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Posted

Well if you dash backwards afterwards it's not disadvantage. :V

Okay, I worked a little bit on some FRKZ stuff.

5B 2B 2C 6-dash (wait until the enemy is completely OTG) 2B 9-dash j.4C land 8-dash j.4C land 9-dash j.4C land 8-dash j.4C 9-dash j.4C j.D 2-dash 2B 623B 5D 9-dash j.4C 9-dash j.D 2-dash 5C 2C 236236D - 5628 damage.

50 more damage, 4 more meter gain (+5 meter than you started with) and a little harder than the combo I previously used.

if you start with j.C then you need to make sure you only have I believe around 8-9 hits before the first j.D

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Posted

Backwards daifunka is normal. You have to do a reverse input too.

It's as long as you do d.2B 623B in the corner you can do it.

Posted

Yeah, just the first time I'd seen it and it's a pretty important one to know. It's likely been posted.

But how about that first one, who knew Bnail CH is 3k:psyduck:

Posted

I've done 3k+ with it too :/ Good against tagers who like spamming 2C. I CH with it then just do your normal max damage combo starting from the air.

Posted

I mean, I hit with the explosion for decent damage all the time, I just didn't know you could get 3k on the nail hitting. I feel like you didn't watch the video. :d

Posted

Besides the d2B > 623B > daifunka, you can do "backwards daifunka" after 6A > 623B as well...or 6B > 2A > 5B > 623B.

I thought all of this was common knowledge on ways to hit daifunka :o. Been on JBBS awhile.

Posted

I think a revamp of some of the combos is in order...especially throw combos. If you guys could post what you think are the best throw combos these days, that'd be a big help. (Been using throw>B nail cancel>d.6C>623B or j.D stuff myself)

  • 2 weeks later...
Posted

On throw combos, I think the most sophisticated combos involve web nail to dodge the 60 percent proration bullet.

Posted

Is it just me or does 2D j.D whiff on, like, half the cast? It looks to be super tight/random on Ragna and Noel, etc. Makes going for 4-seal combo on a lot of characters a risky endeavor.

Posted

It works on all but Tager, but 1/3 of the cast you have to super jump, and 1/3 of the cast you have to delay super jump.

Posted
It works on all but Tager, but 1/3 of the cast you have to super jump, and 1/3 of the cast you have to delay super jump.

That is le suck. Anyone work out a good 4-seal variant on Tager? I know 5B 2B 6C j.D d.2D works, but I've yet to figure out a good followup that nets you any more seals.

Posted

Yeah. the j.623B can't be the lowest possible. And then even if it hits, getting the 6C is hard. I have a recording of both version if you guys want me to upload to youtube. I got a ton of shit recorded including FRKZ combos and other shenanigans. Just not enough for a combo video though.

Posted

With the NA release coming soon, I'm pretty sure most of us will be grinding training mode for a while, but I thought I would mention something related to combos and partially the combo thread itself. I already PM'd Sho about this with one example, but I figured I would at least mention it here since it is kinda important to know:

The "insert air ender" factor for combos isn't as cut and dry as it would seem, and while it may seem like Bang can do whatever the hell he wants for combos there are still some character specifics or in this case air ender specifics for combos that we really need to get into once we all get into Training Mode. I finally got a chance to play CS at a friend's house and for a little while started testing out the very first combo 5A>5B>2B>6C>j.D>6A(2B)>623B>5D>air combo ender.

Here are the example air enders we got listed:

X>sj.B>sj.C (low damage, true oki; they can't air tech) <- Best oki

X>j.A>j.B>dj.B>dj.C (mid damage, they can air tech below you)

X>j.B>j.4C>dj.C (mid damage, they can air tech below you) <- Standard

X>j.B>j.4C>dj.B>dj.4C>dj.623B (big damage, no oki) <- Best Damage

6C>j.B>j.C (basic ender off a 6C. You may omit the j.B or add a j.623B at the end depending on the character being comboed.)

X>sj.B>sj.C = 2,812 Dmg - With this particular combo you only need to sj.B on RA, HZ, TA - True Oki

X>j.A>j.B>dj.B>dj.C = This one doesn't even seem to work, the j.A whiffs apparently

X>j.B>j.4C>dj.C = 2,974 Dmg - Works fine on everyone. - Low Tech

MINOR ADDITION:X>j.B>j.4C>dj.B>dj.C = 3,072 Dmg - Works fine on everyone. - Mid Tech - Add j.623B to the end for Arakune and 3,239 Dmg.

X>*s*j.B>j.4C>dj.B>dj.4C>dj.623B = 3,275 Dmg - This one gets all kinds of crazy off this particular combo:

-Doesn't apparently work on TS,HZ,LI,NO, will probably have to test that further.

-No sj.B needed on JI, HA, TG, AR

-sj.B needed on RG, RA, CA, BA, TA, LA

-For no sj.B, the 2nd j.B works as an 9 input on TG

-For no sj.B, the 2nd j.B works as an 8 input on JI, HA, AR

-For sj.B, the 2nd j.B works as an 9 input on RG, RA, BA, LA, TA

-For sj.B, the 2nd j.B works as an 8 input on RA, CA, LA, TA

Another Example: 5B-2B-6C-j.D-6A-623B-d.6C(d.2B)-j.623B-5B-2B-air ender:

Even the simplest air ender: sj.B-j.C doesn't work (at least on Ragna), the j.C black beats. But something like j.B-j.4C-dj.B-dj.4C-dj.623B can probably work (with the same rule probably as the above combo with sj.B's needed for some.)

As you can see, it isn't nearly as simple as just "insert air ender here" and this was just off the first BnBs. If you guys are wondering why you might be dropping combos or getting black beats, this is probably the answer.

I'm posting this mainly because once I get CS I planned to go through this entire thread and test out all the combos + air enders on the entire cast, and basically make my own personal use guide with what works and what doesn't / what is easier or harder. So I figured I would mention it here so that everyone knows that they need to check the combos out a little more in-depth.

  • 2 weeks later...
Posted

Time well spent in training revealed to me the true purpose of FC 623B...the CS quaduple crash. (This one's for you, Dacid.)

FC 623B>walk forward>5B>2B>j.4C>j.623B>5B>2B>j.623B>5B>2B>j.4C>j.623B

You can end it in various ways, but might as well end with another crash for flash. =D

Posted
Time well spent in training revealed to me the true purpose of FC 623B...the CS quaduple crash. (This one's for you, Dacid.)

FC 623B>walk forward>5B>2B>j.4C>j.623B>5B>2B>j.623B>5B>2B>j.4C>j.623B

You can end it in various ways, but might as well end with another crash for flash. =D

Can we end it with a super? Nothing says flash like spending meter

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