njmamm Posted October 17, 2010 Posted October 17, 2010 Well, for one, eventually it'll stop working after a couple of loops due to hitstun proration. And, make sure you press B as soon as you A. It should gatling as soon as you hit with 5A.
ioKain Posted October 22, 2010 Posted October 22, 2010 Guys Guys Guys! I'm so excited, I figured out jump-loops against Arakune, Ragna & Tsubaki! (not tested on Carl yet) Here's the deal, we all know Ragna is too tall NOT to have it, but the problem was the size of his "being hit" hitbox, he leans forward. As we all remember, Jump loop works great on Carl/Ragna while standing not in hitstun. The key here is that each character has numerous hit stun animation. The ones prohibiting jump-loop from working are where the opponent leans toward, this is b/c 6B hits low. Changing the move we do before the jump loop, will change the hitstun animation and allow a few others to combo properly. The answer is J.C. Arakune, Ragna & Tsubaki! (not tested on Carl yet) STANDING: ...5B, 5C, Delay, 6]D[, J.2C, J.B, J.C, J.B, J.C, J.B This is great because we actually land from J.C and do J.B w/o using our second air option. Even if we input the 9 to jump cancel J.C, Carl still lands first and does J.B from a clean jump. This extends our BnB damage with minimizing Nirvana. I can get a KO with (3) mix-ups and only 4-5 nirvana moves now. Also, I am going out to buy a video capture card. Expect a combo/mix-up video, and match vids currently saved on my sexbox. GET HYPE Any updates on this Kyle? I was really looking forward to this.
Akanishi Posted October 23, 2010 Posted October 23, 2010 How do you guys connect j.B in this combo: FCH j.B> IAD> j.2C allecancel> 2C>vivace A> Super j.B?> allegretto> IAD> juggle> ...fermata? I can't connect Super j.B even if I do FCH j.B>22D>IAD>j.2C allecancel>5C>623D>vivace A>sj.B... etc. I really want to implement more damaging combos from FCH J.B because I tend to land it a lot in matches.
ZONG_one Posted October 23, 2010 Posted October 23, 2010 tha's not a practical combo, it's too hard to confirm. either FCH j.B into clap/2D and follow up with loops for big damage. or FCH j.B > IAD j.2C > 5C > sj.B > sj.C > dj.C > dj.2C > Allegretto for around 3.5k ish.
Akanishi Posted October 23, 2010 Posted October 23, 2010 So the timing is too specific to be of any use in a match. Thanks, I'll try to use 2D instead then.
Kyle Posted October 23, 2010 Author Posted October 23, 2010 I bought the capture card. I recorded about 40 matches. I editted about 40 matches haven't thrown them on youtube yet b/c the wireless internet was a joke there I will be recording character specific BnB this week!
Linear04 Posted October 24, 2010 Posted October 24, 2010 any tips for doing the iad allecan 2d set up?
soujiro seta Posted October 24, 2010 Posted October 24, 2010 any tips for doing the iad allecan 2d set up? do you mean carl's summon combo, 2B 3C 22D IAD j.2C allecan? or you mean incorporating 2D into the summon combo as in, 2B 3C 22C IAD j.2C allecan j.2C]D[ j.C? I'm assuming you mean the first one. It's really just practice. It will take a while before you get it. Practice practice practice
Mascarpone Posted October 24, 2010 Posted October 24, 2010 Kyle~ lets see this ragna/tsubaki/kune jump loop :D hype hype hype lol~
Zoogstin Posted October 27, 2010 Posted October 27, 2010 I approve. And its actually practical. The only thing that would make the second combo strong is a 4D instead of a second volante.
JG Posted October 27, 2010 Posted October 27, 2010 I approve. And its actually practical. The only thing that would make the second combo strong is a 4D instead of a second volante. Are you sure that 4]D[ instead Volante will do more dmg?... Still i can´t do 4]D[ setup, i don´t know why, but its okey because i dont have problems with Volate combo.
Mascarpone Posted October 27, 2010 Posted October 27, 2010 I still have problems with volante 9_9' tho it is kinda easier to volante tager. can get it semi-often. i drop it on everyone else almost 100% =x sorry this kinda goes in another thread i guess XD
njmamm Posted October 27, 2010 Posted October 27, 2010 Well, that wasn't really much of an unblockable reset...But I'm sure you could adjust the timing so, just 2D a bit earlier. But yeah, pretty sweet. XD
Zoogstin Posted October 27, 2010 Posted October 27, 2010 Are you sure that 4]D[ instead Volante will do more dmg?... Still i can´t do 4]D[ setup, i don´t know why, but its okey because i dont have problems with Volate combo. Sorry didn't mean to be a buzz kill. Your combo does a lot of damage. But the second hit of 4D alone does more damage than a volante. Plus the same move proration starts to kick in by doing two volantes.
JG Posted October 27, 2010 Posted October 27, 2010 Sorry didn't mean to be a buzz kill. Your combo does a lot of damage. But the second hit of 4D alone does more damage than a volante. Plus the same move proration starts to kick in by doing two volantes. Wou men, dont worry. You werent buzz killing my combo, i was just asking. Also i always thought that Volante deal good dmg and prorate for combo.
Zoogstin Posted October 27, 2010 Posted October 27, 2010 The mid combo proration (or P2) of Volante is 89% while 4D is 90%. Not a big difference but there is. But what I meant by the same move proration is the fact that you did two volantes thus shortening your opponent's hit stun time. To be honest I didn't really need to mention that considering how the combo still works so nevermind on that. 2 volantes is fine. But 4D will get you more damage. That is all. Its up to you.
njmamm Posted October 27, 2010 Posted October 27, 2010 Actually I think I remember in Isu's vids he switches between 2x volante loop j.2c allecan j.b j.c 8D and the 4D phrase like there's no difference. And I believe they did pretty much the same damage anyway.
Zoogstin Posted October 27, 2010 Posted October 27, 2010 I failed to mention that I do 2x volante combos. But its based off of my position on the screen. Depending on where the corner is, 4D combos won't work properly thus improvising with 2x volante combos are ideal.
Isuyaru Posted October 27, 2010 Posted October 27, 2010 Volante doesn't have same move proration, so the damage is pretty close to the same either way. On the other hand, doing volante x2 takes a greater amount of Nirvana meter than volante 4D (difference of slightly more than 5% of Nirvana's total).
Angel Posted October 27, 2010 Posted October 27, 2010 Yeah, I noticed in this video they did Volante repeatedly in a combo.
JG Posted October 27, 2010 Posted October 27, 2010 Yeah, I noticed in this video they did Volante repeatedly in a combo. Yeah... funny thing if you do 4X volante stuff, you still get like 4.5 k. Maybe if WASNT fot the online delay, you could do this in some situacion.
Mascarpone Posted October 27, 2010 Posted October 27, 2010 4 Volantes will ruin nirvana's health gauge tho ;(
4Corners Posted October 31, 2010 Posted October 31, 2010 souhh I was practicing bnbs and such, and found out that when you do something like j2c allecan, 5b, 6b, 6d, 5c, 3c, j2c, j.c, 2d, 5c, volante, j2c allecan, j.b, j.c, 8d, 44, j2c, jc, 2d, j2c, allegretto, 8d if you get the two hit clap that juggles them, you can replace fermatta with volante to round out the damage to 4.6k and still end in kd. I mean, it's a very very negligible amount of damage, but sometimes, that's all you need, rite? Nothing special though, move on!
ioKain Posted November 9, 2010 Posted November 9, 2010 Completely useless, but if you really wanna end a match with a bang.... NOC 5B, 6B, 6]D[, 5C, 3C, J.2C, 2]D[, JC, J.2C, Alle~can, 421]D[, 5C, J.2C, JB, JC, 8]D[, J.2C, 2]D[, J.C, Cantata, 8]D[, Burst, Fermatta 6100 dmg
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