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Posted
I see some combos are listed with sj.C, falling 2A j.C as the ender (after falling j.2C, 2C) as opposed to sj.2A, IAD j.2A, j.C. These both do the same damage as far as I know, is it just situational?

You're right that these do nearly the same amount of damage depending how you combo into them. Lets take these as an example:

Airthrow>falling j.2C>2C>sj.2A>AD j.2A>JC>5C>3C=3245 (corner)

Airthrow>falling j.2C>2C>sj JC>falling j2A>JC>5C>3C=3200 (corner)

Sometimes, you may have difficulty getting the JC in after the AD J2A in the uppermost combo based on what character you're executing this on. So if there's any doubt as to whether you'll be able to complete the top combo(and you're close to corner), just execute the bottom one to be safe. I believe its just character dependent.

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Posted

Hey guys i am having issues with this combo [starter move] > 623AA > falling j.2C, 2C > sj.2A, IAD j.2A, j.C it always blue beats after the j.2c. Is there something i am missing?

Posted
It sounds like your timing for j.2C is off.

I thought that might be the problem, i tried delaying it but even then I still encountered the blue beat issue. Oh well not much else you can do for me I guess, ill just keep practicing.

Posted
Apparently 4C>hop 3C>etc works.

You mean just a naked 4C, or a CH, or off an air hit or something?

Posted

huh...that's interesting I might go try that later considering anytime i get a 4C i feel like the only option I have afterwards is another 4C :/ at least on a ground counter hit.

Posted

I thought it was obvious it worked given the amount it staggers on CH? Regardless, I've already used it effectively in matches, and I can say it's cool to have.

Now to add my own contributions... I see the section under Zantetsu is severely lacking. Is Zan no longer that good for damage? You can still do these CT combos, slightly modified for CS:

- (7) Renka-Zan > 5c > Enma > j.2c > 2c > j.2a > AD j.2a > j.C (~6k, I forget. Also not optimized for max dmg, so I ask people to please test this one out. My time with CS is limited until next week)

- (corner only) (8) [6c] FC > [6c] > Renka-Zan > 5c > Zan > 2c > [corner loop to be optimized] (I haven't found the best loop yet, but I can say it breaks 10k!!!!)

First combo could also be optimized for best starter.

Posted
I thought it was obvious it worked given the amount it staggers on CH? Regardless, I've already used it effectively in matches, and I can say it's cool to have.

Now to add my own contributions... I see the section under Zantetsu is severely lacking. Is Zan no longer that good for damage? You can still do these CT combos, slightly modified for CS:

- (7) Renka-Zan > 5c > Enma > j.2c > 2c > j.2a > AD j.2a > j.C (~6k, I forget. Also not optimized for max dmg, so I ask people to please test this one out. My time with CS is limited until next week)

- (corner only) (8) [6c] FC > [6c] > Renka-Zan > 5c > Zan > 2c > [corner loop to be optimized] (I haven't found the best loop yet, but I can say it breaks 10k!!!!)

First combo could also be optimized for best starter.

I tried out a combo similar to that first one earlier today, I'll work on finding the optimized starter for ya soon as i get the bawks back >_>

that second combo looks pretty badass. There should be more renka-zan combos >_>....I think I'll look into making some of those later on.

Posted
- (corner only) (8) [6c] FC > [6c] > Renka-Zan > 5c > Zan > 2c > [corner loop to be optimized] (I haven't found the best loop yet, but I can say it breaks 10k!!!!)

Just do 6C(full counter)>6C(full)>renka>zantetsu>2C>j2A>j2C>2C>j2A>j2A>jC>5C>shippu

Posted

Wouldn't FC 6C > Mugen > Tsubaki loop be more convenient than any other combo if you had 8 stars and an FC 6C? Pretty sure it kills off the whole cast.

Posted

If the opponent has a burst, sometimes it's not a good idea to go mugen, considering you can get terrible damage without going into it anyways, and for the one I posted, you are holding onto 3-4 magatamas till the very end, so even after a burst you still have options.

Posted

Oh right, forgot about burst for a second. Also is there a list of what 6C will hit for Fatal Counter? The only thing I can think of off the top of my head is Arakune's ground super if blocked and hit with the tip of 6C.

Posted

6C's charge animation pulls hakumen back a bit, so you can just bait any form of dp/certain reversals. When you are positioning on wake-up, you would normally be within range of the reversal (baiting your opponent to reversal you), but once the 6C starts charging, you can avoid it.

There isn't any other block punish that I know of that will lead to 6C fatal.

Posted
Oh right, forgot about burst for a second. Also is there a list of what 6C will hit for Fatal Counter? The only thing I can think of off the top of my head is Arakune's ground super if blocked and hit with the tip of 6C.

What do you mean? As long as you score a fully charged 6C CH then it's a FC. If you mean, some situation where it's guaranteed... not sure.

Posted

Haha, I just did that too in training mode. :) I'm not getting a FC off it though, so you're saying it's possible to do it fast enough? By the time I cut it and get the orb and walk in there and charge 6C he's out of CH state.

Posted

When Carl does any of his supers he's in counter hit state for the entire duration of the super, so as long as you hit him before he recovers it should be a counter hit.

Posted

Nirvana can protect Carl during the super. But if the player is using Cantata as a reversal for certain situations, I think it's pretty safe to assume Nirvana will be out of position.

Posted

Off j.C CH on grounded opponent, you can do:

> 5c > Enma > yadda yadda.

Regular f.C combo nets you 3115 dmg, and renka before the enma nets you 3489. If you have to do gurren instead of 5c because of distance, regular f.C gives 2816.

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.

However, off throw > renka-enma > fj. yadda yadda, you net yourself 4292.

Note: ADb = air dash backwards, bj. = back jump, and fj. = forward jump.

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