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Posted

I really really hope they don't break Mu-12 since she's the boss character... I also hope she isn't like a revamped Nu mix.

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Posted
214D~A > 5A > 5B > 3C > 214D~C > 5C > 2C > 4D~A > j.214B# = 1798 damage. No CH needed.

Seriously? No CH charge or crouch needed?

Posted
Seriously? No CH charge or crouch needed?

None needed. It's a bit tricky though. Timing is a bit hard and you gotta be in the right position but I can guarantee it works on at least almost all the characters. If you spam 5A you'll see that it connects after the 214D~A. You can only connect 1 5A for some reason though.

Posted

Definately a stylish combo but damn I think it looks awesome in action.

90+ heat

5B > 3C > 214D~C > (dash) 5C > 2C > 4D~A > 4D~D > j.Cx5 > j.214B > RC 4D~D > 5C > JAYOKU(236236B) > 6D~A > 6D~D > j.Cx5 > j.214B

Damage = 3970.

Important to only do one set of j.C otherwise the tech time ramps up too high.

Lol what a waste of heat.

Posted

Hey, I wanted your guys advice on whether this is more of a practical combo or a stylish one. Either way, I really like it, and I'll be updating the previous combo I made up.

5C > 3C > 214D~C > 5C > 2C > 4D~A > 623D (RC) > (Back Jump) j.6D~D > 2C > 4D~A > 4D~D > j.214B#

Damage: ~4432 *50 heat*

Pretty high damage for a rapid cancel combo, but Jayoku combo's on FC usually beat it. Although, I think they may only win in the corner. In terms of mid-screen, it could be just as viable.

Nonetheless, I'm pretty sure this combo works on everyone without flaw, and since I'm mostly using the chains and 5C as the starter... The proration is very good all the way through.

Edit: I'm thinking about adding 4D~A x 2 after the first 2C in the combo. But that may allow them to tech out early, so I'm not sure it'll work out.

Posted

Not sure about the teching issue but that looks like a nice combo.

Just remember to delay the 5C after the 214D~C so you hit them when they're almost level with you. If you do the 5c at the earliest possible time you won't be able to do 623D after 4D~Ax2 unless it's Rachel or Tager.

You could also add j.6D~D > 5c > 2C after the RC.

Not sure how that'll work out but it'll help your damage.

*Teching issue should be fine though since you don't do alot of hits in your combo.

You may have to drop your last set of j.c's though. Should test it out, I'm thinking ~20 hits before teching though you might be able to redbeat the whole thing.

It's always better to get more hits on j.C than dj.C since theres less proration which means more damage and the first and last hits of each C spam do alot more damage so its important to get those in. ;)

Either way it looks like a pretty good combo to do. Personally I prefer my Jayoku's but that's not too bad either.

Posted

not worth it because for the most part 5C is used only as a punish combo starter. at that point if you're going to use the meter you may as well hit confirm the 5C straight to jayoku since confirming time for 5C is really long.

Posted
not worth it because for the most part 5C is used only as a punish combo starter. at that point if you're going to use the meter you may as well hit confirm the 5C straight to jayoku since confirming time for 5C is really long.

If you have like 40 heat and will get 50+ sometime during the first part of the combo it isn't that bad of a choice.

623D > (dash) 3c > 236236B > standard jayoku combo

is much better though. You'll get like ~400 more damage depending on your follow up.

*Edit

Just did a quick damage check on your combo eclipse and it landed ~3700 (I did start with 5b though :vbang:)

If I gave you that number or something then I messed up and a wrong number from my list :(

Better off going with a Jayoku definately.

Posted

i wouldn't use up the meter right away at that point unless it was for the kill. starting hazama's Bnb with 5C is always gonna be around 3300ish. by that point you'll have the meter and the positioning to put the opponent into a situation where they don't want to do anything since more or less they'll be in/near corner and one wrong move = ez punish to 5-6k damage

Posted
i wouldn't use up the meter right away at that point unless it was for the kill. starting hazama's Bnb with 5C is always gonna be around 3300ish. by that point you'll have the meter and the positioning to put the opponent into a situation where they don't want to do anything since more or less they'll be in/near corner and one wrong move = ez punish to 5-6k damage

I agree. RC'n for the extra ~500-600 damage isn't worth it when you can just Jayoku for an extra 1300-1400 (which still isn't that great) and even then, doing the j.214B# will give you meter and almost as much damage. Having 50 meter handy really scares the other player and will benefit you in the long run.

If you're absolutely sure you can kill them in the combo go for the Jayoku. If you time your 6D~A's right they can't burst and will just eat massive amounts of damage.

Is it possible to start a burst during a super flash and have the invul frames or whatever stop the attack? I'm pretty sure it's not... Hopefully.

Posted
you can kara burst on super flash since jayoku is 6+1 ):

:gonk:

At least it has epic combo potential and borderline BS as a reversal :v:

Posted

as a reversal for the most part it is legit because it eats frames during the startup. if a move goes active once the super starts for the most part they cannot kara to stop themselves

Posted
:gonk:

At least it has epic combo potential and borderline BS as a reversal :v:

Yeah, unfortunately I've seen people burst out of a Jayoku before, haha.

And regarding my combo. I only reached 4432 damage by hitting twice with the 5C starter and charging 214D~C. Overall not worth it though, you're right. Since I think it'd be wiser to save the Jayoku for another combo and add a lot of damage that way. Unless you can kill them already of course.

I really love the Jayoku follow ups anyways. There's something epic about it. And for my combo, adding a 5C after j.6D~D doesn't benefit it Fireryda since you can't get both 4D~A and 4D~D in after that. By going with 2C and using 4D twice it adds damage. Pair that with a charged Zaneiga and double hit 5C and you get 4432 damage.

Anyways, I'll stick with the Jayoku combos. But I updated my previous weaker RC combo in the stylish combos section.

Posted

Hmm well it's nice to know that.

Bursting out of a Jayoku isn't bad considering the other things that could happen.

I yomi'd a neutral throw and countered with Jayoku. The throw came out before my Jayoku did but i got grabbed on the first active frame!! *sadface.png*

Posted

I quick question: Is there any particular reason you guys omit the second hit of 5C in BnB's like:

5B > 3C > 214D~C > (Dash) 5C > 2C > 4D~A > 4D~D > j.214B#

?

It flat out just ups the damage of the combo from 3011 to 3134 to let both hits go off, instead of immediately cancelling into 2C, and I can't really figure out why I never see it in combos.

Posted
I quick question: Is there any particular reason you guys omit the second hit of 5C in BnB's like:

5B > 3C > 214D~C > (Dash) 5C > 2C > 4D~A > 4D~D > j.214B#

?

It flat out just ups the damage of the combo from 3011 to 3134 to let both hits go off, instead of immediately cancelling into 2C, and I can't really figure out why I never see it in combos.

No reason not to ;) It's just easier to do 2c and not have to worry about timing the 5c (which isn't even very strict). If you do a Dash > 5C you should be getting off 2 hits for sure though.

Posted
No reason not to ;) It's just easier to do 2c and not have to worry about timing the 5c (which isn't even very strict). If you do a Dash > 5C you should be getting off 2 hits for sure though.

Yeah, thats about what I thought. I didn't know if people just weren't aware that the move had two hits or what, but it's a free 100+ damage on any BnB with a 5C and I never see it used by anyone else.

Posted
Yeah, thats about what I thought. I didn't know if people just weren't aware that the move had two hits or what, but it's a free 100+ damage on any BnB with a 5C and I never see it used by anyone else.

Well, to be honest, there really aren't any reasons not to damage wise. In terms of practicality, I believe some people don't do it since they don't want to take the risk of dropping their combo, which is rational. However, if you can manage it without fail, then by all means do so. I'm still surprised players like Buppa and Zakiyama omit some of these small things.

~Better safe than sorry I guess.~ Or else... :vbang:

Anyways, anyone want to get on the topic of improvisation again? I'm just curious to know what setups you've encountered or think you'd encounter (If you haven't played it yet.)

Examples:

(Anti-Air) 5C > 2C > 4D~A > 4D~D > j.214B#

j.6D~D > [j.C x 2] > 5C > 2C > 4D~A > 4D~D > j.214B#

3C > Combo

Etc, etc. Anyone else want to share any examples of improvisation tactics? Just so I get a better feel of what to do in a specific situation.

Posted

After a 3C on guard you can go for the Zaneiga, or even charge it a bit to trap them and go straight from that into the BnB.

Other than that you can do epic things like counter spark bolts or Noel's long range shots with Mizuchi Rekkazan if you time the invulnerability right, haha.

Posted

tbh. alot of his improvisation comes from the fact that alot of his strings have an attack which could be a starter. a combo from zaneiga would go the same route as a 5c>3c

5c (5b) aa > 2c > 4d~d bnb

jakou into corner > 2b/3c > bnb/jayoku

Posted
I'm still surprised players like Buppa and Zakiyama omit some of these small things.

Not really. If you watch closely, they do it consistently. :V

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