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Posted

Slightly more damaging 3C FC combo (2 seals):

FC 3C > 2B > 6C > dj.4C > dj.623B > 5B > 6C > dj.D > 2B > 623B > [5D > sj.4C > sj.C]: 3940 Damage

[] section can be substituted for 5B > 2B > j.4C > j.C in the corner for a little more damage (3986) but 1 seal.

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Posted

The first version works on everybody, but I haven't tested the second on everybody yet. For the second combo on Hazama, you have to swap out the last j.4C out for j.B, though.

Posted

Ok, I haven't really bothered learning FRKZ in CS until now but I'm going to give it a shot now. Can anyone help me with this j.4C loop for it? I can't seem to figure it out, I get about 5 hits in and then I lose it. I usually get 3 of them in, then have to do the diagonal dash, then get one more then they're too far up and I lose them. Also I know you can set it up off 2d but what else is there?

Posted
easiest j4C loop: (anything into 2C) 2B [9 j4C] x4 8 j4C jD 2 2B 623B daifunka. if you cant do this right dont bother using frkz

Shouldn't work if you have a 2A starter, just pay attention to what starter you have. Also that doesn't generate 50 heat, but you should hopefully have enough for that daifunka anyway. At least if you use the setup I use for FRKZ you should :) w/e BnB into 623B into FRKZ, then 5D 9-dash j.4C j.D 2-dash 5C 2C -> oki.

Posted

Well that information was not remotely helpful. I was just looking for tips as to timing it, since it seems obvious to me that it does not work fast as possible.

Posted

New max damage combos using Nezu's new link. (im pretty sure these work on everyone but I didn't bother testing.

6A 2C d.2B 623B d.6A j.B j4C j623B 5B 2B j4C jC 3854 damage

2D 5B 623B d.6A j.B j4C j623B 5B 2B j4C jC 3507 damage

jD CH 2B 623B d.6A j.B j4C j623B 5B 2B j4C jC 3728 damage

2B 2C d.2B 623B d.6A j.B j4C j623B 5B 2B j4C jC 3879 damage

6C j.D 6A 623B d.6A j.B j4C j623B 5B 2B j4C jC 4185 damage

Using it anywhere else either doesn't combo or doesnt provide true oki. The combo Nezu used it in ended on the j623B though and he went for 5C tech trap.

I don't think Sho even looks here to edit these into the max damage true oki combo section but if a mod could do it that'd be nice. I love these combos nezu4life

Actually the only starters that can go into this but only provides half oki is 6B CH and jD non CH. Everything else the 5B is techable (5C, 5B starters etc cant go past j623B)

Posted

lol Furinkazan

3C FC 632146D 2B 9-dash j.4C (keep doing j.4C loops until you get 11 hits) 9-dash j.4C j.D 2-dash 2B 623B 5D 9-dash j.4C 6-dash j.D 1-dash j.236C 2363214C 236236D - 7650 damage

Fun way to activate into Furinkazan. Without Ashura it does 7100 damage

Posted

I don't think Sho even looks here to edit these into the max damage true oki combo section but if a mod could do it that'd be nice. I love these combos nezu4life

I can now, sort of. I don't have internet (or a TV) right now at my new place here so I have to go to my friends apartment to leech net sometimes until I get net on the 14th. I'll add some stuff now while I'm here.

Posted
5B probably works if you omit 2B and go straight to 2C.

Already tried that. Youd think it would but it doesn't.

Got around to character specific testing and I am pleased with the results. No matter what you do the j623B will whiff on Hazama. j4C will whiff on Litchi unless you hit with 6A as soon as possible. Everyone else there is no timing it works perfectly not matter what.

:)

so add d.6A combos not possible for Hazama somewhere, and also that 2D 5B combo is CH only my bad.

Posted

I've been playing around with this combo in training and noticing that using 6c as a starter leads to pretty meaty and flashy combos.

(Possible ch)6C>land>623b>daifunka>ashura. Does around 5240.

6C>land>623b>d.6a>623b>d.6c>j.623b. Around 2.7 to 3k.

Posted

nvm d.6A combos do work on Hazama but you need to delay the j623B. the timing is pretty loose.

Also on Mu just use 6A without a dash or the j623B whiffs on her as well.

Posted

BB newb here. Got 5A>5B>2B>6C>j.D>6A(2B)>623B>5D> down to a science, working on the air combo ender. I usually go with >j.4C>j.623B (if I don't have enough Heat for a distortion) but it doesn't work at mid screen. Seems like after the 5D my opponent flies too far off to be able to land the j.4C. Am I doing something wrong? Is it only viable in corners? Only on certain opponents? Help a new guy out!

Posted
New max damage combos using Nezu's new link. (im pretty sure these work on everyone but I didn't bother testing.

6A 2C d.2B 623B d.6A j.B j4C j623B 5B 2B j4C jC 3854 damage

2D 5B 623B d.6A j.B j4C j623B 5B 2B j4C jC 3507 damage

jD CH 2B 623B d.6A j.B j4C j623B 5B 2B j4C jC 3728 damage

2B 2C d.2B 623B d.6A j.B j4C j623B 5B 2B j4C jC 3879 damage

6C j.D 6A 623B d.6A j.B j4C j623B 5B 2B j4C jC 4185 damage

Against Tager, you can substitute the d.6A j.B with d.5C 5D for a little more damage and an extra seal.

*edit*

It also works on Rachel, but the timing is ridiculously tight.

  • 4 weeks later...
Posted

I guess this is kinda late and probably meaningless but the Throw>Web Nail combos aren't universal.

I found this out when playing a Valkenhayn. Every time I actually landed the Web Nail the combo would blue beat. So I went back into training mode and recorded it against Jin and obviously it worked. Then I went through and played it back on everyone so that the timing was never different. It works fine on everyone EXCEPT Bang, Carl, and Valkenhayn. Either they recover from "stun" faster (which I doubt), or they have a weird "stun" hitbox that makes it so they aren't in the small area where the Web Nail would usually hit on time.

I guess it won't matter with CS2 coming out and things probably being completely different for us to not even have to worry about it.

Posted
Try back throwing. I don't have 1.02 to test against Valk, but that made it easier against people like Bang.

That worked. That's so weird, I'm still not even sure what causes it to not work on the regular throw against them at mid-screen. Because if you're in the corner it works fine due to Bang being closer to them when he teleports. So maybe it is a "stun" time thing? Oh well, at least I know what I need to do now.

Posted

Yeah I posted about Bang and Carl in the matchup thread a while back, but I didn't know it would work for back throw.

Regardless I dont understand throw -> web nail. I've never seen a web nail combo do as much damage as the standard bnail cancel oki combo (d.5C ... 6C j.C) and even if it did do slightly more it wouldn't be worth the resource. Also if your opponent bursts on the first hit at least you'd already have 1200 damage instead of 300. Really it has nothing going for it except seal combos.

Or was that really the only reason people use it and I racked my brain for nothing...

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