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Posted

How? you have to start charging the 63214C right away to get to lvl 3. The htistop might be enogh if your reflexes are really good I suppose.

Either way, i was playing with it, and the SoD has a habit of missing depending on exactly what part of the 2C you catch the opponent with. Still there are plenty of situations where you know you will be getting that CH.

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Posted

Technically, you can't hit confirm a 2c CH with a 63214c unless you suddenly see a 2c CH and react to it like FlyingVe said but I don't think it's humanly possible if you don't know if you're going to get it. Whereas if you're anticipating your opponent to use a certain move it comes out and you use 2c to CH, then sure but other than that I think stick to 2c jc ad.f j.c j.2c etc. is your safest option.

Posted

You should go into the combo assuming it will hit. lf it's not ch, cancel into level 1 sod, which is pretty safe considering they still have to land.

What reaction time do you need for that. You only need to do 2c into lv1 sod or lv3 sod, not that difficult.

(Even if the sod misses, which is rare, they still have to recover. Right in your 5c range.)

Posted

I suppose. But a lvl 1 SoD blocked in the air wold have awful frame advantage, and god forbid they air IB it. I was playing with it, and I could mindfuck alot of people by charging the 63214C and just holding it. That move can scare people, a little like jins 623D, but that's just a gimmick. Also, 5C range is overrated.

Posted

Corner throw into corner loop/super on male chars that 6A > 6B works on:

Corner throw, (dash if not up close to corner) 6A, 6B, (can dash to carry closer to corner) 6A, JC jC, j2C, 2B, 6A, 2C, JC jC, j2C, 2B, 5B, 632146C (5k! with super, 3.2 without, builds 36 meter)

Great thing about this combo is that it doesn't have to be started very close to the corner since you can dash those 6As to carry them closer.

Posted

Just ran into that 2B > 5B > 632146C combo in the corner, soooo good!

Also, I wanted to mention something about the 6A > 6B. It WILL link on the entire cast. It's just more difficult on certain characters.

The trick is to pause the 6A > 6B gatling. Hit 6A, hold your 6B so that it will hit right before their tech opportunity, and you can link somersault loops on even carl/cyborgs/etc. Of course, catching the 6A lower to the ground helps tons too.

Using the method above, I've even been able to link three 6A > 6B reps into the 6C Fatal combo. but it only adds like 100 damage, not really worth the insane amount of precision for that third rep, lol. (maybe if you aren't going to make it to the corner? *shrug*)

Posted
Just ran into that 2B > 5B > 632146C combo in the corner, soooo good!

Only works on Men minus Hazama and Bang

Also, I wanted to mention something about the 6A > 6B. It WILL link on the entire cast. It's just more difficult on certain characters.

yep, but it gets really stupid. And by that I mean you can't really tell when it will wiff and get you punished. It's worse against Tsubaki and Makoto because their hitboxes are dumb

The trick is to pause the 6A > 6B gatling. Hit 6A, hold your 6B so that it will hit right before their tech opportunity, and you can link somersault loops on even carl/cyborgs/etc. Of course, catching the 6A lower to the ground helps tons too.

This isn't always the case, sometimes the problem is spacing. Like I said, the issue is that it's tough to tell what you actually need to do in some situations against some characters. It's a very finniky link.

Using the method above, I've even been able to link three 6A > 6B reps into the 6C Fatal combo. but it only adds like 100 damage, not really worth the insane amount of precision for that third rep, lol. (maybe if you aren't going to make it to the corner? *shrug*)

Three reps doesn't work against everybody and I believe and it winds up shortening the rest of the combo, hurting it overall.

My thoughts.

Posted

Did you mess around with pausing your 6B? Because yes, while it's not ALWAYS the answer, it makes the link much much more consistent. As long as you tag that first 6A low enough, the staggered 6B is pretty much guaranteed. I haven't really ran into a situation where I whiffed the 6B and didn't expect it, most of the time I realize either "did my 6A too high" or "did my 6B too early". I've definitely spent my fair share of time whiffing 6B since my friend plays Litchi/Tsubaki/Valk, it's gotten me used to watching for the weird floats and such.

And yeah, the three reps thing was just me messing around with the gatling pause, seeing just how far I could push the limits. It does technically end up doing more damage and building just as much meter, but it's char specific and hard enough that I don't think it's practical at all (especially since the 6C fatal combo is rare as hell anyways).

Posted

You are right. What I meant was that you usually can't tell what need to be done until after it's failed. You wall bounce the enemy with 63214C(3) and you dash in and catch them with 6B, you can't really tell at that point how you need to adapt the 6A>6B link. However, eventually you just remember all the character specific timings for the combo. But yes, delaying the 6B slightly should be standard fair as it always makes it more consistent.

Posted

6a 6b where 6b being delayed has already been discussed. If the 6b is still whiffing on the 2nd hit then you must time your 6a later. That's the other source of why the 2nd hit of 6b doesn't hit.

  • 2 weeks later...
Posted

I don't know if anyone has posted this already since I have 11 pages to go through (can't do, sorry), and it's not in the lead post.

Can someone with OK execution try this? I can never pull off the ending.

Fatal 6C > 63214C (Full) > Dash > 5B > 2C > j.C > j.2C > 2B > 5C > 2C > j.C > j.C > j.2C > whatever else can be done.

Posted
Whether it works of not, why wouldn't you do the 6B juggle for 7.2K?

I wish I had the execution for that. I could barely get Throw Dash 6A Whatever to come out 100%.

Posted

Isnt it easier to replace 5B with 6B and 2C with 6A :S

I mean, I also suck execution wise, but I really find it easier to go with 66B than 66(wait)B. If you can get the dash out in time the rest is really easy.

Also "whatever"->JC->J2C...wouldnt it be easier to just go "whatever"->j2C? the fall leaves them closer to you wich in turn makes it easier to dash 5b for pickup.

I think that might help you, also it helps a lot if your playing online since you usually need to go for easier (less strict) combos for lower damage.

Posted

OK, so I spent about two hours practicing the 6B 6A juggle. Shit is hella hard for me. Mainly because I can't seem to time the dash. The FIRST dash. After the dash, I can largely do what I want without worry, but getting it to come out is where I'm having my issue.

Also, the Throw Dash 6A is coming along nicely. I have to literally TELL myself (vocally) when to dash otherwise I'm either too late and they can tech or I'm too early and she stands there. Is there a specific timing to remember so that I can make this easier for myself. Every match, I get three or four throws and I settle for Throw 5C 6C 63214C or the shorter version of Throw 5C 63214C. I want MORE damage. lol.

Posted

Get a feeling of when you can dash cancel the 63214C. Just practice with that, I mean, its the same principle when dashing 6a from a throw. You just need to know when you can cancel it. Its not easy, but practice makes perfect.

Posted

I used to have problems with throw combos too. When I used to main Lambda, throw 6A was freaking impossible for me to do, so I'd never combo off of throws...ever. Then one day I was like "Eff that, I'm losing out on damage" and just sat in Training Mode for an hour or so and just kept trying over and over till I figured out what the timing was. Eventually you get a feel for it. Mu's throw > 6A was the same kinda concept. Theres no real way to explain the timing on the dash in words. The only advice on dash cancels is just...practice, repetition. Eventually it becomes second nature.

Posted

If you need a bit of a visual cue for the dash links:

Dashing from throw: When Mu turns her face back to the side

Dashing from Sword of Decimation: After Mu puts the sword away

Dashing from 214D whiff: When the circle underneath Mu disappears

Dashing 2B: When Mu lands on the ground

If you want to try a more lenient throw combo that sacrifices some damage for better oki:

Throw, dash 5B, 6A, JC j2C, dash 2B, 5C, 6C, oki/SoD/632146C

Posted
If you need a bit of a visual cue for the dash links:

Dashing from throw: When Mu turns her face back to the side

Dashing from Sword of Decimation: After Mu puts the sword away

Dashing from 214D whiff: When the circle underneath Mu disappears

Dashing 2B: When Mu lands on the ground

If you want to try a more lenient throw combo that sacrifices some damage for better oki:

Throw, dash 5B, 6A, JC j2C, dash 2B, 5C, 6C, oki/SoD/632146C

THANKS! I can now land the first two at around 70% even online. I never do the third and I can get the fourth at around 25% vs 0% before. lol.

Now, the biggest thing I wanna get nailed is jump cancelling 6A. I can do it when I START with 6A, but if I'm in a combo, my j.2C turns into 5C, 2C.

Posted

Try to do it as fast as you can (buffering the inputs during 6A) and make sure you go up (for the jump cancel) and down (for the j2C) in one quick motion.

Posted
Try to do it as fast as you can (buffering the inputs during 6A) and make sure you go up (for the jump cancel) and down (for the j2C) in one quick motion.

I realized what was happening after getting it a few times in a row: I was HOLDING up. Apparently, the game doesn't recognize that.

Posted

I don't know if anyone else has experimented with this, but following the cross under, you can do a flashy combo on certain characters. Got it to work pretty consistently on Ragna and Tao so far. You have to input 63214c as soon as you can after 214d. Because chars have different falling hitboxes, it's either hard or impossible on a lot of the cast. Looks cool though ^^a

~3c 2b 5c 6c 5d 662b (cross under) 2b 3c 2b 5c 6c 214d 63214c (fully charged) 66b 66a 2c j.c j.2c

Posted (edited)

A few pages back I posted stuff about FC SoD combos:

Probably not that useful but I was playing with FC level 1 63214C a bit. Found it could combo in the corner on RC. Tested all on Lambda.

CH SoD (lv 1) > RC > dash > [2B > 6A > j.C > j.2C]x3 > 2B > 6A > 2C > j.C > j.2C > oki

[4179 / 39 heat after RC]

CH SoD (lv 1) > RC > dash 6A > 2C > j.C > j.2C > [2B > 6A > j.C > j.2C]x2 > 2B > 6A > 2C > j.C > j.2C > oki

[4410 / 40]

CH SoD (lv 1) > RC > dash 6B > 6A > j.C > j.2C > [2B > 6A > j.C > j.2C]x2 > 2B > 6A > 2C > j.C > j.2C > oki

[4693 / 42]

CH SoD (lv 1) > RC > dash 6B > 6A > 6B > 6A > j.C > j.2C > 2B > 6A > j.C > j.2C > 2B > 6A > 2C > j.C > j.2C > oki

[4852 / 41]

Lv2 SoD FC causes ground slide so you can follow up without RC, again only in the corner though. Tried out the following:

CH SoD (lv 2) > dash [2B > 6A > j.C > j.2C]x3 > 2B > 6A > 2C > j.C > j.2C > oki

[4349 / 45]

CH SoD (lv 2) > dash 6B > 6A > j.2C > [2B > 6A > j.C > j.2C]x2 > 2B > 6A > 2C > j.C > j.2C > oki

[4777 / 47]

CH SoD (lv 2) > dash 6B > 6A > 6B > 6A > j.2C > 2B > 6A > j.C > j.2C > 2B > 6A > 2C > j.C > j.2C > oki

[4782 / 43] might vary slightly, first 6B hit inconsistently between 1-2 hits

Full SoD FC (lol) as mentioned elsewhere leads to the 7.2k FC.

Really impractical I know but I was bored :V

Went ahead and listed all instead of just the best just to show what I tried. Probably missed out on some options. IE: didnt try ending anything in Omohikane (would have to make adjustments for some of these to do so).

Edit: one last note- these are just kind of near the corner, don't have to be right next to it. Though the Lv 2 versions need to be closer than lv 1s I found.

Ignore the silly lv 1 combos.

I wanted to bring up a somewhat obvious point in regard to the lv 2s: since these build good meter you can do 2B > Omohikane after the last rep (ie: at the now-underlined bits, and maybe later in the combo, again didn't experiment too much for pickup combo purposes) for around 6k total damage. I wouldn't have brought it up again except I actually landed a lv 2 FC SoD the other day in a match and just sort of scrambled to do something with it. Air hits give you more time to reach the opponent, I believe.

Side note: the combos I listed are still probably not the most optimal but most of them are braindead easy, at least.

Of course this is likely to be irrelevant soon anyways with CS II's changes to Mu's j.2C :(

Edited by Edalborez
Posted

Query:

I have a habit of leaving at least 2 steins up in a round where I've conditioned my opponent into a (lead combo)>6c>xD>632146d> [?]

But I always get shot right about here. Some of the follow up options are horrendously space-specific and there seems to be no magic number, due to the higher bounce from multiple steins. It's almost more damage and better spacing to end it with one stien distortion>6b>63214c (There's probably a more extensive way to do that but I haven't learned it yet).

Plus the proration on those lasers is kind of harsh after the first few...

I guess my question is, are there better options available for a single stein 632146d, then a 4 set version midscreen, and does that differ from a tighter, shorter-ranged 632146d?

Posted

Always do 6C>6D>Distortion. You should always be able to follow up with 6B or at least another 6C into oki unless you have a bunch of other stiens.

On the whole I wouldn't use 632146D unless it's gonna kill your opponent. Omohikane is a much better super, and Rapid cancels are very useful.

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