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Posted

Oh yeah you just reminded me that you can sacrifice a little damage and heat to gain B/Egadget if you go into collider after spark.

(Oh yeah and at the end of the rachel only combo you can add a 5d to make the damage 4779. I am trying my best to find a way to break the 5000 barrier without wasting heat lol.)

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Posted
FC2C>2C>AC>AC(whiff)>6C>j2C>2B>2C>5D>spark>5C>6A>2C>AC DMG: 4606 HEAT: 59/33

WORKS ON EVERYONE

While this is a good combo, I have one main issue with it, it REQUIRES Spark to break 50 meter which is a hefty trade. And even then, you don't break 50 meter till you get to the last 2C. If you were to just go Spark>Gadget, you'd only get 40 heat. The reason I like mine is that you can end it before Spark and if you hit AC>BGadget, you get 51 heat with a reset which is much needed. Hell you could even go AC>Walk a bit>BSledge>4D and get around 56 heat I believe. So with mine, you have the option of optimal heat gain or max DMG with the use of Spark but it is not required which is the main reason I posted it. Spark is completely optional in my first combo while still retaining high heat gain which is fantastic!

Posted

gaijin if you add a second 2C to your first combo you get 70 heat for that combo and it does 4507.

just letting you know.

another thing if you don't do spark you can do B/E gadget and still get 42XX damage which is good anyways since you get like 50+ heat from it anyways...

Posted

yeah thats something I found to be interesting as well. That was one of my secret combos shhh jk. Yeah I got those combos written down as well AXIS. Oh and Orion yeah I know about that but like AXIS said you can do a few things different and still break 50. I just didn't post those up yet anyways. I do like yours as well though. I also like the variety in these combos. I hope though that we can find a way to gain even more than 70 heat though.

Posted

If this has been done... oh well. Went through the FC combos on the 3rd post for damage/heat numbers, double checking the ones listed there as well. Also tested all of these on Mu (so unless I mention it, they work on her). I'm also gonna rearrange the notation so it's all consistent, but it's the same order as listed. Without further ado...

Numbers are [DMG/Heat]

Mike Z:

1) CH 2C > j.2C > 2B > ASledge > 5C > 6C > j.2C > 5B > 5C > 6A > AC > BSledge > 3C

[3580 / 52]

2) CH 2C> 2C/5C > AC > walk BSledge > walk 5B > 5C > 6A > AC > EGadget

[3954 / 42] With 2C

[3939 / 42] With 5C

*Note: BGadget ender also possible does like 20 less damage compared to EGadget. This was the only case on the list where it mattered (Same move proration I assume.)

Maho:

3) CH 2C > 2C/5C > AC > j.C whiff > lowest j.2C > 5B > 5C > 6A > AC > B/EGadget

[4176 / 42] With 2C

[4161 / 42] With 5C

*Must remove 6A for it to work on Noel and Hakumen.

*Extra note: Did not test on Noel/Haku for adjusted dmg/heat.

4) CH 2C > j.2C > 2B > 2C > AC > j.C whiff > lowest j.2C > 2B > ASledge > 5C > 6A > AC > B/EGadget

[4297 / 53]

*EDIT: works on all except Haku Rachel and Bang, though it might work on Bang and I didn't walk far enough.

5) CH 2C > 5C > 6B > 2C > AC > j.C whiff > lowest j.2C > 2B > ASledge > 5C > 6A > AC > B/EGadget

[4378 / 53]

*Done close to cornered opponent. Works on Ragna, Litchi, and Taokaka

*Extra note: I only tested on Ragna and Mu, didn't work on Mu. Thought it'd be better to list those it WORKS on if it doesn't work on 12 characters...

Smurvis: (Numbers were already there, double checked anyways)

6) CH 2C > 5C > 6A > AC > slightly walk forward j.C > lowest j.2C > 5B > 5C > 6A > AC > B/EGadget

[4124 / 45]

7) CH 2C > 5C > 6A > AC > j.C > lowest j.2C > 2B > ASledge > 5C > 6A > AC > B/EGadget

[4220 / 49]

*Works on everyone except Hakumen and Rachel. Must slightly walk forward after first AC for it to work on Bang.

8) CH 2C > 5C > 6A > 2C > AC > j.C > lowest j.2C > 2B > ASledge > 5C > 6A > 2C > AC > EGadget

[4419 / 58]

*Magnetized. Replace first j.C with j.D for Hakumen, Rachel, and Bang (or just slightly walk forward after first AC to still hit Bang).

*Extra note: Magnetized with 5D, which gave 4 heat. Subtracted from total for 58.

Leo:

9) CH 2C > 5C > 6B > 2C > AC > AC whiff > 6C > j.2C > 2B > ASledge > 5C > 6A > 2C > AC > 5D

[4472 / 62]

*Magnetized.

*Extra note: Magnetized with 5D, which gave 4 heat. Subtracted from total for 62.

----

Mike's are by far the easiest and the first one gives the most heat universally. #4 has best damage for those it works on. I otherwise recommend #7 for universal use. Actually works well that way. Only tested the front page stuff so... feel free to do something with it from there. Hope this is of use at least to formalize this stuff.

Edit: Actually... too lazy to go back and retest but I don't see why #4 wouldn't work on more characters.

Posted

Note - you can actually do 2A->5C instead of 5B->5C in the second combo, which makes it eeeeven easier. ;^)

Posted

Oh I should also mention Mu can be hit by 360A > very slight walk 5B > Spark for magnetism. If 262D Gadget is possible than I suck at it, but I'm pretty sure she's too far for it.

Posted

Mind testing the wiki combos for heat gain as well Edalborez?

Wee, my combo has awesome heat gain.

Posted

Here's stupid FC w/magnetism combo

2C FC>5C>623C>623C(whiff)>6B>2C>623C>623C(whiff)>6B>2C>623C

I think I got that right. Seems interesting as the combo is piss easy does decent damage (4143) Ok heat (45-ish) and I'm pretty sure works on everyone anywhere. The only real downside is the possibility of running out of magnetism mid-combo.

Posted
Here's stupid FC w/magnetism combo

2C FC>5C>623C>623C(whiff)>6B>2C>623C>623C(whiff)>6B>2C>623C

I think I got that right. Seems interesting as the combo is piss easy does decent damage (4143) Ok heat (45-ish) and I'm pretty sure works on everyone anywhere. The only real downside is the possibility of running out of magnetism mid-combo.

The damage and the heat is really low for a magnetized FC combo, and there are some Reallly easy ways to raise the damage and also get magnetism.

I'd go as far as to say that even with all the varied combos on the list with different pros and cons that that combo shouldn't be considered at all.

Posted

So the one FC up there...

4) CH 2C > j.2C > 2B > 2C > AC > (walk) j.C whiff > lowest j.2C > 2B > ASledge > 5C > 6A > AC > [b/EGadget or 2D]

[4297 / 53] with B/EGadget

[4302 / 54] with 2D

Actually works on everyone except Rachel, Hakumen, and Bang. On most of the cast you need to walk after first AC, I found it to be hardest on Hazama and Noel. Makoto was out of range of EGadget for some reason so just use BGadget on her. EDIT: (For similar reasons, BGadget misses Arakune so use EGadget). Alternately you can end with 2D instead of a Gadget finisher on everyone this works on. Not sure how useful that is though. But I think this should be the go-to FC combo for good damage/heat.

For the life of me I can't get [AC > walk j.C whiff > lowest j.2C > 2B > ASledge] etc to land on Bang even though the 7th FC up there says it's possible.

With Rachel at least (didn't try on Haku/Bang but should work), I found I could do

CH 2C > j.2C > 2B > 2C > AC > (walk) BSledge > 2B > ASledge

...but couldn't combo anything after except Spark, which...yeah. For mag-less FC on Haku/Rach/Bang gonna have to use something else.

Edit: With Spark on Rachel for that combo I managed:

CH 2C > j.2C > 2B > 2C > AC > (walk) BSledge > 2B > ASledge > Spark > 2C > AC > 5D

[4094 / 54]

But for blowing a Spark it's pretty shitty. Just throwing it out there though since it has decent(?) mag.

And I'll get to work on getting damage/heat data for... everything. :vbang:

Posted
snip
Rachel gets hit by kinda stupid stuff. Like CH 2C j.2C 5C 6B collider, I'm guessing she'd probably also get hit by, j.C whiff j.B 5C combos.

but she really shouldn't be that hard to combo in number 4? Where does it drop? I mean she has a fat, round hitbox, so does she float over the 6A or something? I don't see bang falling out of much either. Makoto's hit box sprawls away from you after a collider and is skinny in the air, so I could see that being troublesome, and hakumen is know to float over 6A at time so I get that too.

Posted

the FC post should be updated tomorrow, I'll also fix the uglyness of it, sorry for taking so long, I don't have the laptop at the moment.

also you should walk a step after collider on some characters, if that doesn't work then don't add 6A, just gonna have to sacrifice damage...geh.

Posted
Rachel gets hit by kinda stupid stuff. Like CH 2C j.2C 5C 6B collider, I'm guessing she'd probably also get hit by, j.C whiff j.B 5C combos.

but she really shouldn't be that hard to combo in number 4? Where does it drop? I mean she has a fat, round hitbox, so does she float over the 6A or something? I don't see bang falling out of much either. Makoto's hit box sprawls away from you after a collider and is skinny in the air, so I could see that being troublesome, and hakumen is know to float over 6A at time so I get that too.

#4 drops on those characters (Rach Haku Bang) because [...j.C whiff > j.2C > 2B] doesn't reach. Might reach with Bang but didn't for me.

Finished with going through the wiki combos, found quite a (minor) damage differences and a couple invalid combos. Most of them are just the same things over and over again different ways (j.C whiff/j.D whiff > j.2C) or kind of antiquated stuff.

--

Copypasted, with added/corrected [Damage / Heat]. In some cases (stuff > MTW > Terabreak > stuff) I will list the heat gain up to the super, then the heat gain after if followups were possible.

Made personal notes with underlines. Where damage differed from the given value I also underlined the number or problem area or whatever.

I didn't test for all of the character-specific things, just trusted some were correct and recorded numbers. A couple exceptions. [j.C whiff > j.B] combos were tested on Arakune. Everything else was tested on Ragna mostly.

----

2B / 6A Combo

Damage bases on 2B, 6A combos does 200 points more damage and add 0-1 more heat.

2B / 6A > 2C > 623C > JC (whiff) > JB > 5C > 623C > JC (whiff) > lowest J2C > 22D

[3417 / 33]

^ Not magnetized, walk forward a bit after the first 623C.

Works on: Arakune, Tager, Bang, Rachel, Hakumen, Ragna, Jin, Taokaka.

2B / 6A > 2C > 623C > 236B > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D

[3411 / 37]

^ Not magnetized, walk forward a bit after the first 623C & 236B

Works on: Ragna Noel, Taokaka, Litchi, Tsubaki, Tager

2B / 6A > 2C > 623C > 6C > 623C > JC (whiff) > lowest J2C > 22D

[3268 / 30]

^ Not magnetized, walk forward a bit after both 623C.

Works on: Taokaka, Tager, Ragna, Jin, Noel, Lambda, Rachel, Hazama, Hakumen, Tsubaki, Arakune, Litchi

2B / 6A > 2C > 623C > 623C (whiff) > 6B > 2C > 623C > JC (whiff) > lowest J2C > 22D

[3452 / 33]

^ Magnetized.

2B / 6A > 2C > 623C > JD (whiff) > lowest J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D

[3614 / 38]

^ Magnetized.

2B / 6A > 2C > 623C > 623C (whiff) > 6C > J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D

[3659 / 42]

^ Magnetized.

6C Combo

6C > J2C > 2B > 2C > 623C > JC (whiff) > JB > 5C > 623C > JC (whiff) > lowest J2C > 22D

[3651 / 42]

^ Not magnetized,

Works on: Arakune, Tager, Bang, Rachel, Hakumen, Ragna, Jin, Taokaka.

6C > J2C > 2B > 2C > 623C > 623C (whiff) > 6B > 2C > 623C > JC (whiff) > lowest J2C > 22D

[3676 / 42]

^ Magnetized.

6C Counter Hit Combo

6C CH > JC > 5C > 623C > JC (whiff) > JB > 5C > 623C > JC (whiff) > lowest J2C > 22D

[3656 / 38]

^ Not magnetized, delay jump cancel after 6C, then do jump C right before landing.

6C CH > JC > 5C > 623C > 623C (whiff) > 6B > 2C > 623C > JC (whiff) > lowest J2C > 22D

[3685 / 39]

^ Magnetized , delay jump cancel after 6C, then do jump C right before landing.

6C CH > JC > 5C > 623C > JD (whiff) > lowest J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D

[3818 / 43]

^ Magnetized, delay jump cancel after 6C, then do jump C right before landing.

5C Counter Hit Combo

5C CH > 6C > 623C > JC (whiff) > JB > 5C > 623C > JC (whiff) > lowest J2C > 22D

[3313 / 35]

^ Not magnetized.

5C CH > 6C > 623C > JD (whiff) > lowest J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D

[3470 / 39]

^ Magnetized.

5C CH > 6A > 2C > 623C > JC (whiff) > JB > 5C > 623C > JC (whiff) > lowest J2C > 22D

[3576 / 38]

^ Not magnetized, also work with 5C air hit.

5C CH > 6A > 2C > 623C > 623C (whiff) > 6B > 2C > 623C > JC (whiff) > lowest J2C > 22D

[3606 / 38]

^ Magnetized.

5C CH > 6A > 2C > 623C > JD (whiff) > lowest J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D

[3738 / 42]

^ Magnetized.

J2C Combo

J2C > RC > J2C > 2B > 2C > 623C > JD (whiff) > J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D

[4256 / 34]

^ 50% Heat Gauge, magnetized.

J2C > RC > J2C > 2B > 2C > 623C > 623C (whiff) > 6B > 2C > 623C > JC (whiff) > lowest J2C > 22D

[4121 / 34]

^ 50% Heat Gauge, magnetized.

J2C > RC > J2C > 2B > 2C > 623C > 6C > 623C > JC (whiff) > lowest J2C > 22D

[3965 / 31]

^ 50% Heat Gauge.

5D Counter Hit Combo

5D CH > 623C > 623C (whiff) > 6C > J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D

[3616 / 39]

5D CH > 5C > 623C > JD (whiff) > lowest J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D

[3675 / 39]

^ Distance specific.

5D CH > 5C > 6A > 623C > JD (whiff) > lowest J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D

[3647 / 42]

^ Distance specific.

5D CH > 5C > 6A > 623C > 623C (whiff) > 6B > 2C > 623C > JC (whiff) > lowest J2C > 22D

[3523 / 38]

^ Distance specific.

360A Combo

360A > 2B > 623C > JC (whiff) > J2C > 22D

[3781 / 25]

^ Works on Tager

360A > 5B > 41236D > 2C > 623C

[3693 / 29]

^ doesn't work on Hazama, Tsubaki [Mike Z edit]

360A > 5B > 41236D > 236236B > 236236B > 2C > 623C

[4700 / 17 before supers, 11 after]

^ 100% Heat Gauge.

360A > 22D

[2700 / 11]

^ Works on Tager & Bang & Makoto without magnetism, and everyone else except Arakune when Magnetized. [Mike Z edit]

360B Combo

360B > 5B > 41236D > 2C > 623C

[4517 / 33]

360B > 5B > 41236D > 236236B > 236236B > 2C > 623C

[5664 / ?? before supers, 11 after]

360B > 236A > 22D

[3878 / 19]

^ Doesn't work on Arakune

360B > slightly walk forward 2B > 623C > lowest J2C > 22D -- INVALID, techable after 623C, but for that much:

[4466 / 25]

^ Works on:bang, Tager, Noel, Lambda and Ragna.

360B > slightly walk forward 2B > 2C > 623C

[4556 / 29]

^ Works Tager (no need to walk), Noel, and Ragna. Work on all characters in the corner.

360B > 2B > 2C > 623C > 41236D > 236236B > 236236B > 2C > 623C

[6165 / 34 before super, 11 after]

^ Corner combo

2D Counter Hit Combo

2D CH > 5C > 41236D > [(2C) OR (5C > 6A)] > 623C > 623C (whiff) > 6B > 2C > 623C > JC (whiff) > lowest J2C > 22D

[4101 / 44] with 2C

[4082 / 47] with 5C > 6A

2D CH > 5C > 41236D > 2C > 623C > JD (whiff) > lowest J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D

[4226 / 48]

2C Combo

2C > 623C > 623C (whiff) > 6C > J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D

[4052 / 39]

^ Magnetized.

2C > 623C > 623C (whiff) > 6B > 236236B > 236236B

[6550 / 15 before supers] - Might be able to follow with 2C > AC for 11 bonus heat but I wasn't able to.

^ Magnetized, 100% Heat Gauge

2C > 623C > 623C (whiff) > 236236B > 236236B > 2C > 623C > 41236D > 2C > 623C

[6962 / 12 before supers, 28 after]

[6871 / 12 before supers, 11 after] If you stop at 2C > 623C

^ Magnetized, 100% Heat Gauge

2C Fatal Counter Combo Note: Didn't actually retest any past the first one (which is the good one) since none of these are "new", I believe.

2C FC > J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 2B > 236A > 5C > 6A > 623C > JC (whiff) > lowest J2C > 22D

[4297 / 53]

^ Center: Other than Hakumen, Bang and Rachel, Works on all characters in the corner.

2C FC > 5C > 6B > 2C > 623C > > JC (whiff) > lowest J2C > 2B > 236A > 5C > 6A > 623C > JC (whiff) > lowest J2C > 22D

^ Done close to opponent in the corner.

2C FC > J2C > 2B > 2C > 623C > JC (whiff) > JB > 236A > 5C > 6A > 623C > JC (whiff) > lowest J2C > 22D [4150]

^ Center: Other than Hakumen, Bang and Rachel, Works on all characters in the corner.

2C FC > 5C > 6B > 2C > 623C > JC (whiff) > JB > 236A > 5C > 6A > 623C > JC (whiff) > lowest J2C > 22D

^ Done close to opponent in the corner.

2C FC > J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 2B > 236A > 5C > 6C > J2C > 5B > 4D

^ Back to the wall, situational.

2C FC > 5C > 6B > 2C > 623C > JD (whiff) > lowest J2C > 2B > 236A > 5C > 6A > 2C > 623C > JC (whiff) > lowest J2C > 22D [4479]

^ Magnetized.

Jump B Combo

JB > 5A > 5B > 3C > 22D

[1023 / 8]

JB > 2B > 2C > 623C > JC (whiff) > JB > 5C > 623C > JC (whiff) > lowest J2C > 22D

[2876 / 36]

^ Not Magnetized, character specific.

JB > 2B > 2C > 623C > 623C (whiff) > 6B > 2C > 623C > JC (whiff) > lowest J2C > 22D

[2900 / 36]

^ Magnetized.

Air Throw Combo

Air Throw > 5C > 623C > 623C (whiff) > 6B > 2C > 623C > 236B > 22D

[3884 / 38]

^ Magnetized, works on Arakune, Taokaka, Rachel and Hakumen

*Personal note: Iffy on this. Have to be just right from the ground but I hit Ragna with this too.

Air Throw > JC > 5C > 623C > 623C (whiff) > 6B > 2C > 623C > 236B > 22D

[3953 / 45]

^ Magnetized, works on all characters.

Air Throw > 2B > 2C > 623C > JC (whiff) > J2C > 22D

[3332 / 25]

^ Works on all characters.

Air Throw > J2C > 2B > 2C > 623C > JC (whiff) > J2C > 22D

[3504 / 30]

Air Throw > JC > 5C > 623C > JC (whiff) > J2C > 22D

[3456 / 26]

Air Throw > 5C > 6B > 2C > 623C > JC (whiff) > J2C > 22D -- INVALID

Jump D Air Counter Hit Combo

JD air CH > 623C > 623C (whiff) > 236236B > 236236B > 5C > 41236D > 2C > 623C

[7030 / 12 before super, 20 after]

623C Combo

623C > 623C (whiff) > 6C > J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D

[3298 / 39]

^ Magnetized.

41236D Combo

41236D > 5C > 623C > 623C (whiff) > 6B > 2C > 623C > JC (whiff) > lowest J2C > 22D

[3012 / 35]

41236D > 5C > 6A > 623C > 623C (whiff) > 2C > 623C > JC (whiff) > J2C > 22D

[2937 / 32] - Remove 6A. Techable after 2nd 623C otherwise. Just don't use this.

^ Works on Bang & Arakune.

4D Counter Hit Combo

4D CH > 5C > 623C > 623C (whiff) > 6B > 2C > 623C > JC (whiff) > lowest J2C > 22D

[2712 / 34]

^ Mid screen combo.

Sledge Hammer Follow Up Counter Hit Combo

(236A/236B->) 236A CH > 623C > 623C (whiff) > 6C > J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D

[4001 / 38]

----

And that's finally done. God.

If there are any issues therein (Fatal section etc) let me know. Otherwise I'm done for the night. So many of those combos were kind of a wasted effort. Tons of wasted (?) Sparks too.

Edit: Don't forget about KirbyMorph's post a couple pages back. He did similarly for some of the easier/common combos:

http://www.dustloop.com/forums/showthread.php?9396-The-CS-Iron-Tager-Combo-Thread.&p=732265&viewfull=1#post732265

Posted
snip
That reminds me of the challenge 10 combo, which was something like CH 2C 2C 623C j.C whiff j.2C 5B 5C 6C Spark 2C collider BGadget. 5B has longer reach than 2B so it should solve that issue, also you could end that one in gadget or 2D without using spark and still get around 4k I think. Since you were talking about alternative combos, that combo mechanic would probably work out better than Bsledge 2B.

And again Rachel gets hit by really crazy stuff. Like stuff that doesn't even hit tager, so she would have character specific combos anyway.

Posted

I'll do more tinkering later tonight. I did find out by accident that, likely on everyone, you can do:

CH 2C > 6C > j.2C > ???

lots of options follow but from memory it was hard to break 4k/keep good heat gain without Spark. I'll experiment s'more on Rachel and friends.

Posted
I'll do more tinkering later tonight. I did find out by accident that, likely on everyone, you can do:

CH 2C > 6C > j.2C > ???

lots of options follow but from memory it was hard to break 4k/keep good heat gain without Spark. I'll experiment s'more on Rachel and friends.

People don't do that because 6C has a p2 of 80.
Posted

^^ Yeah my bad. I don't get the numbers I just do the combos :V

Reworked the old #4 (repost):

CH 2C > j.2C > 2B > 2C > AC > j.C whiff > lowest j.2C > 2B > ASledge > 5C > 6A > AC > B/EGadget

[4297 / 53]

to work on Bang/Haku/Rach.

For Bang/Rach, skip the 2B > A Sledge:

CH 2C > j.2C > 2B > 2C > AC > j.C whiff > lowest j.2C > 5B > 5C > 6A > AC > B/EGadget

[4207 / 49]

For Haku, drop the 6A:

CH 2C > j.2C > 2B > 2C > AC > j.C whiff > lowest j.2C > 5B > 5C > AC > B/EGadget

[4123 / 45]

There are probably better for optimal but this is all really easy since you only have to memorize the #4 FC and drop stuff for those exceptions.

Posted

Did a slight variation on Rachel:

CH 2C > j.2C > 5C > 6A > AC > j.C whiff > lowest j.2C > 5B > 5C > 6A > AC > B/EGadget

[4277 / 49]

Posted

eldaborez the invalid combo's does work but for some characters they may have be magnetized, for example it works on jin but the walk up 2B is hard...just not as agonizing to do as say hazama.

also I am back to updating it, just finished your other post...man that took a while.

Posted (edited)

So uh, the definitive FC post!

Enders:

BGadget *Does not work on Arakune*

EGadget *Does not work on Makoto*

BSledge > 4D

2D (into corner)

BSledge > Spark > MTW (for kill only) *Heat numbers for MTW ender are net gain*

All except Hakumen, Bang, and Rachel:

CH 2C > j.2C > 2B > 2C > AC > (walk) j.C whiff > lowest j.2C > 2B > ASledge > 5C > 6A > AC > Ender

[4297 / 53] B/EGadget

[4302 / 54] 2D

[4320 / 57] BSledge > 4D

[5059 / 8] MTW ender

Hakumen (Bang): (Use 6A for Bang)

CH 2C > j.2C > 2B > 2C > AC > (walk) j.C whiff > lowest j.2C > 5B > 5C > (6A) > AC > Ender

[4123 / 45] Haku, B/EGadget

[4129 / 46] Haku, 2D

[4155 / 49] Haku, BSledge > 4D

[4897 / 0] Haku, MTW ender

[4207 / 49] Bang, B/EGadget

[4213 / 49] Bang, 2D

[4235 / 52] Bang, BSledge > 4D

[4976 / 3] Bang, MTW ender

Rachel:

CH 2C > j.2C > 5C > 6B > AC > (walk) j.C whiff > lowest j.2C > 5B > 5C > 6A > AC > Ender

[4327 / 49] B/EGadget

[4333 / 49] 2D

[4356 / 52] BSledge > 4D

[5097 / 4] MTW ender

Confirmed BSledge > 4D to work on all characters. Not as good mag but thought it'd be useful for characters you don't want to use Gadget on. Slightly better heat too.

Ninja edit: Now in video format

Edit2: Also goes without saying these build up a lot of heat and run long enough to build around 40% Spark, so you can often replace the ender with Spark > MTW if you're looking for a kill. Raises damage to around 4.8 to 5k. Otherwise might be best to save the meter.

Edit3: Adjusted the Rachel FC, put numbers for MTW enders, and made another video @ link.

Edited by Edalborez
Posted

Sorry for double post, but cleaned up my above post with full damage/info for BSledge>4D FC enders. Hope these are somewhat useful. Spent all week thinking about +20 damage/+3 heat!

  • 2 weeks later...
Posted

Hey, just a small question. I know that to whiff an opponent with Atomic Collider you have to magnetize them, and use it during its recovery frames, but am I doing something wrong?

Whenever I play online and try to whiff people, they only get dragged a centimeter or so closer to me, but too far to actually do anything. Whenever I play offline though, the whiff works fine and they get dragged to Tager's feet. Is it just me, or is it a fix they put in one of their patches?

Posted

Your online timing is just a bit slower due to lag or something. Late AC whiff just won't drag them close enough. You'll get used to it.

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