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Posted

Oh wait... that was a mistake, l was talking about 214d whiff combos D: I can't seem to hit haz consistantly with 6a 6c from a throw. (damn his hitboooox!!!!!)

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Posted

I'm able to hit him with the dash 2B combo at least, as long as I delay the 6C a bit. I don't think I've tried the dash 6A combo on him that way.

Posted

Can someone post a video on ... 5C > 6C > 214D whiff > dash 2B > ... combo? I can't land the 2B after the 214D whiff at all (well I tried it for 2 min before I gave up) and I can't envision how the 2B can hit given how relatively early the opponent can tech :[

Posted (edited)

So I was bored today and made a quick combo video, it shows off some of the new stuff we've been talking about plus some weird situational stuff

-...6C 214D dash 2B combos

-214D explosion combos and corner loops

-Grab corner loops

-SoD guardcrush combos

-214D guardcrush combos

-6C FC 4D 214D "turn around" corner combo

http://www.youtube.com/watch?v=uLOsm3u542c

Warning: This video contains excessive amounts of IF THE WORLD DIES SO WILL I and I AM THE ENEMY OF ALL. Also some of these may not be optimal, but are ideas to start with. For the SoD guard crush (enemy in the corner) combos, I'm still thinking of better versions. It might just be more practical to pop a 5D 214D and then go into a loop from there. Having Mu back away a bit seems to make the 5A easier to land, and I've been able to land a 5B before so there's definitely room for improvement.

Will do a write-up later.

Edited by Zeromus_X
Posted (edited)

I've had more success with 2A after a corner guard crush>Sod(lvl3). I haven't played with it alot though so I could be missing something. Slightly further away you can link 2B.

Great vid btw.

Edited by FlyingVe
Posted

Nice vid, those last ones were kinda funny, trying to envision and enemy dumb enough to let you summon all 4 steins using just 5D without being punished haha.

But yeah, them 214D Whiff > 2B combos are nice looking. :kitty:

Posted (edited)
I've had more success with 2A after a corner guard crush>Sod(lvl3). I haven't played with it alot though so I could be missing something. Slightly further away you can link 2B.

Great vid btw.

Wow, 2A makes it so much easier, thanks for that.

Nice vid, those last ones were kinda funny, trying to envision and enemy dumb enough to let you summon all 4 steins using just 5D without being punished haha.

But yeah, them 214D Whiff > 2B combos are nice looking.

Haha, yeah. I pretty much just made them on the off chance you have more than 1 stein on the enemy when you pop them.

Did a quick write up of the combos, still need to fill in the heat gain though:

214D dash 2B combos

2B, 3C, 2B, 5C, 214D whiff, dash 2B, 5C, 6C, oki (high 6C oki off 2B, ~2k damage, builds 18 heat)

3C, 2B, 5C, 6C, 214D whiff, dash 2B, 6A, JC j2C, dash 2B, 6A, JC jC, j2C, oki

(214D whiff max damage/j2C oki off 3C, ~3.3k, builds 26 meter)

3C, 2B, 5C, 6C, 214D whiff, dash 2B, 6A, JC j2C, dash 2B, 5C, 6C (214D whiff max damage/6C oki off 3C, ~3k, builds 24 meter, add xD + 632146C for 4.7k and one stein)

Combos off 214D (explosion)

Midscreen

214D (explosion), dash 6B, dash 6A, JC j2C, dash 2B, 5C, 6C, oki (6C oki, ~3.6k, builds 26 meter, add xD + 632146C for ~5.1k)

214D (explosion), dash 6B, dash 6A, JC j2C, dash 2B, 6A, 2C, JC jC, j2C (max damage/j2C oki, ~4k, builds 30 meter)

Corner

Dash the 6As and 2Bs and use 9 jumps to carry them to the corner to finish the loop if you're off midscreen.

M:

214D (explosion), 6B, 6A, JC jC, j2C, 2B, 6A, JC jC, j2C, 2B, 6A, JC jC, j2C (2B, 5B, 632146C) (~4.5/6.2k, builds 43 meter)

F/BA/HZ:

214D (explosion), 6B, 6A, JC jC, j2C, 2B, 6A, 2C, JC jC, j2C (2B, 632146C) (~4.4k/5.9k, builds 34 meter)

Grab into corner loop

Delay the gatling into 6B just a bit to land smoothly on CA, LI, BA, LA, TS, MU, and VA. Dash the 6As and 2Bs and use 9 jumps to carry them to the corner to finish the loop if you're off midscreen.

M:

Throw, 6A, 6B, 6A, JC jC, j2C, 2B, 6A, 2C, JC jC, j2C, (2B, 5B, 632146C) (3.4/5k, builds 36 heat)

F/BA/HZ:

Throw, 6A, 6B, 6A, JC j2C, 2B, 6A, JC jC, j2C, (2B, 632146C) (3/4.7k, builds 29 heat)

Sword of Decimation guard crush combos

Dash the 6As and 2Bs and use 9 jumps to carry them to the corner to finish the loop if you're off midscreen.

Curiously these only work off a guard crush, if you do them with a naked fully charged SoD, they'll drop at the 632146C, so you'll have to shorten them with a direct "6A, JC j2C" on the second pickup. FC is fine though.

M:

SoD guard crush, dash SoD full charge (carry off midscreen), dash 6B, 6A, 2C, JC jC, j2C, [2B, 6A, JC jC, j2C]x2, (2B, 5B, 632146C) (~3.7/5.5k, builds 47-48 meter)

F/BA/HZ:

SoD guard crush, dash SoD full charge (carry off midscreen), dash 6B, 6A, JC jC, j2C, [2B, 6A, JC jC, j2C]x2, (2B, 632146C) (~3.6/5.3k, builds 42-43 heat)

Opponent at the corner

...need to optimize

214D guard crush combos

Dash the 6B, 6As, etc to carry them to the corner off midscreen.

M:

214D guard crush + explosion, 6B, 6A, JC jC, j2C, [2B, 6A, JC jC, j2C] x2, (2B, 5B, 632146C) (~3.2/4.7k, builds 42 meter)

F/BA/HZ:

214D guard crush + explosion, 6B, 6A, JC j2C, [2B, 6A, JC jC, j2C] x2, (2B, 632146C) (~2.9/4.6k, builds 38 meter)

If you ever break them with 2 or more steins

2 steins - 214D guard crush + explosion, 6B, 6A, JC jC, j2C, 2B, 6A, 2C, JC jC, j2C, (2B, 632146C) (~3.2/4.7k, builds 40 meter)

3 steins - 214D guard crush + explosion, 6B, 6A, JC j2C, 2B, 6A, JC jC, j2C, (2B 632146C) (~3/4.7k, builds 42 meter)

4 steins (lol) - 214D, 6B, 6A, JC j2C, (2B, 632146C) (~2.8/4.7k, builds 40 meter )

6C Fatal with Mu in the corner

6C Fatal Counter, 4D, 214D, dash behind them, turn around 6A, JC j2C, dash 2B, 6A, 9JC jC, j2C, 2B, 6A, 2C, 9JC jC, j2C, (2B [5B] 632146C) (~4.1/5.9k, builds 39-41 meter)

Edited by Zeromus_X
Posted

I'm having a lot of trouble timing her dash 2b to continue combos, any ways to make this simpler with the positioning or input?

Posted

Remember to always land on the ground first before you enter the "dash 2B". Any specific combos you're having trouble with it in? Also if it's after "6A JC j2C" I find it easier if you catch them high up with 6A (like their sprite is above yours when 6A hits them).

Posted
6C Fatal with Mu in the corner

6C Fatal Counter, 4D, 214D, dash behind them, turn around 6A, JC j2C, dash 2B, 6A, 9JC jC, j2C, 2B, 6A, 2C, 9JC jC, j2C, (2B [5B] 632146C) (~4.1/5.9k, builds 39-41 meter)

This, I think I love this. :yaaay:

Also, quick question. Tips on doing FC 6C > SoD lvl3 > Dash 6B > dash 6A > 6B > etc?

The second hit of the second 6B in that almost always whiffs for me for some reason and they tech, I can't seem to get my positioning right on it. :psyduck:

Posted

With the double 6B juggle, usually you want to do the first 6B later, so it catches them low to the ground, with the far edge of the hitbox. Then when you do the Dash6A>6B try and delay as much as possible. There are a few characters that the double 6B is really, really, finicky on, in which case you might want to consider just doing one 6B.

Posted

Combos from B Moves:

6B > 63214C > RC > 6B > 6A > 2C (JC) > j.C > j.2C > 2B > 6A > 2C (JC) > j.C > j.2C > 2B > 5B > 623C (4553 Damage)

Fatal Counter Combos:

FC 6C > 5D > 214D > (Dash)6B > (Dash) 6A > 2C(JC) > j.C (JC) > j.C > j.2C > 2B > 6A > 2C(JC) > j.C (JC) > j.C > j.2C > 2B > 632146C (6299 Damage)

FC 63214C (LV3) > (Dash)6B > (Dash)6A (JC) > j.2C > (Dash)6B > 5C > 6C > 6D > 632146D > (Dash)6A (JC) > j.2C > 2B > 6A > 2C(JC) > j.C > j.2C > 2B > 632146C (7414 Damage)

Astral Heat Combos:

3C > 2B > 6A > 6C > xD (JC) > j.B > j.C > j.2C > (Dash)2B > 5C > 6C > 222D

Seeing that made me want to try stuff like that out in training mode:

Grab, dash 6A, 6C, Astral works on Jin.

214D, 6B, 6A, 6C, Astral also works

3C, 2B, 6A, 6C, Astral (though you can just do 3C Astral)

Seems like any high 6C bounce can combo into it.

Posted
Corner

Throw > 6A > j.2C > 2B > 6A > j.2C > 2B > 6A > 2C > j.C > j.2C > Steins (2.9k Damage, Corner, +steins)

Throw > 5C > 2C > j.C > j.2C > 2B > 5C > 2C > j.C > j.2C (2.9k, Corner)

There's actually a more optimal version of this that works on just about every character, to my knowledge.

Throw > 6A (delayed) > 6B > 5C > 2C > j.C > j.2C > 2B > 6A > j.C > j.2C > 2B > (optional 5B) > Omohikane.

Replace the super with origins / steins if you're lacking heat, nets 3.2k~ without the super, 5007 with it. I think it generates 28~ heat or something round there.

Posted

Dosen't one fc do 7.2k with 50 heat? yeah it's the one l use.

fc 63214c (lv3) dash 6b dash 6a 6b dash 6a j.2c dash 2b 6a j.2c dash 2b 6a 2c j.c j.2c land 2b (5b) omohikane.

l mean if you reeeally need the extra 200 damage... :eng101:

@corin that setup goes for max damage, many times people will go for oki to attempt the reset. although super ender tends to give huuuge advantage too.

Posted

Im having trouble with the 6A J2c 66b still, im getting it off more now, it might be online thats messing up, but i think its timing the dash before the 2b. It's cutting my potential damage by 1/3. I only get it off in training 25% of the time, less online, I think its a timing issue. Theres couple other things id like to ask you Zeromus but ill wait till my mic is fixed

Posted (edited)

@ Dahlia: I didn't see it listed, so I figured it wouldn't hurt to post, imo a guaranteed 1.7k is much more realistic then risking it for a 2.5k setup.

On a side note. I'm a complete scrub, forgetting about how input engines work, and have been doing 2b 632146C, as opposed to 632(B)146C, until today.

You can imagine I dropped the input 6 times out of 10. As a result of this, those extra 5b hits were a godsend for buffering omohikane, but it tended to go blue beat on some of the longer combos.

Im having trouble with the 6A J2c 66b still, im getting it off more now, it might be online thats messing up, but i think its timing the dash before the 2b. It's cutting my potential damage by 1/3. I only get it off in training 25% of the time, less online, I think its a timing issue. Theres couple other things id like to ask you Zeromus but ill wait till my mic is fixed

Practise practise, I still drop it sometimes, unless they're nice enough to forward roll.

Edited by C0R
Posted
Im having trouble with the 6A J2c 66b still, im getting it off more now, it might be online thats messing up, but i think its timing the dash before the 2b. It's cutting my potential damage by 1/3. I only get it off in training 25% of the time, less online, I think its a timing issue. Theres couple other things id like to ask you Zeromus but ill wait till my mic is fixed

Learn it offline, deal with it online. I know that sounds pouty but it's the truth. Internetz make it hard to do alot of Mu stuff. As for the Dash2B, it's a hard link, just keep practicing, there's not trick.

Posted

Since I haven't seen this variation listed, I thought I'd post it up for all my fellow Mu mains to digest/critique:

I found a 6C FC variation that works almost perfectly if you get the FC when they're in the corner. Does a bit less damage than the 7.2k fatal, but it seems to me that if you're in the appropriate position, the added stability should more than make up for the marginal damage loss.

6C FC - 63214C(3) - Dash 6B - Dash 6A - 2C - j.C - j.2C - [2B - 6A - j.C - j.2C] x 2 - 2B - Omohikane (6932 damage, 46 heat gain)

Omit 2B - Omohikane for either Oki, or 2B - 5B - 623C for 5389 damage and 50 heat gain.

Posted (edited)

Another problem im having, after a combo such as 2b-3c-2b-5c-6c-5d 214d. I can never get the stein to detonate before they tech no matter how i buffer or input the 214d. Meaning I cant detonate a stein placed within the same combo. Thanks a lot zeromus with my 662d problem. now im just working on oki and pressure. I also can't get 6a to connect after throw so I normally do a weaker combo, but im still working on the input of that.

Edited by Vicious176
Posted (edited)

You can't place and detonate a stien in the same combo (unless off Fatal), 214D will only combo if a stein was already placed before. Though apparently, in CS2 we will be able to 5D 214D normally.

If you're having trouble with grab dash 6A, then for now try "grab, dash 5B, 6A, JC j2C, land dash 2B, 5C, 6C...". You get to practice dash 2B and get 6C oki. It also works on everyone with no timing issues.

Edited by Zeromus_X
Posted
Another problem im having, after a combo such as 2b-3c-2b-5c-6c-5d 214d. I can never get the stein to detonate before they tech no matter how i buffer or input the 214d. Meaning I cant detonate a stein placed within the same combo. Thanks a lot zeromus with my 662d problem. now im just working on oki and pressure. I also can't get 6a to connect after throw so I normally do a weaker combo, but im still working on the input of that.

This is from the Lambda forum, but this is what finally allowed me to get my Throw - 6A's down on muscle memory for both Mu and Lambda.

If you have a metronome (If you don't, find an online one), set it to 60BPM. Then throw on the first tick, and do the 66A on the third.

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