

Posted

Hello!

Why all Bangs do 6A after j.D in combos? But not 2B.

Can i`m put 2A betwen Ragna`s 5B - instant block - 5C?

And is 2D(Autoguard) on Death Spike safe?

  • Replies 846
  • Created
  • Last Reply

Top Posters In This Topic

Posted
Hello!

Why all Bangs do 6A after j.D in combos? But not 2B.

Can i`m put 2A betwen Ragna`s 5B - instant block - 5C?

And is 2D(Autoguard) on Death Spike safe?

6A does more damage than 2B. But 2B is easier to land. I think you pretty much to do 2B after j.D if you started the combo with 2A. You might need to do 2B instead of 6A against Carl, I can't remember...

As for the 2A, I'm not sure... I think you can look at the frame data and find out though. : / All I know is that 5A is faster than 2A, so if it's possible, you should always 5A instead of 2A because not only is it faster, but it also prorates less.

Death Spike hits mid, so it's safe. Unless Ragna can react to your 2D fast enough to block and punish you. :v:

Posted
Thank you for answers!

About Death Spike - how Ragna can punish me? With RC only , or not?

I'm not sure what you can after you IB 5B, sorry about that. :( Maybe ashura?

For Death Spike, I'm not completely sure. But I know for sure that if the Ragna player's reflexes are quick enough, he can RC Death Spike and block/DP/or do whatever he wants. :v:

Posted

The reason you see 6A instead of 2B is because American fingers suck at this game, and only the complex BnBs use 2B.

  • 2 weeks later...
Posted
Hello Guys, I am new to Dustloop...BUT I do come with a video/information. I am not sure if this is well-known (Since I never seen it done in a match) but here you go: http://www.youtube.com/watch?v=Ww0bL5X_LNk

This can be found by going to (Part 2) of Misson 5 on Challenge Mode on BBCS Console version. :toot:

And Welcome to Dustloop

Posted
Hello Guys, I am new to Dustloop...BUT I do come with a video/information. I am not sure if this is well-known (Since I never seen it done in a match) but here you go: http://www.youtube.com/watch?v=Ww0bL5X_LNk

This has been known since December 2009.

the reason you don't see it that often is because people would rather command grab for untechable grab.

Posted

ok I have a question about the jB > jC true oki ender. Sometimes when I do it like in the 5B>2B>6C>j.D>6A(2B)>623B>d.2B(d.6C)>j.623B>5B>2B>air combo ender. The oppenent can tech right before they hit the ground. Why is that happening?

Posted

Well, it isn't in itself a "true oki finisher", it is "specific combo's true oki finisher"

In this game, as you hit your opponent more and more, you break down the "proration" further and further, and all of your subsequent attacks do less and less damage and have less and less untechable time, meaning for some combos when you finish with 5B 2B jB jC, they will be stuck til they hit the ground, and others, they won't be.

Posted

How do I cancel 5D into FRKZ? I can't for the life of me get it to work but I saw Nezu do it in an A-cho video.

Posted

You have to jump install it. Meaning you have to do something like 5D > 6321476D, but after the 7 you only have 4 frames to activate the super.

Posted
Sure, welcome back to Bang ^_^

fixed lol. I played him during the CT days, but stopped little bit after console dropped. I though KoF XII was going to be a good game...:(

Posted
You have to jump install it. Meaning you have to do something like 5D > 6321476D, but after the 7 you only have 4 frames to activate the super.

Technically, not a jump install. Rather cancelling your jump. JI is only in GG.

Posted
You have to jump install it. Meaning you have to do something like 5D > 6321476D, but after the 7 you only have 4 frames to activate the super.

Thanks.

Posted

A jump install starts with something similar done in a combo, where you jump cancel a normal then immediately cancel your jump with another normal. In GG, that gives you an extra jump in some situations where you wouldn't have a double jump, such as during the same combo, if you sjc instead of jc, you'll have a double jump (in gg, you don't have a double jump when you super jump).

Posted

I felt like such an idiot earlier today... I completely forgot that Bang has a new input for FRKZ, so I kept doing 214214D and nothing would happen...

Anyway besides that, I'm having trouble jc'ing the j.4C, is there a trick to it or something? Each time I try and do 6c j.a j.b j4c j.b, the j.4c will just drop me to the ground.

Posted
I felt like such an idiot earlier today... I completely forgot that Bang has a new input for FRKZ, so I kept doing 214214D and nothing would happen...

Anyway besides that, I'm having trouble jc'ing the j.4C, is there a trick to it or something? Each time I try and do 6c j.a j.b j4c j.b, the j.4c will just drop me to the ground.

I'm not sure exactly what combo you're trying but if a 6C is in there like that you won't be able to double jump the rest of the air combo. So just going by that little bit there, you probably won't get that last j.B anyway, but that j.4C should still connect. Ex. 5A>5B>2B>6C>j.D>2B>6C>j.A>j.B>j.4C all connects but you can't do anything after that j.4C so it wouldn't be good to do that.

You can test the j.A>j.B>j.4C all in 1 jump by just doing the combo after Daifunka:

Daifunka>5A>5B>j.A>j.B>j.4C>dj.C. That particular combo works on everyone. Depending on what combo you were actually doing, some of that air ender stuff might not work anyway on certain characters.

Guest
This topic is now closed to further replies.

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...