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Posted

so this is the first combo that i came up on my own that went over 5k, tell me is it effective, how can i improve it etc.

dash>6B>sekajin>6C>2D>632146D>632146D>214C

thanks in advance, and sorry if this is the wrong thread

Posted
so this is the first combo that i came up on my own that went over 5k, tell me is it effective, how can i improve it etc.

dash>6B>sekajin>6C>2D>632146D>632146D>214C

thanks in advance, and sorry if this is the wrong thread

Way I see it, any combo worth doing has already been found by other players at this point, so you might as well have a gander at the combo thread and see what's what. It doesn't hurt to understand what can flow into what, though, in case you need to make something up on the fly.

Also, yeah, your meter would be better spent on a 236D into high-low mixup or not at all for later combo use. I usually end ice arrow with 6A for meterless knockdown in the corner.

  • 3 weeks later...
Posted (edited)

Apologies if this has been brought up before: 3C ender after Freeze>Relaunch.

EDIT: This is also a good way to end a combo with 236D reset on the whole cast.

Example, off of 6B (CH) in corner:

6B(CH) > (66) 6C6D > 6B623B > 6C6D > 623D > 6C(Delay)236D > (Delay) 66 6D > 5B(2)2B5C3C = 5574

As opposed to:

6B(CH) > (66) 6C6D > 6C(Delay)623B > 6C (DC) > 623D > 6C6D > 5C > HJC j2Cj214D# = 5701

127 damage w/214C oki versus 3C oki.

Now, certain starters will result in more damage with 236D# ender. Generally, if you can't end with 6C6D > 5C > HJC j2Cj214D#, 236D ender does more damage (that is, as opposed to doing something like 6C214D > 6C214C).

Example, off of 5C (CH/Crouch) in corner:

5C(CH/Crouch)6C6D > 6B623B > 6C6D > 623D > 6C(Delay)236D > (Delay) 66 6D > 5B(2)2B5C3C = 4769

The same progression with 6C214D > 6C214C instead = 4697.

Off of the strongest starters like 6B and 6C, you'll be sacrificing ~100-150 damage for 3C oki.

EDIT: Note that some of the 236D# enders may incorporate AD j2CjC (Instead of 66 6D)> 66 5B(2)2B5C3C, it depends on the starter. Character freeze-height doesn't matter, since you have time to jump and low AD.

Edited by TCSyd
  • 2 weeks later...
Posted

Okay so I haven't seen a post about this cross-up/mix-up yet. Off of a standing blocked 5B(2), if you do JB>J2C, everything hits on the same side of the blocking character. However, if you dash in and they block 5B(2), doing jB>J2C is a cross up. This was tested against the entire cast minus Platinum and it doesn't work on Tsubaki, Bang, and Tager (LOL too big). The timing for Carl I found to be a little tricky, but for everyone else it was quite simple. The most practical way I can see this being used is if you can get your opponent to block a 6D, but is seems like it could be a pretty legit mix-up.

Posted

^^ That, if your opponent doesn't react to the j.B and remains crouching, then it whiffs and you get punished for it. I think that Tager still gets hit by the j.B even if he's crouching but I'm not sure.

Posted

havent really touched the game in like a month now......but iirc doing j.A>j.B is much safer and if they do block low j.A whiffs and the j.B will come out at the end of your falling animation and it'll cross them up

  • 4 weeks later...
Posted

Didn't see this in the grand list in the front, and didn't see it in the thread, but then again it's 2 in the morning and I've been freaking out about corporate visits all day, so excuse me if it's been mentioned.

Coming from Ragna, I still have the habit of gatling 5B to 5C so I came up with a couple combos to combat this until I fully transition over. They actually kinda seem usefulish midscreen in case one's fingers slip and presses that 5C. Both of these have a decent amount of corner carry and will bring you there if you're anywhere past the center of the stage.

(dashing)5B(2hits) > 5C > 3C > 2B > 5C > 6C > DC > j.C > jump cancel > j.C > j.D > 214C 2685 which is a little more than the standard BnB, even. If you don't have time to 66 at the beginning, it also works from very close standing if you're close to the corner.

5B(2hits) > 5C > 3C > 2B > 5C > hjc > j.C > j.2C > jump cancel > j.2C > j.D > 214C/236B > 214D Kind of a silly combo, but it works if someone like me accidentally puts that 5C in. If you're point blank, you can use the first j.2C. If not, you'll have to use hjc > j.B > j.2C to close distance instead. 214C for standard oki, 236B > 214D for making your opponent jelly cause you're stylin' on them, but more importantly grants more untechable time for you to set up whatever it is you want. Heck, in the corner you can lay down a C Ice Sword as if it were 3C! Also, in the corner if you 214D low enough, you can combo from it to 2B into nothing or 6C > 623B but I can't get anything else off of it.

I'm open for other midscreen ideas. 623B in the corner is cool, and all, but I need to get the opponent there first.

Posted

You can't realistically expect for the front page to be updated whenever someone comes up with a "new" combo. What exactly is the "standard" BnB, anyways? Mine does around 2.9K and nets me 3C knockdown. The only downside to it is that it doesn't work on Carl, Lambda and Tsubaki. Gatling 5B into 5C is not a bad thing, that's how you get Sekkajin combos that work on everyone but Lambda and Carl, at which point you'll want to do 2B > Sekkajin instead. You should only use 3C > 2B combos if you're too far away to use Sekkajin, If you're that close to the opponent where you can go for 5B > 5C > 3C > 2B then you should be close enough to pull off Sekkajin combos.

Posted

The first line of the OP declares that it's meant to be an exhaustive list, so I figured I could rely on it being updated, but that's okay. This combination:

5B(2) > 3C, 2B > 5C > 6C (DC) > j.C > j.2C (JC) > j.2C > j.D, 214C (2670)

Was what I arbitrarily declared a "standard" BnB because it seems to work on everyone and is easy to pull off being from a fast attack. If I should be able to do Sekkajin after 5B > 5C from standing, I have a different problem, then, cause the only way I can get a Sekkajin off of 5B if i'm dashing on it.

Posted
If I should be able to do Sekkajin after 5B > 5C from standing, I have a different problem, then, cause the only way I can get a Sekkajin off of 5B if i'm dashing on it.

No? The only characters that absolutely require that you go for a dashing 5B before 5C > Sekkajin are Ragna and Hazama because of their weird hit-box. Either way, I don't see what the problem is with going for a dashing 5B.

Posted

No, I can't do it. I'll stand right in front of them and point blank and the eighth hit of sekkajin won't land because theyve been pushed back too far. Tried it on Bang and Jin. If it's suppose to work on them, I'll try harder when I get back home.

Posted
No, I can't do it. I'll stand right in front of them and point blank and the eighth hit of sekkajin won't land because theyve been pushed back too far. Tried it on Bang and Jin. If it's suppose to work on them, I'll try harder when I get back home.
That must be because you're not mashing C fast enough in order to have a good link from 5C to Sekkajin. What I mean is that if you delay the C mashing just a little bit, your Sekkajin's 8th hit will miss.
Posted

Okay I finally got around to trying harder and yeah, that was the problem. Not mashing quick enough. Sekkajin comes out on the fourth C tap, right? I'll make sure I do it quicker in the future. Thanks a bunch. Now back to trolling people with j.C > air C sword fake zoning.

  • 3 weeks later...
Posted

um... i don't think your combo works. How can you do all that stuff after the 2D? The opponent would hit the ground (and would not be in an air-juggle-able state) by the time you get over there for the j.2C. 5C > 6C works only when crouching, on air hit, or counter hit.

Posted (edited)
um... i don't think your combo works. How can you do all that stuff after the 2D? The opponent would hit the ground (and would not be in an air-juggle-able state) by the time you get over there for the j.2C. 5C > 6C works only when crouching, on air hit, or counter hit.

Well, after reading your post I've decided to go on training mode and try new combos based off his. His combo obviously does not work.

My combo requires 25 meter though. Here goes nothing:

5B(2) > Sekkajin > 6C > 2D > j.C > JC > j.2C > 214D > 6C > 214C. I'm pretty sure that it requires you to be at most midscreen away from the corner in order to pull off the last 6C > 214C. So it's not worth it otherwise.

Does around 3.1k. I will test out more of it's variant and the combo itself again in different circumstances/screen position, etc.

Edited by T.Kang
Posted
Well, after reading your post I've decided to go on training mode and try new combos based off his. His combo obviously does not work.

My combo requires 25 meter though. Here goes nothing:

5B(2) > Sekkajin > 6C > 2D > j.C > JC > j.2C > 214D > 6C > 214C. I'm pretty sure that it requires you to be at most midscreen away from the corner in order to pull off the last 6C > 214C. So it's not worth it otherwise.

Does around 3.1k. I will test out more of it's variant and the combo itself again in different circumstances/screen position, etc.

Why waste 25 meter when you can go for the 6b > d.5b reset after 2d, 6b into sekkajin, or 6c into air combo. Save your meter.

Posted
Why waste 25 meter when you can go for the 6b > d.5b reset after 2d, 6b into sekkajin, or 6c into air combo. Save your meter.

First off, I was merely sharing a combo I was experimenting with, so get off your high horses.

2nd, resets don't work all the time.

3rd, this dumb combo only works on Ragna. I went on training mode and tested it on several other characters, to no avail.

Not to mention that 3.1k is stronger and knockdowns as opposed to Sekkajin > Air Combo. Sekkajin > 6C > 2D > 6B > 5B actually connects Lao, so I'm not sure what reset you see in that. Unless you're delaying either of those, which seem high unlikely to work. I don't know what is supposed to be that 'd.5b', if you care to enlighten me on that one.

And anyway, it's a meter dependent combo, there are lots of BnBs that have meter extensions, so I don't get your point. Jin does 2.4k in average off his safe pokes on normal hit (5B, 2B and 5C), excluding his As since it doesn't scale very well.

Posted
First off, I was merely sharing a combo I was experimenting with, so get off your high horses.

2nd, resets don't work all the time.

3rd, this dumb combo only works on Ragna. I went on training mode and tested it on several other characters, to no avail.

Not to mention that 3.1k is stronger and knockdowns as opposed to Sekkajin > Air Combo. Sekkajin > 6C > 2D > 6B > 5B actually connects Lao, so I'm not sure what reset you see in that. Unless you're delaying either of those, which seem high unlikely to work. I don't know what is supposed to be that 'd.5b', if you care to enlighten me on that one.

And anyway, it's a meter dependent combo, there are lots of BnBs that have meter extensions, so I don't get your point. Jin does 2.4k in average off his safe pokes on normal hit (5B, 2B and 5C), excluding his As since it doesn't scale very well.

5c CH>6c>2d>6b> dash 5b>2b>5c>3c.

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