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Posted (edited)
New to plat but I have a question.

Are there any good ways of comboing into cure dot typhoon besides the hammer loop? It seems kind of awkward to only have it usable while you win at rng and get a hammer too.

The only way I can think of is with 3C after a 22C late in the combo so that you can try and squeeze out as much damage as possible.

Edited by Moy_X7
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Posted
Have some question about challenge 9 and her basic corner combos... how do i connect 22c>5c? the 5c always comes out too late =_=

You need to make sure you're hitting with the end of 22C's active frames, that way she recovers faster and you can hit with 5C.

New to plat but I have a question.

Are there any good ways of comboing into cure dot typhoon besides the hammer loop? It seems kind of awkward to only have it usable while you win at rng and get a hammer too.

Same with miracle Jeanne, the combos listed seem to show it being used during paper fan/frying pan.

There are better uses for Heat, so comboing into CDT isn't worth it unless you are going kill them with it. The reason it's good to use after the Hammer loop is because it knocks the combo off at a whopping 7.3-5K, so it's definitely worth it there.

As for Miracle Jeanne we're still working on compiling those.

Posted (edited)

Combo inspired by Ei ya Machi

When cornered: 3C > 22C > RC > (dashing)2C > 236A (cross-up) > 5C > 236B > (dashing)5C > 2C > (delayed) 214C > (back up)6C > (delayed)22C > 5C > 6A > 236B. (4718 damage, 28 Heat gain).

I've always preferred oki over damage when playing Jin and it's no different with Plat, that and Bubble oki is godlike. If you want more damage then just do Air Combo 1 after the 22C > 5C and you'll get 5116 damage and 31 Heat gain.

Edited by Moy_X7
Posted
Have some question about challenge 9 and her basic corner combos... how do i connect 22c>5c? the 5c always comes out too late =_=

Make sure the 22C hits your opponent on the last active frames.

Posted
You need to delay your super after 5C. I was having the same problem at first, but it works.

The delay thing actually works (with holding forward when performing the super) but I still can't pull it off after more then 1 iteration of the hammer loop.

All the full hammer loop combos ending with 5c xx super still not working after the 5c Makoto is too high for anything to hit :(

Posted

Urichinan, do me a favor and fix the combo section for hammer. Hammer loops don't work for 16t hammer. As a matter of fact the only way to combo off a 16t hammer is off a fatal or RCing (if fatal you need to do 2a pickup, its that tight, RC you can do 5c). I've been trying to find a way to work 16t hammer into a combo that doesn't use meter for RC or require a fatal, but so far I have had no luck. If anyone finds anything please post it in here, 16t hammer combos would make the item so fucking godlike, because then it would do everything. I'll keep looking for ways but I'm pretty sure those are the only ways.

Posted

Man... I must not be cut out for fighting games or something. I've spent like 5 or 6 hours on Platinum challenge 7 now and I haven't landed it even once.

My main problem is that after the 6c j.c j.d, I need to dash and 5c. Unfortunately the 5c almost always comes out as 6c, and even when it does come out at 5c, the mami circular that comes after it flies right under bang and doesn't hit him. Any hints please?

Posted (edited)
Man... I must not be cut out for fighting games or something. I've spent like 5 or 6 hours on Platinum challenge 7 now and I haven't landed it even once.

My main problem is that after the 6c j.c j.d, I need to dash and 5c. Unfortunately the 5c almost always comes out as 6c, and even when it does come out at 5c, the mami circular that comes after it flies right under bang and doesn't hit him. Any hints please?

To answer your question just delay the 5c more, you have plenty of time trust me. try hitting with 5c just when bang is about at platinum's head. Hope that helps.

EDIT: also remember you can have the game demonstrate the combo so you can see what it looks like in terms of timing and spacing. Use that to help you get it down. It's also a kind of impractical combo, so there's no real need to get it down other than to just clear challenge mode for achievements and stuff... now challenge 8, that's one you should learn as you will use that in actual matches. Meterless instant overhead corner carry for 4k? hells yes that's useful.

Edited by Achtzehn
Posted
http://www.youtube.com/watch?v=aglD1uLi9u0

I hate you all.

Notation:

J.D (TK frying pan)>5C>236B>dash 5C>2C>214C>6C>22C>5D (frying pan)>dash 2C>22C>5C>j.B>j.C>j.B>j.C>236Ax3

Cool and thanks. I needed a good tk frying pan corner combo. Was kinda tired of using challenge 8 in the corner, even though it works. Hope you liked my comment :v:

Posted
Urichinan, do me a favor and fix the combo section for hammer. Hammer loops don't work for 16t hammer. As a matter of fact the only way to combo off a 16t hammer is off a fatal or RCing (if fatal you need to do 2a pickup, its that tight, RC you can do 5c). I've been trying to find a way to work 16t hammer into a combo that doesn't use meter for RC or require a fatal, but so far I have had no luck. If anyone finds anything please post it in here, 16t hammer combos would make the item so fucking godlike, because then it would do everything. I'll keep looking for ways but I'm pretty sure those are the only ways.

Combos that involve the 16t Hammer will be noted as such, the section is named that so people know that all the combos involving the Hammers will be in there.

Posted
Combos that involve the 16t Hammer will be noted as such, the section is named that so people know that all the combos involving the Hammers will be in there.

Ah, alright. A little misleading seeing as how it says hammer/16t hammer but there are no 16t hammer combos... Well I'm trying to work on that.

Posted

The only way you can combo off 16t hammer is on CH or RC.

Well you can land the slide head and dash in to do cool stuff.

Posted
The only way you can combo off 16t hammer is on CH or RC.

Well you can land the slide head and dash in to do cool stuff.

well yes, but the thing is I want to use the slide head to start a combo, and then do a combo using 16t hammer from the slide head for some good damage. Too bad nothing works unless you RC.

Posted (edited)

Dunno if this one has already been found. Was messing with a midscreen (Well, almost midscreen) 6C fatal combo. (Note: I use ":" to indicate slight delays between moves.) Uses hammer loop so have to have at least 2 uses of it left.

FC 6C > j.236C > j.C > (Dash) 6A > 236B > (Dash) 5C > 2C > : 214C > back up > 6C > : 22C > 5C > [Hammer Loop] > (5C > : Cure Dot Typhoon)

Does about 6.5k with super ender. (Around 5.1 - 5.2k without super.) Earns 59 heat then uses 50 if you decide to end with super. It carries to the corner. I know it works from a bit closer than midscreen, like a character length or so closer to the corner. I don't think it works from any further, cause you won't have enough time to do dash > 5C I think. I have awful execution though, so anyone wanting to test this further be my guest.

Edited by SolarMisae
Posted (edited)

iirc I think I got 5.5k off fatal with:

FC 6C>236C>j.C>dash 5C>236B>dash 6C>236C>j.C>22C>dash 5C>2C>bubble>walk back 6C>22C>5C>air combo.

I'll check in a little bit and edit if I am wrong.

Edit:http://www.youtube.com/watch?v=z4gk7VtZlrc

You can only do 1 rep of hammer with this into super.

Its me being meh so don't expect much.

Edit: I forgot I went and tested my combo and with 1 rep of hammer>cure dot typhoon did 7k.

So its a bit harder but it saves you 1 stock of hammer and gets more damage.

Go me!

Edited by A.X.I.S.
Posted (edited)

I found these, done from the match start positions(purely midscreen), tested on Jin/Hazama/Bang(too lazy to test other hitboxes)

They're all variants of the same combo:

5B 5C 6A 6C Swallow Moon j.C 236B *dash* 5C 2C 214C sj.B j.C j.B j.C j.236AAA

3655 damage, 41 heat gain (when doing 5C 6A 6C the 6A has to be gatling'd immediately)

5A 6A 6C Swallow Moon j.C 236B *dash* 5C 2C 214C sj.B j.C j.B j.C j.236AAA

2823 damage, 37 heat gain

5B 6A 6C Swallow Moon j.C 236B *dash* 5C 2C 214C sj.B j.C j.B j.C j.236AAA

3492 damage, 38 heat gain

5B 5C 6A 6C Swallow Moon j.C 236B *dash* 5C 2C 214C sj.B j.C j.C j.D(Hammer) 5C Cure Dot Typhoon

5147 damage, Uses 50 heat, regains 44. You can start with 6 heat and build the meter for the super ender.

I'm VERY bad at doing Hammer Loop/Hammer Loop Variants, so these can probably be optimized further. :vbang: But from starting positions(P1 and P2) they give corner carry, can go into your oki ender of choice(like 214C -> 236B -> 214B) and it looks to be more favorable than other midscreen BnBs.

I dunno if 2B instead of 5C lets you pick up from farther away, to allow it to combo from outside of dead center midscreen or closer to the corner. I also think that doing 5C j.B j.C j.C j.D(Hammer) after 236B would allow for a Hammer Loop, whereas during the combos I posted they tech during the 2nd rep, you can't even do Air Persia ender if you throw in a hammer.

I never see anyone do 6A 6C gatling, so I hope these are something new. :keke:

EDIT: If the combo doesn't work on a character try doing 5B 6A, although 5B 5C 6A seemed to make it easier on some characters.

Edited by PKLucas531
Posted

Completely re-did my post on the second page, mostly with a focus on some of the corner combos I like doing. Split them up into their starters, the meat of the combo, and the enders, as all these parts are interchangeable depending on the proration/how easy you want the combo to be/what oki you want/how much life they have left.

Posted (edited)

Lol, I dealt 8k to some noel the other day who thought D mashing in the corner was a good idea. Here are some situational combos i feel you must know.

Req: 50 heat, Missiles coming up, corner (reference combo)

1) (5B)/(tk swallow moon j.B)/(CH j.C) 5C 236B 5C 2C 236236D 4(back) 6C 22C 5C j.C j.D 22C 5C sj.B j.C j.D 5D 3C 632146C (Has multiple starters. This combo gains 50 heat, and the DD ender is optional. Deals about 5606 damage without DD ender, and 7k with it)

2) (5C 236B)/(236B) 5C 2C 236236D 4(back) 6C 22C 5C j.C j.D 22C 5C j.C j.D 5D 3C 632146C (Gains 50 heat, 6.4 without ender, 8k with it)

Req: 50 heat, Fan coming up, corner

1) (5B)/(tk swallow moon j.B)/(CH j.C) 5C 236B 5C 2C 236236D 4(back) 6C 22C 5C 5D 22C 5C sj.B j.C dj.B dj.C dj.D dj.C dj.214AAAA (can't remember damage or heat gain, will post later)

2) (5C 236B)/(236B) 5C 2C 236236D 4(back) 6C 22C 5C 5D 22C 5C sj.B j.C dj.B dj.C dj.D dj.C dj.214AAAA

(If you're having trouble with the "236236D 6C 22C" connecting, here's a tip. After 236236D hold back. Wait for the character to reach the peak of their ascension. Your still holding back. Once they reach their peak, immediately press 6C. When I say peak, I mean the point where they almost start falling, the highest point.)

1) CH 2C 66 2C 236B 5C 2C 214C 6C 22C 6A (slight delay) 22C 5C sj.B j.C dj.B dj.C dj.214AAAA (around 5.6k iirc)

2) 236B 5C 2C 214C 6C 22C 5C 6A 6C 22C 5C sj.B j.C dj.B dj.C dj.214AAAA (around 5.6k iirc)

Edited by soujiro seta
Posted

Edited the mid-screen combo section with combos starting from Dream Sally. I'll be adding the Mid-screen to Corner combos tomorrow and Corner only combos should be coming tomorrow as well.

Afterwards I'll begin working on the other sections.

Posted

I'm having issues landing combos that have '214C, back-up, 6C, 22C, 5C...'

I can't land the 5C consistently. What am I doing wrong? :(

Posted
I'm having issues landing combos that have '214C, back-up, 6C, 22C, 5C...'

I can't land the 5C consistently. What am I doing wrong? :(

You need to delay your 214C so they're closer to the ground, then do 22C as fast as you can after 6C without it whiffing. It can be a little hard to explain. I'm putting a video up in about an hour on how to do it, so check back later for a visual guide.

Posted

Alright, that's what I've been trying to do. I'll work on doing the 22C faster and check out that vid. Thanks. :3

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