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Posted

I guess the latter, if I didn't miss anything. There is no situation where you can successfully 9d~9 without any delay after j.c.

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Posted

Here is some new tauntless combo way for all of ya: Double Launch Combos

I've seen it in one of videos in Valkenhayn thread and tried it out. And it proved very nice, flashy and meaty :3 The main point of Double Launch combos is to a-cancel the 9D launch, and follow up with one more launch off 2D~5 to connect the whole full-profile ground-to-air combo succession. Here they are off most possible starters:

3C, tauntless: 3C[3 hits]>6D~6>j.C>..>9D~a>..>2D~5>6D~6>j.C>..>9D~9>3D~c>j.C>..>9D~9>3D~3>j.236B[x5] = 4385 dmg

*Probably 1 or 2 reps of CAT2 loop are also possible here, I just haven't tried that out yet.

**Beside the bigger damage there is another essential reason to use this combo off 3C instead of the other tauntless one. It is the universal convenience, the 6D~6>j.C part provides. We know, that if the 3C has been started at a bit of a distance, or if the third hit of it just accidentally got through the opponent's defence, - you won't be able to follow up with the Taunt Loop, nor will you do Tauntless 5D~b[hit]>5C>3D~3 combo. Both the Taunt and the 3D will simply whiff because of the distance. But 6D~6>j.C solves the problem with distant 3C starters and grands you pure 4385 Tauntless damage.

6C, tauntless: 6C>6D~6>j.C>..>9D~a>..>2D~5>6D~6>j.C>..>9D~9>3D~c>j.C>..>9D~9>3D~3>j.236B[x5] = 4927 dmg

Also possible: 6C>214D>j.C>..>9D~a>..>2D~5>6D~6>j.C>..>9D~9>3D~c>j.C>..>9D~9>3D~3>j.236B[x5]

*This one makes probably little sense... I forgot another 6C tauntless combo damage...

For extra perverts it is also possible to double launch off 5B>6A with single taunt:

5B>6A[1 hit]>JC>2D~b>Taunt>214D>j.C>..>9D~a>..>2D~5>6D~6>j.C>..>9D~9>3D~c>j.C>..>9D~9>3D~3>j.236B[x5] = 3773

Finally, this appears to be Tao's ultimate Tauntless tool for air-to-air non-counter situations, hitconfirming with j.C.

This should look like: [air] j.C>..>9D~a>..>2D~5>6D~6>j.C>..>9D~9>3D~c>j.C>..>9D~9>3D~3>j.236B[x5]

Gotta try it out for the damage later...

Posted

@cryingvoid

good shit on the find, they look flashy, i would like to see them being actually done.

What do you think about adding a section specifically for breaking down combos that only work on characters in their weight class. Like, noel weight class, tager and hakumen. Because honestly,

trying to find a combo that works on every character is hard for alot of people. I mean, i just think it would be more organized also. Quick question, was the exact input for the ender with 3d3 j.236b 3d3 j236b. like do floor it out, or time the drive, i don't get how that works thanks

Posted

Final_Round

Almost all the combos are universal, except for some places that need to be timed a bit differently, according to a given character, but this stuff is not all that tricky: once you've mastered a combo against Ragna or Jin you will be able to apply it to Hazama and Noel after some practice instinctively. There is no special stuff that needs to be differentiated, really.

CAT@ loop is one nasty input combination... I'm not an expert at it myself... to make it easier, try inputting 3d>236b>3d>236b instead. The ~3 part buffers in favour of 236. Last, if you use an arcade stick, it might prove useful to input simply 3D>9B>3D>9B it must shortcut-buffer the original command. Try it out. Also, try practising it off 236CC>3D~3>236b>3d>236b>3d>236b... so you won't bother yourself doing the whole full profile combo, while all you need to practice is this small part only.

Posted

6D~6->j.C combos are still a pain in the ass against Hazama, Litchi and Mu, you need to delay them a lot...I don't see much character specific difference between 6D~6->j.C and D~B->5C(->236A), but the first one does more damage.

For some 1 taunt combos:

4B+C->214D->4D~B->taunt->214D->22C->2D~9->2D~C->2D~A->9D~5->6D~6->j.C->...->9D~6->3D->j.236Bx5 (~4100, you still can do a extra Cat2 for ~4200)

Basically, this same formula works for another setups or you can do them tauntless for less damage:

Neutral Throw: ~4300

Air Throw: ~4100

5B->6A: ~3800 (3900 using 2 taunts)

Even though they nerfed taunt loop, I think they didn't nerfer the first taunt 110% proration. I'm using some of those combos in real matches because I got tired of hearing "You do 4k when you shouldn't even do 3k"

Posted

I really need to try those 22C ways at last... Are they applicable to TL ender? Probably as a substitution of 5C? ANd is 22C really THAT nicer in case of overall ender damage? It causes less damage and hitstun proration, right?

Posted

Yes, they are appicable to TL ender...I guess you can even do 1 more repetion using it sometimes. Overall, 22C combos does more damage since it prorate less and you can do more drive cancels in the combo. For example:

5B->3C->5D~B->5C->9D~9->2D~C->j.C->etc etc = ~3300

5b->3C->5D~B->22C->9D~9->2D~C->2D~A-> etc etc = ~3700

Also the damage difference between 22C combos + 1 taunt and their taunt loop counterpart isn't that much (except for 6C, 2C FC)

Posted

Actually, the 5C variant would do 3650, the 22C variant would do 3750, you can do a double j.2D~C on the 5C version.

22C will probably be more relevant in combos when we need to use non-taunt again. For example, 6C->5D~B->22C will do 5300, while 6C->236CC will do 4750, quite the difference.

Also CryingVoid, those 9D~A combos, and most of these non-taunt combos were actually first seen in http://www.youtube.com/watch?v=hPULRMRccyg , quite a good while ago. I should have added those variants to the first post, guess I just forgot to.

Posted

quick question... is it not worth it, from a back throw to do 214d 6c 236cc or bc 214d 6c 66 TL ? and also would a 5c ender would be better or 236c ender would be better. Because, i have just dumb down my game to instead of going for max taunts, i would just go for 4 or 6 max, just to get the damage?

Posted

ever since the arcade release, ive been using: Back Throw > 214d > 6C > taunt loop max > ender

I can actually do the back airdash into 2d~b but I used my way too much and it barely affects the damage. Also a lot of people like bursting when they are thrown, 6c hitstun is huge and very easy to react with RC and block when they do burst.

Posted

i like back throw > 214d > 4d~b

i suck at getting the 7th taunt with the 2d~b starter, so doing 4d~b with 6 taunts does more damage (for me) 4471. also 4d~b looks better :)

Posted
ever since the arcade release, ive been using: Back Throw > 214d > 6C > taunt loop max > ender

I can actually do the back airdash into 2d~b but I used my way too much and it barely affects the damage. Also a lot of people like bursting when they are thrown, 6c hitstun is huge and very easy to react with RC and block when they do burst.

I use the backthrow>214D>6C thing since most people know 6C leads to big damage, and when they see it they'll burst, essentially wasting a burst in a combo that was only going to do 4k.

Posted

XDest

I see... but it still seems to be the best non-taunt option for ground 3C and air-to-air non-counter j.C. Also a great decision when your randomly mixed up 236B fifth hit sends the opponent to the wall bounce, you follow up with 6C>214D>j.C>..>9D~a>full "double launch" ender. And the succession itself appears to be more damaging than 3D~c>3D~a succession most of the times, though it is probably a bit harder not to drop.

Posted

if anyone is having trouble with the back dash after 4B+C, it is possible to simply do:

4B+C -> .. -> 214D -> .. -> j.2D~B -> etc.

i believe this works on all characters, but i'm not 100% on that.

Posted
if anyone is having trouble with the back dash after 4B+C, it is possible to simply do:

4B+C -> .. -> 214D -> .. -> j.2D~B -> etc.

i believe this works on all characters, but i'm not 100% on that.

yeah, i have a big problem with that, like, i can get the hit from the d~b but i always drop the taunt, for some reason everytime, i go to taunt, it never hits .Thats why, i said, i just go for 4bc 214d 6c Tl and deal with the damage from there . No matter what, you still have 3 options for combos when doing from that so, if i dont' feel execution happy, i will just go for a 236cc ender instead of a taunt and still get good damage .

Posted

Hey, I need some brainstorming here...

What is the best combo option off of 5b 5c pick up off the ground? Examples would be like 3c -> 5d~b (whiff) -> 5b -> 5c, or TL -> 236c -> 5b -> 5c, or just plain oki into 5b 5c. 2d~c -> 9d~9 -> 236b -> 2d~6 -> 236bbbbbb although universal, obviously does not do full damage potential, and its getting old =w=

Posted

I always use this one off 3C>5d~b (whiff) > 5b>5c > 2D~6 -> j.2D~C -> j.2D~A -> 9D~5 -> 6D~6 -> j.C -> .. -> 9D~9 -> 3D~3 -> j.236B -> 3D~3 -> j.236Bx5

edit: except i end with j.236Bx5 because i fail cat2 loop 99% of the time.

edit2: can't do it off 5b starter...

Posted
Hey, I need some brainstorming here...

What is the best combo option off of 5b 5c pick up off the ground? Examples would be like 3c -> 5d~b (whiff) -> 5b -> 5c, or TL -> 236c -> 5b -> 5c, or just plain oki into 5b 5c. 2d~c -> 9d~9 -> 236b -> 2d~6 -> 236bbbbbb although universal, obviously does not do full damage potential, and its getting old =w=

I always do 5B 5C 2D~9 j.C 9D~9 [3D~3 236B]x3 3D~3 236BBBBB for 3365 damage.

Posted

Plain oki into 5B->5C to punish somebody not getting up or somebody rolling?

5B -> 5C -> 2D~6 -> j.2D~C -> j.2D~C -> j.C -> .. 9D~9 -> j.C -> 9D~9 -> 3D~3 -> j.236B -> 3D~3 -> j.236Bx5 does around 3800 I think.

Also, you should almost always be doing 5D~B [hit] for non-taunt 3C combos, it's less prorated in general because you don't have to do the 5B as well, you're doing just 5C or 22C into the combo.

Posted
Plain oki into 5B->5C to punish somebody not getting up or somebody rolling?

5B -> 5C -> 2D~6 -> j.2D~C -> j.2D~C -> j.C -> .. 9D~9 -> j.C -> 9D~9 -> 3D~3 -> j.236B -> 3D~3 -> j.236Bx5 does around 3800 I think.

Also, you should almost always be doing 5D~B [hit] for non-taunt 3C combos, it's less prorated in general because you don't have to do the 5B as well, you're doing just 5C or 22C into the combo.

Yeah didn't think about rollers. That works too.

But 5d~b whiff should happen if you hitconfirm too many crappy normals beforehand, like Tsuji does. He hits a couple A's and then goes strait into 3c 5d~b whiff, and goes strait for Oki, which is smarter than a crappy 5d~b hit combo you could've gotten from it.

Posted

Hey guys, having a bit of problem with execution and don't know what's causing it.

for the ender: 5C -> 2D~5 -> j.D~A -> 9D~5 -> 9D~9 -> 3D~3 -> j.236Bx5

Sometimes the 2nd 9D~9 becomes a 5D~9, it's not an input problem but it seems to be happening when the target isn't high enough when we get to that point of the combo. I'm not sure which part am I doing incorrectly, I try hitting them a bit higher with the taunt loop (about tao's head level) before the the ender starts.

Any ideas?

Posted
Hey guys, having a bit of problem with execution and don't know what's causing it.

for the ender: 5C -> 2D~5 -> j.D~A -> 9D~5 -> 9D~9 -> 3D~3 -> j.236Bx5

Sometimes the 2nd 9D~9 becomes a 5D~9, it's not an input problem but it seems to be happening when the target isn't high enough when we get to that point of the combo. I'm not sure which part am I doing incorrectly, I try hitting them a bit higher with the taunt loop (about tao's head level) before the the ender starts.

Any ideas?

the height before the 5c is kinda dependent on the character, i used to have the problem you're having a lot. i try to get j.D~A out as soon as possible, i also think it helps if you let taokaka drop for an extra frame or two before the first 9D~9, but that could just be in my head

Posted
Hey guys, having a bit of problem with execution and don't know what's causing it.

for the ender: 5C -> 2D~5 -> j.D~A -> 9D~5 -> 9D~9 -> 3D~3 -> j.236Bx5

Sometimes the 2nd 9D~9 becomes a 5D~9, it's not an input problem but it seems to be happening when the target isn't high enough when we get to that point of the combo. I'm not sure which part am I doing incorrectly, I try hitting them a bit higher with the taunt loop (about tao's head level) before the the ender starts.

Any ideas?

First thing that comes to mind is that you might be inadvertently jump canceling after the j.d~a. I've had this happen a lot to me when I do j.d~6 -> j.c -> j.8d~6 combos, you're probably pressing up slightly before d. Since Tao nearly falls off the screen after j.d~a, it might be hard to see, and you're probably not looking there since that not where the problem is, and the inputs look right anyway. If Tao is out of jumps, a j.8d becomes a j.5d, so that could explain your problem.

You might be rushing the ender or trying to compensate for not being at the right height, which throws off your timing just enough.

Posted
First thing that comes to mind is that you might be inadvertently jump canceling after the j.d~a. I've had this happen a lot to me when I do j.d~6 -> j.c -> j.8d~6 combos, you're probably pressing up slightly before d. Since Tao nearly falls off the screen after j.d~a, it might be hard to see, and you're probably not looking there since that not where the problem is, and the inputs look right anyway. If Tao is out of jumps, a j.8d becomes a j.5d, so that could explain your problem.

You might be rushing the ender or trying to compensate for not being at the right height, which throws off your timing just enough.

I think you're right, I just switched to holding 9 during my j.d~a animation in preparation of j9d~9 and i'm getting it 100% now. cheers!

Another thing I cant figure out is when I'm trying to go for the low oki ender, the very last hit of cat2 sometimes wont come out? Is there a trick to this or am I simply to inputting cat2 fast enough after 214d ?

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