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Posted

EDIT: Yeehaw, old reversal combo off throw still works! :lol:

Throw > Renka(1)-Enma > bj.2a > ADb j.2a > j.2c > [5c > gurren > 6c] or [2c > j.2a > AD j.2a > j.C]

Not sure how much dmg it does since I can't pull it off yet because the spacing changed.

I was messing around with this:

Throw > Renka(1)-Enma > bj.2a > ADb j.2a > j.2c > 2c > j.2a > AD j.2a > j.C

Opponent is able to tech before you can connect AD J2A

So I guess you could do this:

Throw > Renka(1)-Enma > bj.2a > ADb j.2a > j.2c > 2c > sj JC=4075

Or if ya get opponent into corner this:

Throw > Renka(1)-Enma > bj.2a > ADb j.2a > j.2c > 2c > sj j.2a >JC=4227

Might as well stick with the forward version, unless you're going for corner positioning.

Posted
Might as well stick with the forward version, unless you're going for corner positioning.

That was one of its uses in CT. It's one way to reverse positions if you're in the corner, have 4 stars and manage a throw.

However, I actually disrecommend using the forward version. This variant is better, because you still get 4k, but for 3 stars and more pushback:

Throw > Gurren > 5c > Enma > j.2c > 2c > j.2a > AD j.2a > j.C

Imo, the bj. version is the one worth doing because of its situational use, whereas fj. is inefficient.

Posted
That was one of its uses in CT. It's one way to reverse positions if you're in the corner, have 4 stars and manage a throw.

However, I actually disrecommend using the forward version. This variant is better, because you still get 4k, but for 3 stars and more pushback:

Throw > Gurren > 5c > Enma > j.2c > 2c > j.2a > AD j.2a > j.C

Imo, the bj. version is the one worth doing because of its situational use, whereas fj. is inefficient.

Gurren > 5c?

Is this notation correct?

Posted

Yes. If you walk forward, 5c will hit with the tip.

It's a damage/positioning variant if you don't want to go for Throw > Gurren > hop 5a/2b/5b > etc.

Posted
Yes. If you walk forward, 5c will hit with the tip.

It's a damage/positioning variant if you don't want to go for Throw > Gurren > hop 5a/2b/5b > etc.

Throw > Gurren > 5c > Enma > j.2c > 2c > j.2a > AD j.2a > j.C=3904

I see the utility in this. Just got it, thanks.

Posted

Does 2D > 5C > 623AA > etc work on every character? I have to walk a bit forward to do it, but for some it seems their hitbox just might not allow it. Any ideas what the best combo off 2D ought to be? I'm just sticking with 2D > walk forward 5C > 623AA > falling j.2C > 2C > sj.2A > IAD j.2A > j.C for now.

Posted

throw > Gurren > 5c > Enma > j.2c > 2c > j.2a > AD j.2a > j.C=3904

btw, isn't this character specific? i couldn't get this to work on arakune, ragna, taokaka, litchi, and tsubaki.

Posted

Are there any good combos with an Orb hit?

I ran into a few Hazama who drive cancels even when I cut the chain

Posted

any air hit combo really, the orb normally lands on counter hit which constitute them having to remain untechable till the floor. so ...

(orb behind you)

4BC > 2B > gurren > enma > jc > falling j.2C > land > 2C > jc > j.2A > airdash > j.2A > j.C

Posted

btw, isn't this character specific? i couldn't get this to work on arakune, ragna, taokaka, litchi, and tsubaki.

Presuming my tests are accurate, this forward version becomes a practical option against the cast which the top combo fails to connect on

Throw > Renka(1) > 623AA > falling j.2C, 2C > sj.2A, IAD j.2A, j.C (4292 damage)

Posted

B+C > Gurren > step forward > 5C ...

Is really just a matter of screen size and positioning. I've manage to have it land, at least once, on everyone but ragna, tao, hazama tsubaki and litchi.

also 2D step forward 5C is universal, the timing is character specific though :(

Posted

The following are listed as most efficient damage output/return combo pieces in relation to magatama usage in the corner. Do not apply these standards to mid-screen combos as other factors will also have an effect on combo choice for that situation. Note the for hotaru starters, only 6C (fatal or normal full charge) can precede it. However, for renka starters, any starter can precede it (5A,2A,5B,2B,5C,2C,3C,6C). At the point, it's simply a choice of how much meter you are willing to burn when you land a hit. I'd say that don't burn optimal number of magatama unless you get a 5B,5C starter. With others it's probably better to just go into renka, knockdown and reset (Unless you are going for the kill, of course). Also note that if you chain 3 or more pokes of any type (2AX3), the combo won't work (god forbid it take anyone that many hits to hit confirm).

2 Magatamas: hotaru>j2C>5C>2C etc

Returns 1.9

3 Magatamas: Same as 2.

4 Magatamas: hotaru>j2C>5C>5C>renka>5B/2C etc

Returns 2.2

5 Magatamas: renka>zantetsu>2C etc

Returns 2.3

If fatal, hotaru> j2C.5C.5C>zantetsu>2C> etc

6 Magatamas: same as 5

7 Magatamas: hotaru>j2C>5C>5C>renka>Zantetsu>2C etc

Returns 2.4

7.5 Magatamas: renka>zantetsu>2C etc into shippu

Returns 0.2 (Because you burned 2 of the magatamas you got in the combo on shippu)

(Note that while 7.5 variation does about 100 more damage, it's obviously a lot less efficient. Only do this if you are going for the kill)

8 Magatamas: same as 7/7.5

Again, any starter will be fine, for instance:

6C(fatal)>6C>5C>part 7.5 can either go for 10447 damage

or

5B>part 7.5 for 6939

Similarly

6C(fatal)>6C>part 7 for 10278

or

part 7 for 7331

One more point is if you land a variation with a number of magatamas that doesn't match (say, renka starter with 7 magatamas, or hotaru normal on 5 magatamas), just fall to the previous combo on the list.

Edit: typos

Posted

I lied about 8 magatamas. There is a very inefficient combo option for max meter, but if for some reason you are going for the kill with opponent in the corner and still have max meter, then go ahead. It takes total of 10 magatamas, and only adds about 200-300 more dmg than the 7 magatama counter part.

hotaru>j2C>5C>5C>renka>enma>j2C>5C>2C>j2A>j2C>2C>j2A>j2A>jC>5C>shippu

Require fatal starter.

I don't see this happening ever, but it's good to know I guess.

Posted

that'd belong more within the confines of the Q/A thread, but it stands for Dragon Punch, which refers to the input of a Shoryuken. or if you know the number notation system, 623 from player 1's side.

Posted

So I just thought about this today, and turns out it works! Not sure if this was already known, but whatever.

In the corner, renka(2) -> 5c combos at the right height! :D

Not sure if it has practical applications, but damage seems a bit higher on 3-4 star combos. Needs testing.

Posted

ive been trying to learn, use, and make meterless combos. found a weird corner one: B+C> 5A> jA> jB> jump cancel into J2a>j2a>Jc for 2.7k.

idk if its character specific but ive been using it on alot of people.

Posted

Yep it's been said a few pages ago, this combo only works on: Jin, Ragna, Noel, Tager and Lambda. Might work on Mu but I didn't test it (still haven't)

Also, you can jump back in for another j.C after the combo is done to place your opponent into a tech trap, if you use one j.2A instead of two that is

Posted

Does nothing combo after 5D? I saw in some guide that 5D > 2B works, but after several tries (and even by using the turbo function) I couldn't get the timing down, which leads me to believe it's either very difficult or simply doesn't work. 3C doesn't seem to work either and that move is slightly faster as well.

Posted
5D has 7F combo window.

Hm, that's a shame. It really feels odd that you can't combo after it after playing him in CT, oh well, just going to have to get used to it.

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