WayINside Posted January 29, 2010 Posted January 29, 2010 i'm having problem connecting the loop here: 6B 3C 22C 66C 22B (when 22B whiff) on bang and fatter i have no problem, but it seems much harder on lighter (tried on ragna, lambda, tsubaki). any change in input i should consider or just go for something else? i consider this: 6B 3C 22BC 66C sj.D 6D C 6B 623D 66C sj.D 6D C 6B 236D btw, any way to connect full fenrir after drive combo ?(j.D etc)
Mizzet Posted January 29, 2010 Posted January 29, 2010 btw, any way to connect full fenrir after drive combo ?(j.D etc) I did type out a post on this about 5 posts back you know Your options are (these work anywhere) 1) j.d Fenrir 2) j.d 6b Fenrir 3) j.d 623d Fenrir 4) j.d 6d Fenrir (Saw R-1 do it, not been able to reproduce it myself) Regarding 22b whiffing, that's just the way it is, on anyone other than Bang/Tager/Hakumen it is harder to do 22b shenanigans as they don't have as generous a hitbox. Usually if you 3c smaller characters point blank, they will be too close horizontally causing 22b to whiff. Sometimes you get lucky and catch them at the right distance for a 22b, it's all about you being able to observe and quickly recognize whether your 22b will hit, or you should just proceed with a normal drive combo.
Jais Posted January 29, 2010 Posted January 29, 2010 I about have my flowcharts where I want them. ^^ Hazama is such a special case -_- The rule is, after 214A, opponents can either be hit by 6C x2 or 6CxxHaida. noooot Hazama Does anybody have a meterless 5D/2D combo against Hazama that does more than 3,442 and scores KD? Pro-tip: Fatal Counters add 2 frames of untech. FC 4D>d.6A>d.6Cxx214A FC j.4D>d.6A>d.6Cxx214A Making your d.6Cxx214A have the same proceeding hit stun as if it were throwxx214A. Sadly you won't see any original FC 214A combos that you wouldn't see off a throw to begin with. =\
Mizzet Posted January 29, 2010 Posted January 29, 2010 Does anybody have a meterless 5D/2D combo against Hazama that does more than 3,442 and scores KD? 5d/2d 6a 6c 5c SJC9 j.d (land) 5a 5d 6a 6c 214a There you go, 3544 from 5d, 3559 from 2d.
archling Posted January 29, 2010 Posted January 29, 2010 How do you hit 214a if j.d gets them bouncing?
Mizzet Posted January 29, 2010 Posted January 29, 2010 They never leave the ground, so it doesn't count as an aerial j.d hit and they don't bounce.
archling Posted January 29, 2010 Posted January 29, 2010 Oh, right, I see it now. Silly me. Can you do anything after 214a?
Mizzet Posted January 29, 2010 Posted January 29, 2010 Unfortunately no, that's about the limit of the combo thanks to proration. Technically you can 2b but they will tech before 6c, and that little prick of damage isn't worth the loss of oki. However! If they are Hakumen/Tager/Taokaka/Rachel/Arakune/possibly other fat people, you can Fenrir immediately upon landing from 214a and it will combo, for ~4.5k damage total, the distortion adds about 1000 more. Misc: If you combo into this via things like 5c/6c counterhits, you will need to leave out the second 5d, the one between 5a and 6a, as it will be techable due to added proration, and they will end up blocking the rest. The 5d isn't really necessary too, (drive) 5a 6a combos fine, but it does increase the total damage. Still holding out hope that there's a better sequence utilizing SJC9 j.d'ing that can break 4k meterless, but I haven't found a better one yet. I do believe this combo is rather important, one of her new BnBs, even.
archling Posted January 29, 2010 Posted January 29, 2010 Not sure if i like doing this at mid screen. I may prefer the standard 5d 6a 6c 214a combo to get corner setups.
Mizzet Posted January 29, 2010 Posted January 29, 2010 That is true, since the normal version of the 5d/2d combo ends with 236d to push them into the corner. Occasionally though, you get cases where you 5d/2d from the outside, 214a causes you to switch sides into the corner and your 236d ends up pushing them back into the middle. I personally consider them two variations of basically the same combo, depending on the situation they both have their uses.
Hellmonkey Posted January 29, 2010 Posted January 29, 2010 5d 6a 6c 214a 2b 6c (bc) 6c 22c 66c sj9.d 6b 5c 236d instead of two 6c go straight to 22b against bigger hitboxes near the corner going into airborne hit j.d sooner allows you to use 4d 236d 6c 22b 22bc depending on circumstance
archling Posted January 29, 2010 Posted January 29, 2010 I was having trouble hitting 6C BC 6C on some thinner hitboxex like Hazama and Tao. I'm thinking you have to dash 2B for it to work?
Jais Posted January 29, 2010 Posted January 29, 2010 5d 6a 6c 214a 2b 6c (bc) 6c 22c 66c sj9.d 6b 5c 236d This is my generic 5D/2D combo on normal hitboxes. (3740) Even with running 2B I can't get "6c (bc) 6c" to hit Hazama. 5d/2d 6a 6c 5c SJC9 j.d (land) 5a 5d 6a 6c 214a There you go, 3544 from 5d, 3559 from 2d. EDIT I can not get either of these combos to work o.o;; Could these be confirmed on mid-screen standing Hazama?
mooyang90 Posted January 30, 2010 Author Posted January 30, 2010 So now that midterms are over I can finally start editing this ghetto ass guide again. Mizzet- don't ask don't tell. But yea, I can confirm that the combo works. If they are crouching do 236D instead of 214A at the end. Regarding questions I see about the haida loop, while it DOES work on all characters, some cases are very distance specific, and require different timings on the initial 66C. Here's my analysis on how easy it is to get each character into the loop. Distance not important, very easy to get into: Tager, Bang, Hakumen Distance semi-important, you have to hit them with 66C at the very "tip" Rachel, Jin, Nu, Ragna Distance VERY important, IMHO too hard to land to be feasible from mid-screen Tao, Carl, Arakune (lol), Hazama, Tsubaki, Noel Regarding Hazama, he has some weird properties on his hitbox. I'm glad to see I'm not the only one whiffing 214A, 2B, 6C, J. D =/ God damn I hate the fact that her air throw range was nerfed. Makes the Hakumen match-up so much more harder....
Mizzet Posted January 30, 2010 Posted January 30, 2010 Regarding the dash 2b after 214a, how are you guys doing it? I've been doing 653, buffering the 6 as she falls. Seems to be quite height dependant also, on Jin it seems very easy, on the likes of Tager/Bang it's much harder. @FunkyP, won't do any good if you don't delete yours as well lol, since you quoted it.
Hellmonkey Posted January 30, 2010 Posted January 30, 2010 just 6563b, only have to be careful with the 6c not to be optic barrel. Use 2b 6c 22c 66c j.d 5c 6b 236d on hazama, ~3.6k. btw you have a lot of time after 2b to do 6c, you don't need to cancel right away.
Jais Posted January 30, 2010 Posted January 30, 2010 Use 2b 6c 22c 66c(bc) 6c j.d 5c 6b 236d on hazama, ~3.7k. thank you thank you thank you! =^.^=
WayINside Posted January 30, 2010 Posted January 30, 2010 i think that you can also get: 6B 3C 22BC 66C j.D 6D C 6B 623D 66C j.D 6D 6B C 236D maybe in the last part just drop everything and go for j.D 6D 236D
Hellmonkey Posted February 19, 2010 Posted February 19, 2010 thank you thank you thank you! =^.^= btw incase you hadn't realized this, you can end with 22c 66c j.d 6d 6b 5c 236d
Jais Posted February 19, 2010 Posted February 19, 2010 thnx for clarification. I had a type-o above and forgot the 6d
Nodelic2 Posted February 19, 2010 Posted February 19, 2010 I like 3C 22BC 66C 5D 6B 5C j.D 6D 6B 5C 236D (3797) Works on everyone i've tried playing against.
mooyang90 Posted February 20, 2010 Author Posted February 20, 2010 Updated MU section with Ragna and Jin info.
Hellmonkey Posted February 26, 2010 Posted February 26, 2010 I like 3C 22BC 66C 5D 6B 5C j.D 6D 6B 5C 236D (3797) Works on everyone i've tried playing against. After a 3C you want to do a few reps of 22b-22bc for max dmg almost always.
SuperKawaiiDesu Posted February 26, 2010 Posted February 26, 2010 whats the usual damage for a haida loop?
mooyang90 Posted February 26, 2010 Author Posted February 26, 2010 Not necessarily Hellmonkey, doing the haida loop on Carl, Ragna, Litchi, etc, are all very distance specific. Sometimes it's best to just go straight into your D combo, or better yet go straight into 5D, 2D, 623D, 66C, J.D , 6D, d. 6B, d. 5C, 236 D (about 4400 if you landed a 3C without proation) Some character's I don't even find worth doing at all. Hakumen, for instance, is easy to do it on, but you can't really squeeze that many reps into it before he gets pushed back too far. Why not just go straight into the 4400 drive bnb? The character's that are really worth doing it on is Tager, Bang, and Jin to be honest. I'm still testing it on Arakune, because the haida loop works surprisingly well on his strange hitbox. I have squeezed a lot of reps on Rachel and Ragna too, but once again it's really distance specific for those two characters. A good haida should carry them all the way to the corner, and do about 4.8k meterless (assuming you do 22BC each rep instead of 22C).
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