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Posted

Corner Combo

Has to do be done abit closer to the corner.

2 Charge

214D - 6CC - 623C - j.214A(w) - j.214D - 5C(w)C - 2CC - IAD j.CC - 5B 2CC - 22C - 5C 2C - 236B - 214B - 22B (5.4K)

Same damage off a normal hit 214D and CH 214D. Works on EVERYONE with the exception of Jin. With Jin, however, you need to leave out the 22C - 5C 2C and just go straight into 236B - 214B - 22B after confirming the 5B 2CC for (5.2K).

I've found myself getting matched against more Hakumens, Tagers, Ragnas or other matchups lately, where using our 236X into 214X series or 236X fakes become abit more vital. And if for some reason the opponent backed themselves into a corner or something, I want a big reward for landing 214D on approach (if I decide to approach with it).

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Posted (edited)

some corner combo

1 install it does 3600-3700 I don't remember and can charge a little install.

(5A 5B 5CC)* 623C~j214A 623C j236A~j214D tap D (can gain ~0.2 install) 623C~j214A 2CC 22C 5C 2C 236C 214B 22B

* or begin it with (2CC 5CC) or (6A 5CC)

1.5 install, with the distorsion it does 5000+ with 5A starter O:

5A 5B 5CC 22D charge (up to 0.5 install you need) 6CC 623C j236A~j214D tap D 623C~j214A 2CC 22C 5C 2C 236C 214B 22B

as long as 22D wallbounce

1.3 install, 2CC starter (not use 2C CH 5B 5CC or the combo will not be exactly the same and you will do less damage, you don't have to confirme a CH! juste 2CC), 4000+ damage

2CC on air opponent or not, but an air opponent hit by 22D permits you to charge more install.

2CC 22D Charge(can up to ~0.7 install) 6CC 623C j236A~j214D tap D 623C~j214A 2CC 22C 5C 2C 236C 214B 22B

as long as 22D wallbounce

the last one, if you do it fine, the two time you charge, you can win 1 Install, so if you begin it with 2install, at the end you have one install, and you can charge again after 22B

Edited by duatra4ever
Posted (edited)

Nice stuff Dua. I do those combos but it's the last one I need to get my head round.

Thanks!

Also I noticed this in the intermediate section of the combo compilation:

(FC 6CC > 236C > 5A > 5B 2CC > IAD j.CC > 5B 2CC > 236B 214B 22B)

Aren't they too high too allow you to do 2CC - IAD J.C? Even if you do connect it, the 5B will whiff. This is true right, or is it just me again?

It's easier to do this instead:

FC 6CC > 236C > 2A > 2CC > IAD j.CC > 5B 2CC > 236B 214B 22B

Also with this combo:

FC 6CC > 22C > dash 5C(w)C 2CC > IAD j.CC > land > 5B 2CC > 236C > 5C > 2C > 236B 214B 22B

The 2C after 5C can be added.

Edited by Kiba
Posted

To be exact, the first combo using a 5B -5CC starter gives 3947 damage.

Tbh right now I'm not using these combos so much. I guess the main advantage is a little extra time to charge during the combo? Right now I'm just using 5B - 5CC - 623C - j.214(w) - 623C - j.236A(w) - j.214D - 5C/5C(w)C - 2CC - 22C - 5C - 2C - 236C -214B - 22B. Gives 3878 damage and is a fair bit easier execution wise.

Posted (edited)

If you're finding it hard to use Duatra's combo, something easier that could get you charge time is:

5B - 5CC - 623C - J.214A(w) - 2CC - 22D - Charge - 2B - 2CC - 22C - dash 5C - 2C - 236C - 214B - 22B

1 stock corner combo that gets you 3.7K

Edited by Kiba
Posted
1 stock corner combo that gets you 3.7K

3,696 isn't 3.7k. :3

Also, I just did that combo without doing a dash with the 5C and it worked fine on Ragna. Are there any characters where you have to dash to get it to connect?

Posted
3,696 isn't 3.7k. :3

Also, I just did that combo without doing a dash with the 5C and it worked fine on Ragna. Are there any characters where you have to dash to get it to connect?

It's actually supposed to be 236C. I edited it. I swear I make too many mistakes with this.

I only dash on players because I've had times where the 236X from a further distance allows the opponents to tech.

Posted

Huh. Yeah, I like that. Love how easily it can transpose into a 2 charge combo if you happen to get enough charge, too.

Posted

5A starter 1install 3902 damages 47 heat gain '-'

5A 5B 5CC 623C~j214A dash 2CC 623C~j214B 623C j236A~j214D tap D 623C~j214A 2CC 22C 5C 2C 236C 214B 22B

Posted

Stop doing this 5b 5cc shit.

It's not a practical hitconfirm, since it's a pretty goddamn awful blockstring.

Posted (edited)

Be nice.

@dutra: I'm guessing ~ means it whiffs?

EDIT: Wait I think I've got it. I'll add it to our combo list (and a few others I missed, sorry guys). Is it mid-screen or corner? .... Or mid-screen to corner? :)

Corner Combo

2 Charge

214D - 6CC - 623C - j.214A(w) - j.214D - 5C(w)C - 2CC - IAD j.CC - 5B 2CC - 22C - 5C 2C - 236B - 214B - 22B (5.4K)

Is that supposed to be j.236A?

Edited by pktazn
Posted
Stop doing this 5b 5cc shit.

It's not a practical hitconfirm, since it's a pretty goddamn awful blockstring.

And yet I manage to land it most of the time. It's there because it's better than doing 5BB because it'll allow you to get more hits with other moves and it does more damage.

It's almost like saying that 5C CH - 6C isn't practical.

Posted
Is that supposed to be j.236A?

Whoops, yeah it's a j.236A. Curse my typos lol..

So it's:

Corner Combo

2 Charge

214D - 6CC - 623C - j.236A(w) - j.214D - 5C(w)C - 2CC - IAD j.CC - 5B 2CC - 22C - 5C 2C - 236B - 214B - 22B (5.4K)

Posted

Corner Combo

1 Charge

6A - 5CC - 6B - 623C - j.214A(w) - 623C - j.236A(w) - j.214D - 5C(w)C - 2CC - 22C - dash 5C 2C - 236B - 214B - 22B (3265)

Slight damage raise from the 6A > 5CC > 6B > 623C > j. 214A whiff > 2C > hjc. j.C > j.214D > 5C(w)C 2CC > 22[C] > dash 5C 2C > 236B 214B 22B corner combo. But it's fancier. :P

Posted

Anyone ever tried to do this FC combo? just found out this works (On ragna at least, but should work on anyone)

6CC - j.CC - 5B - 2CC - air dash (not an IAD) - j.CC - 5B - 2CC - 22C - dash - 5C - 2C - 236B - 214B - 22B - (236236C) = 4.2K (5K) damage.

I also found out that if you try to do the DP/2CC loop off of the FC you can delay the 2nd C slightly to make sure you hit it every time, in fact it makes it quite easy to do and you can get 5K+ off of it with 1 charge and no meter.

6CC - 623C - j.214B(whiff) - 2CC - delayed 623C - j.214C(whiff) - 2CC - delayed 623C - j.214B(whiff) - 2C - 623C - j.236A(whiff) - j.214D - 5C(w)C - 2CC - 22C - dash - 5C - 2C - 236B - 214B - 22B - (236236C) = 5.2K (6K) damage.

^ Only works midscreen off course, though the first one also works in the corner.

PS. You might want to change which version of the j.214x series you use depending on how you're positioned, just make sure you always stay in front of your opponent and you should be set.

Posted (edited)
This is not completely applicable to the thread, so I'm straying off the main topic here, but can you list me a few? The only frame trap I use is 5CC(delay), if that's even one.

Literally, every normal>delay followup normal. Hell, you can even do 5b>2b as a frametrap if you delay the timing right. There's 5C>6B, also, though people DP that shit all day.

Most notable is 5C>6C. Mash = get fatal'd.

Edited by Dusk Thanatos
Posted
Thanks dude. Will start using it more.

Yeah, no problem. One day I just wanted to see our frametrap options, so I set a Noel to mash 1A and went to town.

As you can tell, results were quite nice.

Posted

2A > 2B is a favorite of mine too.

The trap is tighter than 5C > 6C and once you condition them into various shenanigans off of a 2A, you can really screw with their head.

I'm assuming 2A is still + on block in CSEX too?

Posted
2A > 2B is a favorite of mine too.

The trap is tighter than 5C > 6C and once you condition them into various shenanigans off of a 2A, you can really screw with their head.

I'm assuming 2A is still + on block in CSEX too?

Bat, you're delaying the 2B.

There's no gap to mash in unless you do. Seriously, try hitting 2A>2B fast as possible. Shit is airtight.

Posted

You sure?

I feel like I've gotten a ton of CH off of that trap.

It's very tight but I feel like people have tried to spam something out of it.

Posted (edited)

When I was testing frametraps, 2A>2B was airtight unless delayed. You can check yourself and see if you get any different.

EDIT: ...Hrm, frame data ain't adding up. I'd actually appreciate if someone else checked this for me. Set Noel mash 1A (tied for quickest 2a), do blockstrings.

Edited by Dusk Thanatos
Posted

Frame data says there should be a two frame gap there - 11 frames stun on 2A, 13 frames startup on 2B.

Can't test right now though.

Posted
Frame data says there should be a two frame gap there - 11 frames stun on 2A, 13 frames startup on 2B.

Can't test right now though.

I already checked the frame data and noticed that, which is why I want those tests so badly.

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