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Posted (edited)

Can someone do me a huge favor and test out what level of proration allows 4D 22D but not Egadget or whatever? It would be very helpful, it has a few very minor implications on combos and I'd like to understand it.

Like (CH)5D, 2Cxx623Cx2, 6C, J.2C, 2B>2Cxx623C, 4D, 22D. Is very slightly better than what I used to do.

EDIT: I think I'm going insane because I can get (CH)4D, 6B>2Cxx623Cx2, 6B>2Cxx623C, 4D,22D, but I can't get (CH)4D, 5C>6Bxx623Cx2, 6B>2Cxx623C, 4D, 22D. An off day I guess?

EDIT2: Also, I know it kinda sucks, but we don't have any 6B combos on the front page, except the one that isn't a combo.

Edited by Osuna
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Posted

Its weird Osuna, I haven't did heavy testing but I do know a few cases in which you have to 4D whiff 22D.

Mostly in combo's that end with collider but they tech before hitting the ground.

Also wow you are right, there is no 6B combo's.

I'll get on that soon.

Or check TagerTime's Doc and hope he has some.

I hate Tager's 6B now...so so terrible.

Posted (edited)

Here are the strongest combos i found possible that end in 4d gadget but not b/e gadget from my doc.

Normaly you would do this combo which ends in b/e gadget

2D>RC>5C>6A>2C > AC >j.D> j.2C > 2B > 2C > AC >B/E-Gadget 4200

This alternate combo ends in 4d gadget, mainly used if there knocked to far away after rapid 2D such as on counter hit

2D>RC>5C > 6A > 3C > 2B > 2C >ACx2 > 6B>2C > AC > 4D>GADGET 3956

Normaly you would use this combo but it dont work on makoto

CH 5D > 2C > AC>j.D> j.2C > 2B > 2C > AC > B/E-Gadget 3562

So on makoto you would use this combo :

CH 5D > 2C > ACx2> 6B > Asledge 2B > 2C > AC >4D >Gadget 3539

On most if not all chars except makoto:

FC 2C (step forward)>5C > 6B > 2C > AC>j.D> j.2C > 2B > Asledge > 5C > 6A > 2C > AC> 4D >Gadget 4035

For makoto you must change it to this

FC 2C (step forward)>6B > 2C > AC>j.D> j.2C > 2B > Asledge > 5C > 6A > 2C > AC >B/E-Gadget 4006

Non Mag Spark Combos

5C>6A>2C > AC >6C > Spark > 2C> AC > 4D> Gadget 3694

5C>6A>2C > AC > Spark > 5C > 6A >2C > AC > 4D> Gadget 3790

Magnetized combo

5C>6A>2C > ACx2 >6C> j.2C > 2B > 2C > AC > 4D >Gadget 3809

As for 6B combos, i only listed new combos for cs2 that did the most damage, so i only listed the Fatal 6B JD reset combo thats new for cs2, the other 6b combos all did crap damage so i didnt list them.

Edited by TagerTime
Posted (edited)
Magnetized combo

5C>6A>2C > ACx2 >6B> j.2C > 2B > 2C > AC > 4D >Gadget 3809

Isn't that supposed to be 6C > j.2C?

EDIT: In about an hour or so I'll be able to test stuff along the lines of:

2C (FC), 2D, 5B, 2C > AC, AC, 6C /\ j.2C | 2B > 2C > AC, 4D, 22D

It should be possible after a 2C fatal to get someone to land on top of an active 2D and continue the combo whilst adding mag in the middle of it. May or may not need the corner.

EDIT2: Scrub that, doesn't work at all.

Edited by Manta
Posted

Would it kill you to read the FAQ on the first page to answer your frequently asked question?

What does Bgadget Egadget mean?

B gadget means B sledge to gadget and E gadget means elbow drop to gadget.

Posted

Actually, does Elbow drop to gadget still work? I can't do without blue beating it, though that can just be attributed to poor timing on my part.

Posted

Still works fine to me. Shouldn't really depend on the combo length. As long as they actually go down from the AC prior to it.

Posted

Double Post, but just realised this was possible.

B+C, 214[D], 41236D...

Handy in case you need just a bit more extra charge to get that spark bolt going.

  • 2 weeks later...
Posted

Which reminds me. Does anyone actually know the good 6B combos or do we need a 6B combo contest? The fatal doesn't happen often, but I really should capitalize on everything I can.

Posted

Actually, I think we should also have some combos for CH J.D and J.C It seems to happen to me a lot, and I only got two ideas to do after it. Anyone else wanna help? Also, those 360 combos....is it only possible they need to be back a corner to make it work.

Posted (edited)

Um the one Tager time had was 6B>6B>6C>collider>spark>5C/2C>collider>ender for 3.1k or something like that.

I am probably wrong, he has a doc with his combo's on the first page.

Also holy crap I did it bad on that 360 section, so much stuff to do today.

I am gonna try to knock it out, give 360A its own section I think.

edit: Alot of those 360 combo follow ups are micro walk combos...3F links that feel hard as all hades to do.

Edit2: after CH j.C/J.D go straight to collider if you can.

You should get 3.6-4k if you do optimal combos.

Edit3: I just noticed that was a lot less work than I hoped.

Also I again realized the Tager who did the tutorial was Akira.

Man he took a lot of time doing this.

Edited by A.X.I.S.
Posted
Um the one Tager time had was 6B>6B>6C>collider>spark>5C/2C>collider>ender for 3.1k or something like that.

I am probably wrong, he has a doc with his combo's on the first page.

Also holy crap I did it bad on that 360 section, so much stuff to do today.

I am gonna try to knock it out, give 360A its own section I think.

edit: Alot of those 360 combo follow ups are micro walk combos...3F links that feel hard as all hades to do.

Edit2: after CH j.C/J.D go straight to collider if you can.

You should get 3.6-4k if you do optimal combos.

Edit3: I just noticed that was a lot less work than I hoped.

Also I again realized the Tager who did the tutorial was Akira.

Man he took a lot of time doing this.

When did you notice all of that? And thanks for your help with CH J.C and J.D axis.
Posted

You might want to modify them for some stability. Eg. when I hit a counterhit j.D I usually go 6A > collider rather than straight collider because there are some ranges/angles at which the collider won't catch. Less damage but more stability.

Posted
Whoa you can do that kind of damage off air to air J.C? I was just doing J.C J.2C 2B 2C etc. For like 3.2k

J.C/J.D>(5C/6A)>collider>j.D whiff>j.2C>stuff usually gets the most damage.

I might be wrong on damage figures because j.D and 2D are the only starters iirc that can hit 4k.

Posted
You might want to modify them for some stability. Eg. when I hit a counterhit j.D I usually go 6A > collider rather than straight collider because there are some ranges/angles at which the collider won't catch. Less damage but more stability.

Odd, they're always magged at that point so collider should hit. Personally I find if your J.D hits them from up high that 5C comes out quickly enough to then put an AC in. Damage is better too. The filler between the initial j.D hit and AC is probably the trickiest part of the combo since there's a lot of variables to consider very quickly.

Posted (edited)
J.C/J.D>(5C/6A)>collider>j.D whiff>j.2C>stuff usually gets the most damage.

I might be wrong on damage figures because j.D and 2D are the only starters iirc that can hit 4k.

Hmm, assuming they're magnetized of course.

Wouldnt [collider whiff] 6B 2C stuff provide better damage? unless you meant "j.C" instead of j.D. I've seen Akira do j.D instead of j.C, probably because pushes better.

Whats the best stuff to followup after 9j.C/9j.D(m) j.2C besides gadget?

Edited by Tong
Posted

Hey guys, here's a random question: what should Tager do off of a counter hit Hammer (sledge's followup)? I always just do 6C into AC since it's just easy, but I feel like maybe that's not the most efficient approach.

Obviously since you can tag people with Hammer from an alarming variety of ranges, what you do is probably going to depend on how close to you they wind up after you CH them. I'm not sure what to think beyond that though, and was hoping you combosmiths might have some ideas. Unless it's already been discussed and I'm just not seeing it.

Posted

yo i was thinking about it and what are the combos option on a raw 5B? there's no combos listed on the first post (or i'm blind which might be also normal...) because i normally hit people who wants to jump out after 5A 5B and they get air unblockable 5B'ed but not counter hit... is there you can do except watch them tech before your eyes?

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