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Posted

combo off of 2b :D

2b 3c 2b 5c 6c 6d j.b j.c j.2c land 66 3c stein pressure/63214c

2622 dmg with 63214c at the end

Does great corner carrying and has 2 steins in a wide area. Great for oki.

you can also do 2b 3c 2b 5c 6c j.b j.c j.2c land 66 2b 6a j.c j.2c stein stein

does 2.7k ish i forgot :o

another combo off of 3c

3c 2b 5c 6c 6d j.b j.c j.2c land 66 2b 5c 6c 214d stein j.2c stein stein

Universal option off of 3c (no 6a 6b 6a character specific stuff T_T)

also +3 steins and great corner carrying (and low j.2c oki you can get a j.2d for 3c 214d combos)

does 3414 damage. Only 600~ less than optimal 3c combo.

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Posted
Fatal Counter Combo:

(Corner only)

6C > 5D > 214D > 6B > 5C > 2C > j. C . > j. 2C > 2B > 5C > 2C > j. C > j. 2C > 2B > Wisdom of the Divines (Damage : 6108)

i think this combo should be put up front, many times we'll fish for FC 6C and just cancel right away into 5D if we're sleeping and not trying to hit confirm the 63214C on reaction to FC. and we should make a midscreen variation too. the 214D in this combo is super easy to hit confirm

Posted

3C > 2B > 6A > 6C > 214(whiff) > dash > 6A > 6B > dash > 6A > j. 2C > dash > 2B > 5C > 2C > j. C> j. 2C > 2B > 5B > 2623C (4.2K Or you can replace 623C with 632146C for 5882)

Ragna, Arakune, Lambda, Tsubaki, Carl, and Bang all require that you not be directly on your opponent for the 3C. So instead of You(them) it should be You (them)

Working on a more practical replacement that the average player can do.

Also:

63214C (delayed) > dash > 6B > dash >2B > 6A > j. 2C > dash > 2B > 6A > j. C > j. 2C > 2B > 6A > j. C > j. 2C > 2B > 5B > 263C (4.9k or as above replace that with 632146C for 6.5k)

Obviously intended for guard breaks or silly and nonsensical opponents who try to jump out of stein traps. No practical version needed here as the combo is pretty easy.

There are a couple of other 4k's but their impractical to the point of being near useless.

Posted

Yeah, that.

Anyways, I need help coming up with a more practical combo for ragna

Speaking of which, if anybody comes into any problems with that combo with any other cast aside from the ones I listed let me know.

Posted

Things i've been tinkering with into oki.

2C JC jb jc j2c dash 2b 5c 6c

CH 2c 63214c (hold) dash 6a JC jb jc j2c dash 2b 5c 6c

CH jc dash 6a JC jb jc j2c dash 2b 5c 5c

Posted

CH jc dash 6a JC jb jc j2c dash 2b 5c 5c

you can hit 2 5c's in a row?? or is that supposed to be 6c?

Posted
Things i've been tinkering with into oki.

2C JC jb jc j2c dash 2b 5c 6c

CH 2c 63214c (hold) dash 6a JC jb jc j2c dash 2b 5c 6c

CH jc dash 6a JC jb jc j2c dash 2b 5c 5c

First one works fine

Second one only works if you spacing is just right. On most characters you must be right next to them and they must be very near or on the ground. Also, you negate hit-confirming the AA. If you are 100% sure the AA will connect I believe CH 2C>4D>214D leads to better damage/oki.

Third one is fine, but height and character dependent. CH jC>(5C)>2C>jC>2C>Dash2B>etc... and CH jC>(land)>(jB)>jC>j2C>Dash2B>etc... are more stable.

Posted
you can hit 2 5c's in a row?? or is that supposed to be 6c?

l hit 2 5c's all the time

@FV. Well l only tested on Lambda, and tbh l only spent like 5 seconds on each one. There were bound to be holes lol.

l really like the third one a lot. l'll test out the ones you posted, maybe i'll find something

Posted

^^ They all work fine. I just wanted to point out that sometimes it can be tricky to tell when you can land some of them. The last thing you want is to get a CH jC and drop the combo because it was a close call as to whether it would work or not.

If it worked on Lambda it should work on everybody, play with it at different heights and ranges and you'll see what I mean.

Posted

I was messing around with stein explosion combos after 6c, and I found something funny. At the right range if you have a 5d out and do 6c you do 214d-4d-214d-air combo. The 3rd hit of the explosion seems to hit a bit later because the first 2 hits push the character up higher.

Posted

Playing around in training mode and I've found a few things that I hadn't seen mentioned:

CH jC links to 6B at all ranges (easier if closer) this yields good damage and can end with an oki setup. It's harder on the characters that 6B juggles are hard on.

CH jC>Dash6B>6A>j2C>Dash2B>5C>6D>enders

You can also go into the corner loop for more damage depending on positioning

You can also link CH 2C to 6B but it's much harder on some characters. The beauty of it is, that it gives you plenty of time to hit-confirm the 2C and jump away if it was blocked or not a counter-hit.

Posted

I believe one of the videos posted shows that setup. I had completely forgotten about it though, TBH and went for the Challenge 7 branch instead turning that into a 4-5k combo.

I do know that (again if it's not mentioned, I'm still going through all the set up ideas as I'm new here) that you can link a fully charged SoD to CH 2C. As with the double 214D stein combo, the opponent has to connect at the end of the animation which is easy to do if you use any variation of the 6C > 5D >6D setup and have already conditioned them to jump out of it..

Then again, if you have already conditioned them to jump out of it, it would be more effective to simply throw 4 more steins in should you choose to use the 236D variant and combo that into an air ground rapid cancel combination.

A particularly favorite combo of mine is 214D (provided it hits) > dash > 6B > dash > 6A > j.2C > Dash > 2B > (provided they are now in the corner) 5C > 2C > j.C >j.2C > 2B > 5B > 632146C It's an easy 4k without meter and 5 k with meter

There's another variation that works from full scree and far from wall but it doesn't work against the usual cast (Ragna, Lambda, Litchi, etc) so it's not worth learning or mentioning.

Also, I mentioned before full delayed SOD can connect with 2C CH but if you can set up a fully charged SoD magic happens. From there it's:

dash > 6B > dash > 6A > j.2C > Dash. 2B > 5C >6C > j.C > j.2C > 2B > 6A > j.C >j.2C > 2B > 5B > 632146C

It's almost exactly the same as the 7k with the exception of another 6B (physically impossible) but I find that there are some situations in which I can bait this much better than I can a 6C fatal counter hit. Best part about it, if you fight a primer weak opponent and focus those down you can perform this combo for free.

Focusing on primers is silly against people like tager but against the average opponent 1 burst makes the round very easily go in your favor.

Posted

I've taken a liking to the universal combo miso posted somewhere deep deep in this thread.

Midscreen

3C > 2B > 5C > 6C > j.B > j.C > j.2C > dash >2b > 5C > 6C > 214D > anything

the fact that its universal helps, but some chars require the j.B be delayed in order to land the entire combo, and after 214D, you can either 6C into oki, use 632146C special for 4.9k dmg total, set up steins, charge an SoD to eat primers, j.2C into oki, or even attempt to do an airgrab if they don't expect it.

Posted

I added most of the oki setups in this page to the "Oki setups as combos!" section. I will now go over the thread as I've been neglecting it and the first page must be updated.

I'm so sorry, I was hype creating Rachel combos ;_;

Posted

Out of all of these combos, which can be considered her need-to-master BnBs? I've been looking for Mu BnBs for awhile now, and while combos abound, nobody really goes into which are the most important.

Posted

...3C>2B>5C>6C>... is Mu's most common and useful combo.

EDIT: for clarity, the "..." indicates that you should do something prior to the 3C (such as 5B>2B>) and that you should do something after also (such as 5D>6D>(SJC))

Posted

Ok, easy enough to memorize. Thanks, I suppose I'll just have to really utilize my memory and try to get all of them down then XD

Posted

why yes i did ask

i was using 5D 4D j.D falling j.D x N

also they should give mu 632146A as a normal super in CS2 because i love it

2d 4d x N is gdlk.

whoa now

hey now

whoa now

Posted
Out of all of these combos, which can be considered her need-to-master BnBs? I've been looking for Mu BnBs for awhile now, and while combos abound, nobody really goes into which are the most important.

you need a bnb and corner loop and then need to learn which moves connect in different states

bnb: 2B > 3C > 2B > 5C > 6C > 5D> (63214C or j.C j.2C or whatever is on the front page who cares)

corner loop: 3C > [2B> 6A > 2C > JC > j.C j.2C > land ] x 2 > 2B > 6A > 2C > j.C j.C > stein/oki/bullshit

on the different states bit:

stuff like CH/FCH/j.x and how you can connect it into a bnb of some kind.

can do (p basic) midscreen: CH 5C > 6C > 214D (stein must be in range) > 66B > 6A > 2C > j.C > j.C j.2C

or: j.B/j.C > bnb

6B > 6A is important to know that it connects when you hit them in the air w/ the 6B (and learning the timing)

214D > 6B need to know timing to land 2 hits or at least the last one

6C to xD >JC/214D/sword need to know

(2B/5B/5C/2C/6A/etc.) > 3C > 2B need to know

j.2C > 2B is need to know (under two situations, dash 2B and land 2B)

also i GUESS you could learn 6C FC combo but it's not as important since it doesn't happen terribly often and also you can sort of ghetto out a FC combo if you're near the corner just by corner looping

Posted

Quick stupid question:

is this combo doable on a regular non CH 3C in the corner?

3C > [2B> 6A > 2C > JC > j.C j.2C > land ] x 2 > 2B > 6A > 2C > j.C j.C > J.2C

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