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Posted

Really? Didn't know the 5BB made the timing strict. Thanks, I'll go try it out. I thought I had to delay it since the last time I inputted it with no delays I hit the opponent with j.214C but I may have done something funky beforehand.

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Posted

No problem. It's likely you hit the opponent with J.214C because you slightly delayed it.

Or unless it was against Tager haha.

Posted
The 623C - J.236D - J.214C has to be input quickly with no delays.

5BB also makes the timing a little more strict.

Also, 2 charge midscreen:

CH 236D - 6CC - 214D - 5C - 2CC - IAD J.CC(delay) - 5B - 2CC - 236B - 214B - 22B (4.4k)

I'm actually gonna give this combo a try mid-match since I'm playing some people lol.

Posted
No problem. It's likely you hit the opponent with J.214C because you slightly delayed it.

Or unless it was against Tager haha.

The first thing I learned was that it doesn't work on Tager haha. I usually use Ragna as my training dummy.

  • 2 weeks later...
Posted

Fatal Counter Combo

2 Charge Corner

FC 6CC > 214D > 6CC > 623C > j.236A(w) > j.214D > 5C(w)C 2CC > IAD > j.CC(delay) > 5B 2CC > 22C > Dash 5C 2C > 236B > 214B > 22B 5030 damage (or 5870 with Distortion).

Something we can do to punish stuff when people press buttons on wake up, or after baiting DPs like Jin or Ragna's (or our own for that matter).

Posted (edited)
Fatal Counter Combo

2 Charge Corner

FC 6CC > 214D > 6CC > 623C > j.236A(w) > j.214D > 5C(w)C 2CC > IAD > j.CC(delay) > 5B 2CC > 22C > Dash 5C 2C > 236B > 214B > 22B 5030 damage (or 5870 with Distortion).

Something we can do to punish stuff when people press buttons on wake up, or after baiting DPs like Jin or Ragna's (or our own for that matter).

And for the people who want an impractical AND also a character specific 2 charge FC combo that does more damage than this...behold!:

2 Charge Corner:

6CC(FC) - 623C - j.214A(whiff) - 2C - 623C - j.236A(whiff) - j.214D - 623C - j.214A(whiff) - 2CC - 22D - 5C - 2CC - IAD - j.CC - 5B - 2CC - 22C - 5C - 2C - 236B - 214B - 22B - (236236C) = 5.8K (6.6K) damage.

Confirmed working on Ragna...I have no clue on who else it works really, but expect this combo to be unusable on half the cast! Cause we love combos like that.

And this reminds me of why I'm sad about 6C FC not being in extend...sigh...so many cool combos gone.

EDIT: I forgot to mention you can do the above combo (sorta) by cutting off a bit of the beginning part:

6CC(FC) - 623C - j.214D - 623C - j.214A(whiff) - 2CC - 22D - 5C - 2CC - IAD - j.CC - 5B - 2CC - 22C - 5C - 2C - 236B - 214B - 22B - (236236C) = 5.6K (6.4K) damage.

This one DOES (or should) work on all characters, but does a whole 200 points of damage less :mad:

Edited by Daedron
Posted (edited)
Fatal Counter Combo

2 Charge Corner

FC 6CC > 214D > 5C >2CC > 623C > j.236A(w) > j.214D > 5C(w)C 2CC > IAD > j.CC(delay) > 5B 2CC > 22C > Dash 5C 2C > 236C > 214B > 22B

This combo nets you 5.3K. The reason I edited it a lil is because 6C has 80% repeat proration :v:

Thanks for the input though!

Thank you too Daedron!

Edited by Kiba
Posted (edited)
And for the people who want an impractical AND also a character specific 2 charge FC combo that does more damage than this...behold!:

Uncalled for but whatever.

@Kiba: Thanks for the correction..

Edited by HajinShinobi
Posted

No prob, but it's not really a correction dude!

Your combo is easier. My combo requires the 5C - 2CC to hit them at the max height from 214D. It's only 300 more damage, but since we listed both we give options to the other players. They can use what's etter suited to them!

Posted
Uncalled for but whatever..

Er, I don't think he was calling YOUR combo impractical, I think he was just having some fun at his own expense.

Also, thanks for that one. It looks like I might even be able to do it, since I'm proficient in the j.236A whiff stuff. Should be handy. I need to get used to throwing 6C on Noel's wakeup. >.<

Posted
Uncalled for but whatever.

@Kiba: Thanks for the correction..

Lol, I didn't mean yours was impractical, I meant the one I was about to post was.

Posted (edited)
Lol, I didn't mean yours was impractical, I meant the one I was about to post was.

My apologies for the misunderstanding..

@Kiba: Fatal Counter Combo

2 Charge Corner

FC 6CC > 214D > 5C >2CC > 623C > j.236A(w) > j.214D > 5C(w)C 2CC > IAD > j.CC(delay) > 5B 2CC > 22C > Dash 5C 2C > 236C > 214B > 22B 5.3k

Your implication of the 5C > 2CC is better than my 6CC because of less proration AND simply because if you do this FC combo next to the corner but not completely in the corner, the 5C > 2CC can still put them in the corner. Especially with the 214D popping them in the air onto the other side, you'd just have to dash to the other side where they'll be landing and connect the 5C > 2CC. This makes it all more viable, and 300 more damage makes a difference.

So lets just use that 5C > 2CC variation instead. But like you said, it gives other players a choice on which is easier for them.

Edited by HajinShinobi
Posted

Oh hey, the one I was telling you about on Skype was air combo ender but this one is better (Ground ender and same damage.)

Also, I usually do FC 6C > 214D. I usually don't commit to 6CC because I usually fish for a 6C fatal or do it on Noel's wakeup. It never occurred to me that 6CC would combo into 214D >_>

Posted (edited)

I'm gonna answer this here, in the appropriate thread.

I can't combo 6C > 623C > 236A whiff > 214D from a 22D. Is there any special requirement for this combo? I can do the DP whiff just fine but this is throwing me off.

Orion already said it, but I'll clarify anyway; it's 6CC > 623C > j.236A(w) > j.214D. This is corner specific, and it can be from 22D or 214D.

If 22D/214D is confirmed as a normal hit or a counter-hit, you can do the following if you do 6CC > 623C > j.236A(w) > j.214D. NOTE, what I list are full combos using the 6CC > 623C > j.236A(w) > j.214D variant.

Each of these combos require 2 stocks of charge.

1) 22D > 6CC > 623C > j.236A(w) > j.214D > 5C(w)C > 2CC > IAD j.CC > 5B 2CC > 236B 214B 22B

2) 22D > 6CC > 623C > j.236A(w) > j.214D > 5C/(w)C > 2CC > IAD > j.CC > 5B 2CC > 22C > 5C 2C > 236B 214B 22B

3) 22[D] > tap 5D > 6CC > 623C j.236A(w) > j.214D > 5C(w)C > 2CC > IAD j.CC > 5B > 2CC > 22C > dash 5C 2C > 236C 214B 22B

4) 214D > 6CC > 623C > j.236A(w) > j.214D > 5C(w)C > 2CC > IAD j.CC > 5B 2CC > 22C > 5C 2C > 236B 214B 22B

If you confirm 6CC as a fatal counter near the corner, you can do the following;

1) FC 6CC > 214D > 5C >2CC > 623C > j.236A(w) > j.214D > 5C(w)C 2CC > IAD > j.CC(delay) > 5B 2CC > 22C > Dash 5C 2C > 236C > 214B > 22B

Edited by HajinShinobi
Posted (edited)

Don't know if it matters all too much because of CSE, or if someone said it already but a more optimal combo than:

(From Intermediate, 1 charge):

Midscreen:

214D > 2CC > IAD j.CC > 5B 2CC > 236B 214B 22B

Corner:

214D > 2CC > IAD j.CC > 5B 2CC > 22[C] > 5C 2C > 236B 214B 22B

You can add in a 5C(w)C in between the 214D and the 2CC and you'll get better damage in than doing the combos above.

Midscreen version as shown above does like 3.4, adding the 5C(w)C makes it 3.7k, 26% heat.

Corner version as shown above with the 5C(w)C makes it 3.9k, 36% heat

I get a lot of 214D hits in and I don't get any fancy combos in -__-;;; And I'm just starting to implement 623C > j.214A(w) into my actual gameplay, and I still can't do the corner combos that involve j.236A(w) yet. So I can't contribute any fancy stuff.

Just thought it'd be a useful thing to know for people like me who can't do fancy combos in gameplay =3 I'm pretty sure it might have been said already >>;;

Edited by LunarSelenia
Posted

Huh, didn't realise 5C(w)C actually did that much more damage, I thought it was roughly equivalent. Good stuff.

But yeah, I always use 5C(w)C because for me, it makes it so that I almost always land 2CC at the correct height.

Posted
Huh, didn't realise 5C(w)C actually did that much more damage, I thought it was roughly equivalent. Good stuff.

But yeah, I always use 5C(w)C because for me, it makes it so that I almost always land 2CC at the correct height.

Yeah, I noticed this too while messing in training mode.

I just know already when to hit 2CC but on certain other setups where there's a lot of lag I tend to miss it. At least confirming a 214D will lead into 3.7k damage. I didn't feel like 3.4k was a lot for 1 charge >>;; but now that I found this I'm DEFINITELY going to put it in when I land that hit. Especially when I'm near the corner. I think it does around 4.8k if you tack on the super with the corner version o.o;;

Posted

Don't forget to stay flexible and try to pick up combos into other variations if you think you've potentially dropped it somewhere.

It's very easy to tell when you've hit the 2CC after 214D too high or too low to continue the IAD combo so at that point you don't want to try the IAD combo since it won't work and just go into a simple air combo finisher or just cut your losses for untechable time and go 2CC > 236B > 214B > 22C.

The concept is the same as hitconfirming but instead it's more like hitadjusting.

If you're quick, you can even do this for DP whiff combos where you decided to go for the second hit of 2CC or just go 2C > air combo ender if you notice that you hit it too high and the 2nd hit will not connect but that's a lot more advanced than hitadjusting after a confirmed 2CC where you have a great deal of time to make your choice afterwards.

Posted

@Lunar: Assuming you have more than 1 stock of charge, you should consider opting for this combo as well.

2 Charge

Midscreen

214D > 2CC > 236D > Dash 2CC > IAD > j.CC(delay) > 5B 2CC > 236B > 214B > 22B

Does 4k+ and it's absolute corner carry.

Posted

@Batou: Mmm yeah, I do the air finisher if I know I won't hit the IAD I do the air finisher. I didn't know what other options I had other than the IAD / air combo. But it's always nice to have more. I'm starting to expand my options in combos lately, I've been mainly focusing for the past couple weeks on how to approach people.

@Hajin: Thanks~! I definitely going to try this when I.....wake up more. Probably going to write this in my little mini notebook of Tsubaki tech and sit down and practice when my body doesn't feel 12 pounds heavier.

Posted

Corner Combo

1 Charge

CH 5C > Charge Cancel > 5B 5CC > 623C > j.214A(w) > 2CC > 623C > j.236A(w) > j.214D > 5C(w)C 2CC > 22C > Dash 5C 2C > 236C > 214B > 22B (4580 damage)

It's just a counter-hit C version of a corner combo I listed before, but with a stronger reward.

Midscreen

1 or 2 Charges

CH 5C > Charge Cancel > 5B 5CC > 623C > j.214A(w) > Dash 2CC > hjc j.C > j.236D > j.214C(w) > Dash 2B 2CC (or 6C 214D > 5C 2CC) > 236B > 214B > 22B (4074/4627 damage)

5C counter-hit variation of a combo Kiba previously listed (not sure if he listed this one yet actually..).

Posted

I can't do 623C > j.236A(w) > j.214D

Someone help. I can't make j.236A whiff and if I do, I can't make j.214D hit.

Posted

Delay j.236A after 623C slightly and then immediately go into j.214D from there.

The two keys to landing that is the correct starter(OTG 6CC is the most obvious one) and the delay of the j.236A after 623C.

Corner -

22D > 6CC > 623C > delay j.236A whiff > j.214D > 5C© > IAD etc etc.

Refer to some of the combo videos for exact timing if you wish.

Posted

Anyone have a good 2 charge corner combo from a 5B starter that DOESN'T require DP-whiff action?

My current go to corner combo with charge is 5BB > 5CC > 22D > 5C > 2CC > 22C > Dash 5C > 2CC > 236B > 214B > 22B ( > Super), which is solid, but I don't really have any good way of throwing in more charge for more damage. (Er, technically, I think I can add an IAD in there somewhere for a couple hundred more damage too, which I'm working on, but I'm not reliable yet).

I can also do 22D/214D > 6CC > 623C > j.236A (Whiff) > j.214D stuff but that doesn't(?) work from a 5B starter.

Any suggestions, other than "Stop sucking and learn DP whiff"?

Posted
Anyone have a good 2 charge corner combo from a 5B starter that DOESN'T require DP-whiff action?

My current go to corner combo with charge is 5BB > 5CC > 22D > 5C > 2CC > 22C > Dash 5C > 2CC > 236B > 214B > 22B ( > Super), which is solid, but I don't really have any good way of throwing in more charge for more damage. (Er, technically, I think I can add an IAD in there somewhere for a couple hundred more damage too, which I'm working on, but I'm not reliable yet).

I can also do 22D/214D > 6CC > 623C > j.236A (Whiff) > j.214D stuff but that doesn't(?) work from a 5B starter.

Any suggestions, other than "Stop sucking and learn DP whiff"?

Stop sucking and learn DP whiff :p

Seriously though, doesn't err, 5BB 5CC 22D 6CC 623C j.236A(w) j.214D 5C(w)C 22C ender work?

Or maybe 5BB 5CC 22D 6CC j.214D 5C(w)C 22C ender.

For IAD, 5BB 5CC 22D 2B 2CC IAD might work.

PSP is currently in sleep mode on Fate/Extra not BB and I'm too lazy to go check on the PS3 but I think those work. Tbh though, if I get a 5B starter in the corner I'd almost always go for a DP whiff combo when I have charge.

Either: 5BB 5CC 623C j.214A(w) 623C j.236A(w) j.214D 5C(w)C ender or 5BB 5CC 623C j.214A(w) 2CC 22D 5D then either 2B 2CC ender or 6CC 623C j.236A(w) j.214D 5C(w)C ender, depending on how much charge I have/get.

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