10stars Posted December 21, 2009 Author Posted December 21, 2009 srry for the mis-info...no one plays tao here cept me on occasion... No reason for an apology lol, just letting everyone know <3
Blade Posted December 24, 2009 Posted December 24, 2009 *Noob warning* Can someone tell me what 5C is for, if anything?
Justice7541 Posted December 24, 2009 Posted December 24, 2009 Oh, dammit, it's Blade. So what happened, Jin not easy mode enough for you anymore?
Dacidbro Posted December 24, 2009 Posted December 24, 2009 Don't mind Justice, he's an idiot. 5C is Bang's primary overhead. It's easily used in block strings, and you can combo off of it relatively easily. Plus, in CT it's one of the fastest overheads in the game. Certainly a very good move.
DaiAndOh Posted December 24, 2009 Posted December 24, 2009 *Noob warning* Can someone tell me what 5C is for, if anything? Dacidbro is right. You can even do a combo from an overhead into a Daifunka. In CS, I believe the move is slower, but benefits in general from Bang's mixup and damage buffs.
Justice7541 Posted December 24, 2009 Posted December 24, 2009 It loses slightly in usefulness since 6B is a viable overhead now. The damage from it isn't as good but it seems to lead into a short air combo to oki just fine.
faultydefense Posted December 24, 2009 Posted December 24, 2009 lol nah, anytime you touch someone anywhere lower than double jump range, odds are you can turn it into a full combo ie, 6B > 2A > 5B > 632B > (daifunka, or d.623B, or 2B, or 5B) > 623B > (Daifunka, air tech trap, or ) d.6C or 5D > j.4C > dj.4C > dj.C > j.236A go into easy super, go for another seal, go for oki, go for nail tech....like anything you want off almost any hit
sanshiki Posted December 24, 2009 Posted December 24, 2009 this works for lol damage: fatal 623B, daifunka, 5B 623B, daifunka 100% heat. umbrella super is really hilarious to pull out in a match. So much more dependable, since it doesn't disappear when Bang's hit, and daifunka super moves slowly through it (it rained like 20 hits then it resetted the daifunka super, not sure if its an unblockable in this version since i did it once only) can't double j.D in CS furinkazan now due to new j.D hitbox, and j.4C isn't very easy to use in that mode to combo. At least its easier to tag on that super at the end of whatever combo you do since you gain mad heat during a combo anyway. Learn to judge the height for 5B 623B relaunches off air-to-air j.A/B etc j.623B combos. Crucial to landing big damage off any poke and getting them to respect abare. BTW after 2 reps of 623B, any more 623B starts to do crap damage. Use that super early or shorten the combo if you're planning to use heat at all.
Dacidbro Posted December 25, 2009 Posted December 25, 2009 this works for lol damage: fatal 623B, daifunka, 5B 623B, daifunka 100% heat. DOUBLE DAIFUNKA COMBOOOO :yaaay::yaaay: How much was it?
sanshiki Posted December 25, 2009 Posted December 25, 2009 5k+... think 5.2k i forgot could be slightly more. Its really just for lolz. I think after fatal counter for 50% gauge the best combo would just be fatal 623B, super, then finish up with a meaty air combo in the corner. I'll test both out today again and get back with proper damage numbers.
Dacidbro Posted December 25, 2009 Posted December 25, 2009 5.2k.. Seriously? I thought 623B Daifunka itself would be like 4.5k. :[
Mr. Camaro Posted December 25, 2009 Posted December 25, 2009 air throw daifunka is 5.3k I believe lol
faultydefense Posted December 25, 2009 Posted December 25, 2009 for lols can do X > X > 6C > j.D l> 623B > d.6C > j.D l> 623B > d.6C > dj.C on tager, looks neat, but does less than bnb and if they're in the corner, depending on where it is in the combo, can land 3-5 critical crashes in a row, does ass damage after 2 but good for breaking their spirit :p
Blade Posted December 25, 2009 Posted December 25, 2009 Dacidbro is right. You can even do a combo from an overhead into a Daifunka. In CS, I believe the move is slower, but benefits in general from Bang's mixup and damage buffs. I'm using it, but it just seems too slow and risky sometimes. What are some good setups and followups for it, besides 5D?
DaiAndOh Posted December 25, 2009 Posted December 25, 2009 I'm using it, but it just seems too slow and risky sometimes. What are some good setups and followups for it, besides 5D? 5D is not a good followup, no combo at all, way to slow for pressure. Are you playing CT? If so, you're in the wrong thread, this is clearly for Continuum Shift, baring that for now though.. The general options after a 5c on block are a 2c for the low or 6b for a double overhead situation. Both are quite risky though. Don't throw it out randomly though. Make sure your opponent respects your pressure when you do, generally when they are blocking during your approach, after a string reset with 2369D, or after a tick with 5a or 2a. On hit, for starters you can do 5c, 2c, 6d, 623B. More is in combos section.
TOKiMONSTA Posted December 25, 2009 Posted December 25, 2009 this works for lol damage: fatal 623B, daifunka, 5B 623B, daifunka 100% heat. 3C fatal, 2B, 623B, daifunka into ashura does 5.1k-ish too.
Dacidbro Posted December 25, 2009 Posted December 25, 2009 Wow. 3C out of the corner to attack a zoning character just became a high reward risk.
Mr. Camaro Posted December 25, 2009 Posted December 25, 2009 How can 623B prorate so horribly.. j.623b is the good one on proration now and both of them have that new 'loop proration' or whatever it is, so you should try to use as few in a combo as possible
Dacidbro Posted December 25, 2009 Posted December 25, 2009 Ahh, so that's Aksys' answer to loops, then? How bad does it hurt?
Mr. Camaro Posted December 25, 2009 Posted December 25, 2009 meh, realistically it's not that bad, but if you do 623b over and over it prorates down to 0 after like 5 and only does about 1.2k
Dacidbro Posted December 25, 2009 Posted December 25, 2009 Oh, you added to it. And that's pretty steep.
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