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Posted
The best throw combos use both dash 6A and 214D(wiff). They are also a bit stupid...

Throw>Dash6A>5C>(delay)6C>214D(wiff)>Dash6a>6B>6A>2C>(JC)>jC>(JC)>jC>j2C (3.4k)

Strange but true story, I can pull off that combo 95% of the time on 2P side and 70% on 1P side (Note: I'm right-handed amd use a fightpad :psyduck: )

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Posted

It's not too bad, the hardest part is the 5C>6C, the delay is very character specific. I can do it offline okay, on the internet I just stick with 6A>6B to keep it simple.

Everybody has a strong side, I try to make so people can't tell which side that is.

Posted

I already said that combo a few posts back. And it works on Litchi and Lambda. Doesn't work on Hazama and Carl. Please read before you post.

Posted (edited)

These are pretty basic but I didn't see them here yet.

(midscreen) CH 623C>(RC)>Dash5C(long dash)>6C>steins/SoD

(corner) 623C>(RC)>5C>2C>jC>j2C>2B>6A>jC>j2C>2B>(5B)>Omohikane

Edited by FlyingVe
Posted

I don't think it's efficient to use meter to combo after DP since the DP prorates by A LOT. I guess you could do the midscreen one since it's to put momentum back in your favor and you're resetting your opponent. But normally, you shouldn't RC a DP to add more damage unless you know you're going to kill them. Then sure.

Posted

Well, you will DP>RC to get somebody off of you (like every other character), this is what you do if you land the hit. It's easy to hitconfirm the corner one, the midscreen one is a little hard but totally hit-confirmable.

Posted

That's all it's meant for, I would never recommend spending meter trying to combo off a DP, but if you already RC'd it, you might as well follow up.

Posted

Not sure if it's been posted, but I played around in training yesterday and came across something weird. If you're playing Mu against Mu, RCing after an air throw ALWAYS put you on the right and the opposing Mu on the left, regardless of which way you were facing originally. Just thought I'd throw that out there for getting down air throw > RC > whatever combos on opposing Mus.

Posted (edited)

Just came up with a wacky looking combo- it's a 6C FC while Mu is in the corner. I'm sure we've all gotten a 6C FC at least once while Mu herself is near the corner, but SoD won't catch the enemy on the wallbounce back, or if it does hit, you're too far away to carry them all the way to the opposite corner for the 7k combo...plus a 5D midscreen fatal combo is weak. So I thought, why not just carry them back to the corner I'm at?:

(Mu in corner) 6C FC, 4D, 214D, dash behind enemy and turn around 6A, jc j2C, land, dash 2B, 6A, (2C), jc jC, jc jC, j2C, 2B, 6A, 2C, jc jC, j2C, 2B, (5B), (632146C) (~5.9-6k, builds 39~44 meter)

Tested on Hack-u-men so far, but most likely works on every character. Seems to work on everyone but Carl, I just can't get the 6A to connect on him.

-Make sure to 9 jump the jump cancels to carry them closer to the corner and help your 6As and 2B/super connect.

-Builds at least 39 meter, so if you have at least 11 meter you can always tack on super at the end. If you have at least 10 meter, it'll always work on males with 5B at the end. And if you have 8 meter, it'll always work with the first 2C.

-The 2C is just for some extra damage/meter gain, and the 5B is just for if they happen to be a male character that isn't Bang or Hazama; you only lose 50-100 damage and a little meter gain without them. I find it easier to connect the 6As without the first 2C, so you can just omit it if you don't care about or need the extra 3 heat.

-The combo will even work if Mu is all the way with her back towards the corner, and the opponent is underneath the timer and 1P's first four guard primers. Just adjust your dash length according to how far away they are from you as they're caught in the explosion.

-You have to do 4D 214D pretty fast on Rachel, so it might be harder to confirm on her.

Edited by Zeromus_X
Posted

Sorry if this has been posted already, but couldn't find anything about it yet so...

CH 2C IAD cross under > (6A / j.2C / 2B /2C) > whatever

now there's no real advantage midscreen when using this in terms of damage, but you can bring your opponent closer to the corner, or if close enough get a corner loop started. However I'm not very good with j.2C dash 2B combos so I've only been able to get the loop going with the help of a rapid, dunno if you can do it without.

It also looks cool.

you in the corner : CH 2C > IAD > cross-under > j.2C > rapid > land dash > 2B > 6A > j.C j.2C > 2B > 6A > j.C > j.2C > 2B (2801)

midscreen : CH 2C > IAD > cross-under > 6A > 6B > 6A > 6C > 214D whiff > dash > 6A > 6B > 5C > 6C > omohikane (4991, 3.3k before super)

these were tested on ragna and aren't really optimised but are kind of hard because of the timing on 6A to allow a 6B juggle, but the IAD puts you at the right spot so the only hard part is really landing 6A correctly.

fun : CH 2C > IAD > cross-under > j.2C (somewhat high) > cross-under again (rapid if too far) > dash > 2B > 6A > 6C > 214D whiff > dash > 6A > 6B > 5C > 6C > omohikane (4573)

Posted
Not sure if it's been posted, but I played around in training yesterday and came across something weird. If you're playing Mu against Mu, RCing after an air throw ALWAYS put you on the right and the opposing Mu on the left, regardless of which way you were facing originally. Just thought I'd throw that out there for getting down air throw > RC > whatever combos on opposing Mus.

Does this happen for anyone else? Cuz it's not happening for me.

Posted
Does this happen for anyone else? Cuz it's not happening for me.

In a little more detail, he means using RC as soon as Mu-12 hits the ground, not a little afterwards. Contolled Mu-12 should be standing in place with thrown Mu-12 lying on the ground to Controlled Mu-12's left. Good for continuing with 2B > whatever combos/ set-ups or setting-up oki.

I tested with everyone else, this is indeed only Mu-12 specific.

Posted

Found a new combo that does more damage than the standard 3C 2B 5C 6C into oki midscreen. It's tricky, but I think it works on everyone.

2B 5B 3C 2B 5C 6C 214D dash 2B... into

...5C 6C oki

...6A j.2C oki

Pick your setup. Do about 3k.

Posted

Great find, slight problem. ln many instances that this combo can be used, dash 6a etc can also be used, which outclasses it.

BUT! Since it's lenient on proration, i've tested laser setups and it has worked. Of course l'll have to test the higher damaging one also..

Also, if your opponent is not in point blank range of 2b after a knockdown, 6a will whiff and you can't do 3.5k+.. but you can get up to 3k off of this.

l've only tested like 10 minutes, but this little loop can open new possibilies..

Posted (edited)

Tested it on a bunch of characters. Works on Lambda, Litchi, Noel, Carl, Bang, Taokaka

It does not work on Tager at all, and it only works on Hazama/Ragna if you're close enough to them. Does not work at 2B max range.

EDIT: The second 2B 5C 6C places them high enough to the point where 5D 6D 236D becomes airtight before the first laser.

EDIT EDIT: 3C 2B 5C 6C 214D(whiff) dash 2B 6A j.2C land dash 2B 6A j.C j.2C steins = 3300 damage and 26 heat.

Edited by Synthesis
Posted (edited)

New grab into corner loop on female chars + Bang/Hazama:

Throw, (dash) 6A, 6B, (dash) 6A, j2C, (dash) 2B 6A, jC, j2C, 2B, 632146C (4700 damage/gains 29 heat)

Can carry into corner with dashes and 9 jumps if you're not quite midscreen, but doesn't gain as much heat as the male version unfortunately. Still, nearly 5k off a grab, make them AFRAID

EDIT:

Also, some Sword of Decimation guard crush combos...crazy damage off guard crush. I figured these out on my own, so there's likely more optimal ones, I've heard you can even get 6k off a guard crush!

Males:

63214C (fully charged), dash 6B, 6A, 2C, jC, j2C, [2B, 6A, jC, j2C] x2, 2B, 5B, 632146C (~5.5k, builds 45 heat)

Females/Bang/Hazama:

63214C (fully charged), dash 6B, 6A, jC, j2C, [2B, 6A, jC, j2C] x2, 2B, 632146C (~5.3k, builds 42 heat)

Can carry both into the corner with dashes, though I find it easiest to just move their sprite off midscreen with a short dash yourself; the guard crush stun gives you enough time to do that and fully charge SoD. Then you should only have to dash the first 6A and 9 jump them to the corner.

You can also use some of these off a 6C fatal counter...easier to do, still does around 7k damage, and no 6A/6B stuff to worry about; especially nice online. You still need to be a ways off midscreen to do them though.

Edit: In the corner however, it gets a bit tricky. If the opponent isn't quite near the corner, you can just 6B out of SoD without dashing and catch them. If they're right up on the corner...I've been able to link a 5A out of SoD, then go into 6A and do a combo for around the late 4000s, but it was very hard to do, not to mention confirm. An optimum 3C combo in that situation might be more practical.

Edited by Zeromus_X
Posted

I've got a question about the 6A - 6B - 66A juggle; exactly how unstable is it? I saw that it was unstable on several characters, so I used the unlisted characters as my dummies to learn it. It still appears to be extremely unreliable on Bang, Lambda and Mu. Exactly how frame specific are the 6C fatal and the Throw - Juggle combos? On the latter, is the timing on the dash 6A different than Lambda's? I'm trying to use the same timing, but it appears to randomly connect.

Further, is it even worth still learning with CS2 on the way? >_>

Posted (edited)

It's pretty easy on: Ragna, Jin, Noel, Rachel, Tao, Ara, Tager, Hakumen, and Hazama

It's really hard/impossible on: Bang, Lambda, Litchi, Carl, Tsubaki and Mu. I've heard you can get it on them by "delaying for a few frames" but yeah...no. :v: I think there was a video of it on them somewhere...

On the above characters it's stable on, it's definitely worth learning cause it ups damage a fair bit. For the Fatal combo, you can still do it on the problematic characters, but the timing on the dash 6B has to be altered and it's very easy to drop.

Edit: Definitely learn it since it really ups her BnB damage.

The timing for the dash 6A out of a grab is basically when Mu turns her face back to the side, another way to do it visually is to see when the opponent drops down from the grab. After a bit of practice it's not so hard; a lot easier than dashing out of 214D.

Edited by Zeromus_X
Posted

You have to delay both the dash 6a and the preceeding 6b just right.

lt's easier if you practice delaying both hits in general since this method works on pretty much the entire cast.

Posted (edited)

^You are a lifesaver, just got this stuff working Lambda...time to start practicing these combos this way now.

Edit: just got them working on Litchi and Carl too...and the same idea applies to the 6C FC combos too, as long as you get them low enough with the first dash 6B. Can't believe I just had to delay the 6B :vbang:

And since you mentioned having trouble with Hazama, I just did the 6B as soon as possible on him, as long as I caught him low enough with the 6A beforehand.

Edited by Zeromus_X
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