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Posted

You don't need to DC - just pressing D mid combo automatically dashes forward, so you can go right into [w]jB. One thing you CAN do off a 236A is DC 236D (the C halts your momentum and puts you on the ground for the command throw). It's pretty good on people that think you're gonna do something else. Additionally, you can [w] jA to beat people that do something without invincibility - I just don't think it combos into [w] 5B.

Posted

To be honest, I think we need a midscreen and a quarter screen section. Since a lot of his mid screen combo only work (or don't need major adjusting) if the opponent is in the air near the corner. If the opponent is in the air about midscreen (you starting with your back close to the corner), the combo becomes harder/almost impossible to do w/o adjusting/getting rid of inputs.

But maybe this is just me having this issue.

Posted

[w] © > j.B > 5B > 236B > j.236B > C > j.B > j.B > 5D > j.DB > j.214B > 9DD > j.B > dj.B > j.C for 3.1k Damage and 37% MG if ya wanna be flashy

Posted

http://www.nicovideo.jp/watch/sm12278958

Around 8:40, new wolf grab corner combo? At least I didn't see it listed. (Correct my notation if wrong- I'm still learning the double relaunch combos.)

(Corner) [w]236D, 2B, 5C, HJC, jB, j214B, D, j236A, j236B, 7C, jB, jB, land D 5B, 632146D (5.8k! builds 50 meter!)

Watch out for that command grab in the corner lol...

Also in the match vs Arakune, a gold burst combo:

Gold Burst, 5C, HJC jB, j214B, D, j236A, j236B, CD jB, JC jB, jC (j236236C) (2.3k/3.4 w/super, builds

Posted

I'm very confused about the [w]7C in some combos. Doesn't that dash away and break your combo? Are there any videos of this? Thanks!

EDIT: I see in the basic combos #2 video there are a few uses of it. He dashes away then right back. I guess attacking out of [w]C changes your trajectory? I'll test it out later.

Posted

[w]7c in combos dashes back and then towards giving you falling momentum on your Jump b allowing you to sometimes land faster than the opponent and go for a relaunch. Of course if you had the character you would no this... if dont' have the character probably shouldn't really ask the questions since you can't test the answer even when told. But hey thats just my two sense.

Posted

from the lastest, sick videos from nicovideo:

wolf C~B,\/,A,B, j.Ax3,236B,236A,C, B,B,\/,D,B, [C,j.B,dj.B,dj.C] or super.

this combo does less damage than the trial BnB off off wolf j.B, but you need less wolf meter for it, so you can use the extra meter for mixup before that (see video).

make sure to input everything starting from j.A asap so you are lower, the B,B, relaunch part will get a lot easier that way.

also, what helps with the D,B relaunch is this: doubletap D+B. first tap morphs you, 2nd tab triggers B. at least for me it's easier that way.

gonna take a look at the other combos now.

Posted

I unno

[w] © > j.B > 5B > 236B > j.236B > C > j.B > j.B > 5B > j.DB > dj.B > j.C does more damage, is easier, and also saves wolf meter

And ATG, could you please post your combos in the first post format, to save me the heacache of editing them? ^^'

MORE 5A TROLLING

[h] 5A > 2C > 6B > 3C > 2C > 5C > j.DAA(A) > j.236A > j.236B > C > D > j.B > j.214B > 9DD > j.B > dj.B > j.C (3687 Damage, 46% MG)

All these combos work from 2A, and do the same damage

Posted

And ATG, could you please post your combos in the first post format, to save me the heacache of editing them? ^^'

actually, no, i won't, i have been using this format since GG. what i'm writing should be perfectly understandable. you shouldn't copy paste anyway as long as there isn't enough info on damage and as long as the combo hasn't been tested against every character.

Posted

Are the red combos in the first post still the most useful and practical ones or have other combos been found?

Posted

Been messing around with Valk on training all day yesterday and trying some of the combos here, awesome work guys and here's an improved one of the 4th C starting mid-screen combo

[H] CH 2C > j.C > 5B > 5C > 236A > RC > 2C > 6B > 5B > 5C > 236C > 9D > j.AAA > 236A > 236B > j.CD > j.B > j.214B > 9DD > j.B > dj.B > j.C (> 236236C) (5864 (6984) Damage, 57% MG Requires 33 (43) Heat)

Tested on Tager, Noel, Carl, Ragna, Lambda and Arakune so I am guessing it works on all characters. For some reason the second hit of the 6B can whiff on Arakune sometimes its annoying.

Posted

For 2C CH combos, you can literally just dash forward and 2C. I adds a respectable amount of damage without being hard to do, and I think it even builds 50 meter.

Anyway, here it is:

[h] CH 2C > 66 > 2C > 6B > 5B > 5C > 236C > 9D > jAA(A) > j236A > j236B > jCD > jB > j214B > 9DD > jB > djB > djC > (j236236C) [5.5k (6.7k), 50% MG]

The important thing to note is that this combo builds 50% meter all by itself, meaning you get a guaranteed DD ender. If you're not confident with your ability to hit all three [w] jA 's though, don't do it, as it only builds 48% heat for less damage - you're better off doing the 2C > 6B > 3C > 2C > 5C version if this is the case. Still, with practice, meterless 6k~ combo off CH of a move that has gatling that make it totally safe? Yes please. You can also get the dash from max 2C range - it'll still link.

I didn't realize, but it's basically exactly what was posted above, except it doesn't require any meter (and you get an ender for free, or the meter for stupid 5B > 5C > 236A > RC combos.)

Posted
That's a general rule actually, if you are not on the opponents face it's better to go for 2A/5A and skip 5B else you're going to get pushed out of range to continue your combo.

Anyway, I've been messing around with this combo

5B > 5C > 236C > 9D > [w]j.AAA > [w]j.236A > [w]j.236B > 7C > [w]j.B > [w]j.B > D > 5B > 5C > j.B > j.214B > 9DD > j.B > j.BC

but I'm encoutering a few problems when doing 7C > [w]j.B > [w]j.B > D > 5B

Like, despite managing to hit twice with [w]j.B it looks like there's not enough time to D > land > 5B as the opponent has already recovered, which probably means the first part of that bit has to probably be executed earlier although it's not possible to buffer [w]j.B at all.. :psyduck:

I was having the same problem, but I just figured it out. When you're doing the [w]j.B x2, delay the last [w]j.B as long as you can. The closer to the ground you do it, the less time they have to recover.

I went from barely being able to do it at all, to doing it flawlessly.

Posted

Dunno if this has been said yet, but after 5B, 3C, you can link 5C (without 2B or 2C) on Tager (into j.B xx 214.B 9D etcetc)

Posted

I only have minimal experience with him but I personally find valk pressure not too formidable. Its seem relatively easy to abuse Instant block against him.

Posted

I just found out that 6B has a bit of a backwards hitbox on it, such that when I was playing against Makoto I was able to catch both 214A~B/C with it...

Not much in terms of vertical reach on the move but it could prevent some sneaky crossups from Carl/Arakune/Hazama whoever... It certainly screwed my friend's Makoto up lol

Posted

It appears that any combo that starts like this

[h] 2A/5A > 2C > 6B >

will not work on mu and lambda thus far due to second hit of 6b whiffing entirely. I'm thinking noel might also fall under this category.

Posted

Zoners do kill Valk if you aren't careful but through expert movement you can EASILY get in on ANY zoner unless its MU during Stein placement so far as I know. For Zoners you do have to wait for gaps. Do not try to wolf all the way across the screen because then you become an aircraft thats about to shot down. I find IAD as human then going wolf pressing CD gets you across the screen pretty fast and safely enough for you to be able to block. Remember for zoners like Hazy you need to do a little direction changing. Play around with it and you will find a way to safely get in without getting hit. Also patience plays a HUGE part in a battle with a zone so use your mid range to hit them of guard. I have already compiled a lot of exp with zoners though I have quite a bit more I still need to learn. Orion I know what you are talking about and it looks that way and I have taken the 7C approach and yeah they can't keep him out too much.

Posted
It appears that any combo that starts like this

[h] 2A/5A > 2C > 6B >

will not work on mu and lambda thus far due to second hit of 6b whiffing entirely. I'm thinking noel might also fall under this category.

It does work on Mu, you just have to be point blank/dash

Noel & Lambda do seem to be inmune to this though.

On them, you might as well do

(h) 5A > 3C > 2C > j.DAAA > j.236A > j.236B > CD > j.B > j.214B > 9DD > j.B > dj.B > j.C for 2872 Damage and 36% MG

Posted

Fatal combo posted:

[h] CH 6B > 2C > 5C > 236A > (2A > 2C > 5C > 236A) x2 > 2A > 5B > 2B > 5C > 632146D (6.8K Damage, Build's 50 Meter)

does not grant 50 meter, gives 49. Doesn't mean much unless this is the first attack in the round.

At point blank range, you can do the following for that guaranteed 50 or bit more damage.

FC 6B, 5B 2C 5C 236A, (2A 2C 5C 236A) x2, 2A 2C 5C 632146D

Note: for any FC 6B combo, the 2C will whiff on Carl. After 6B, move forward a little bit for like 2 or 3 frames and then 2C will connect.

Posted

Possibly a new midscreen BnB discovered?

5B>5C>tk.214B>5DD>5B>5C>sjc.D>(w)j.AAA>(w)j.236A>(w)j.236B>C>D>j.B>dj.B>j.C

Damage: 3766

Heat Gain: Looks like around 33?? Hard to see and I'm yet to test it myself.

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