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Posted
There is no such thing as a 6A CH > 5C > 6C > Sekka-Jin combo, the opponent isn't locked in a counter hit stun state long enough for 5C to connect.

Thanks, that's all I need to know

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Posted
There is no such thing as a 6A CH > 5C > 6C > Sekka-Jin combo, the opponent isn't locked in a counter hit stun state long enough for 5C to connect.

We were just questioning the possibility, that's all.

Irrelevant note that 5C > 6C > jin, meant whatever followup you choose to make from 6C, not sekkajin.

:v:

Posted
We were just questioning the possibility, that's all.

Irrelevant note that 5C > 6C > jin, meant whatever followup you choose to make from 6C, not sekkajin.

:v:

I'm not much of a mind reader, I couldn't just deduce that you meant "whatever followup" by posting "Jin" on its own, my mind just assumed "Jin... Sekka-Jin?" :psyduck: XD

But yeah, 6A CH > 5C > Rest of Combo is a no-no, just wanted to clarify that little fact for you guys.

Posted
Doesn't a 6a > sekkajin > 5c > air combo offer more damage than 6a CH > 5c > 6c > jin?

that certainly implies that you believed 6A CH combos into 5C...

Posted

Not at all.

Souseta asked about it, and I asked that (even if it was possible) wouldn't sekkajin be a more rewarding follow up.

Shit, I haven't touched CS, so why would I be so bold?

Posted
If you can't do corner throw > 623B, you default to whatever you can do outside of corner.

That's just a waste of meter.

sadly I know this:vbang:

the better option might be just going for a reset. corner throw might work as a back throw out of the corner into ice arrows... but from foward just reset, possibly try to get oki after the reset... maybe (I'm hesitant to say because I don't know if this works) try: combo into sekkajin>6C>6D>the rest... not sure at all if it works, I think the 6D might whiff, sekkajin might kick back to much... but the safer option is to just reset and pressure. If I sound like a dumbass right now sorry, not very good at this.

Posted

j.214C can combo without the opponent being frozen, it just depends on what combo you do. Typically, it can't go on for too many hits or else they can tech out of it.

Posted

623D corner combo, posted for the heck of it:

Knockdown:623D, 6C>(delay)623B, 6C>dc, jump back j.C>jc>j.2C>either 214C or 214D, land 6C>214C (DA 25%=4073, 50%=4654)

Damage: 623D, 6C>(delay)623B, 6C>dc>623D, 6C>6D, (623D, 6C>6D,) 5C>jc>j.B j.C j.2C>jc>j.C j.2C (DA 50%=5272, 75%=5932)

Also, the 6C>6D, 6B>623B, 6C>6D, 623D, 6C>6D, 5C>jc>j.B j.C j.2C>jc>j.C j.2C combo can be initiated with 2C, 5B(1)>5C, 6B>5C, j.B>5C, 6C CH>dc, or 6C>6D itself. Anything shorter will also work but anything longer (like 5B(2)>5C or j.B>2B>5C) will not work.

6C>623B 6C is an interesting combo filler. Higher damage than 6C>6D, only loses to 6B>623B 6C>6D but seems to prorate less. Will do extensive testing with it sometimes soon.

Oh, and

Corner:

Front throw(2hit)>623B, 6C>6D, (small delay)6C>dc, j.C 214D, land 6C>214C (DA=2950)

Actually spending 25% on front throw for damage is not a good idea imo, except for kill combo (but then you should have done back throw instead) since the proration sucks. Just go for 3C knockdown is the safest option, sometimes going for some freeze resets like 3C>236D on Tager, Hakumen, Arakune and Rachel or 623B 6C>dc>j.C>j.D land, or even gimmick stuff like 6D>6B>6A/6B/6C/throw/whatever can also work.

Posted

hey can i still use 3a >5c as an oki in CS? ive been tryin the 3a connects but i cant land the 5c

Posted
hey can i still use 3a >5c as an oki in CS? ive been tryin the 3a connects but i cant land the 5c

Do you mean that the opponent techs out first? Or that it just misses?

Usually I do 2A > 5B (1 hit, don't know if you can land both hits) > 5C > air combo

Posted

well in CT i used 3a> 5c if it whiffed i would still get a cross-up but i didnt get a chance to try it yet but ima try 1/2/3A > 5B into air combo :)

Posted

ok has anyone been playing around with astral heat combos? im tired of going for the grab/backgrab good players see it coming lol any alt ways of getting it to connect ive been trying 3c and its alil eh

Posted
ok has anyone been playing around with astral heat combos? im tired of going for the grab/backgrab good players see it coming lol any alt ways of getting it to connect ive been trying 3c and its alil eh

hmmm...maybe: corner 2C(FC)>6C>6D>AH

but that's speculation.

  • 2 weeks later...
Posted

ice car B always combo to 2A , 5B, 2B... if that's the first thing you hit them with

sometimes 5C if they are crouching and you are close enough, I think I talked about this much much earlier in this topic.

Posted

Actually what are the properties of Ice Car B? I've seen some combo from 5B,5C, icecarB, rapid to 6C etc and that's when the opponent is standing not crouching. I thought 6C can only be continued in a combo after a CH or fatals.

Posted

yes, if the timing is proper and you haven't hit them too many times the second hit of ice car B would give you enough stun time to connect 6C... it's not worth the meter though I think, so just go for it only for the kill....

it's hard to do too

  • 3 weeks later...
Posted

what's best combo out of 6A>DP B in the corner...

and I know 6A > DP B will whiff carl, lambda and litchi...

but I am not 100% sure... anyone can confirm?

Posted
what's best combo out of 6A>DP B in the corner...

and I know 6A > DP B will whiff carl, lambda and litchi...

but I am not 100% sure... anyone can confirm?

I think it's range dependant.... as for a combo.... maybe 5C>6C.... haven't tried it though.

Posted

i did this not to long ago but if u have meter i would go for 6C>6D>6D>sekkajin>ice arrow not sure if it's the best damaging combo to come out of it but its solid....thats what i love about jin the possibilities of diff forms of corner rape

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