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Posted

5.9 off 2c ch midscreen - 2c > 5c > = extremely hard to confirm... there is also a way via 2c > 4d >214d (hit) etc. But it seems, the MOST damaging way is STILL the 5c, right? :(

6.6 off corner 5c ch - 5c > 6c > SoD~ > 6b > 5c > 2c > j.c > j.2c > j.d > 2b > 5c > j.2c > j.d > 2b > 6a > j.c > j.2c > 3c > 632146c

5c > 2c > j.2c?

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Posted

2c CH (5c Whiff) Dash 5c hit falling is the combo, was in a rush while typing it.

And yes, 5c 2c j.2c there.

Posted

For all purposes, 2C->5C is good enough, 2C 5C/5C 2C habacan is for pushing them out far enough into the 6C if you hit them at point blank range with 2C while they're on the ground. For CHs with 2C when the opponent is higher in the air 2C CH 5C is easier.

Posted

You can also whiffconfirm with 3c, but in truth it's best to just let it recover on Jin/Litchi/Tager and some other people where the 5c whiffconfirm has high likelyhood of clipping them.

Posted

The way I practice 2C CH combos is to set CPU to jump+CH on, close my eyes, run in 2C, and attempt to pick it up.

for ezmode, start with tao or tager

hardmode for me personally are the murakamos and bang.

Posted

:<

My friend is borrowing my pstriple for a week, if someone could test the actual damage and heat values from the posted combos instead of my simple guestimates, it would be godlike.

Posted (edited)

When you do a low j.2c when they're high up, you recover while they hit the ground, and by the time you hit them with a normal, they will still be in an extended knockdown state with a boosted hitbox while they're bounding off the ground a bit. Because Mu's 6a includes her knee that sticks out, it otg's people while they're in this window of groundbounce.

And because 6a will always almost combo into 5c.

And because 5c will always almost combo into 632146d.

Woo extra damage and laser super.

Edited by C0R
Posted

My god, now Sannu also shares some new stuff. Most noteably heavy usage of some stylish IAD combos. For the most part anything that includes j.b or j.a is not going to be super good in terms of damage, but I might be able to work out some good corner-to-corner stuff for practical use using some of the mechanics he found.

Posted (edited)

6b > SoD > 6a > 5c > 2c > j.c > j.2c j.6d > 2b > 5c > 2c > j.2c > 3C> 632146c 4727 dmg, 36 MG

6B >SOD >6A >5C > 2C > j.C > j.2C j.2D >2B >6A >2C >j.2C >6A > 632146C 4709 dmg

currently messing around with the rest, 6A OTG is iffy on some characters,

edit

it seems the 6A OTG requires a 2b 6a 2c pickup, and instead of j.6c you have to do j.2d

In addition, it seems that to 6A is only useful for comboing into rave super, because 3c into super does more damage and is arguably easier to do, so im going to post combos using 3c into super as opposed to 6A pickups into super.

Edited by BloodyRootBeers
Posted (edited)

That IAD stuff is nice. The prorate on the ones shown is pretty vicious and just all around icky but if you can find a way to optimize, then I will be pretty hyped.

And yeah, BloodyRootBeers is right...I tried that one myself and it was quite finicky. But perhaps my execution just sucks lol.

Edited by SolarMisae
Posted

Do it low and pick it up fast, I got a chance to test it on Mu Plat Makoto Noel Jin Hakumen and Ragna.

Posted
2c CH (5c Whiff) Dash 5c hit falling

I mean it is really challenging to get your 5c on the falling opponent the right way, since you must let him fall till the minimum height possible. Very high possibility to whiff the 5c and drop the combo.

Posted

I dunno, I don't find it that hard to get it to hit correctly, but that is probably because I spend a lot of time grinding combos to try and up my execution.

Posted

Even most Japanese Mu's do 2c CH > jump cancel > air dash > j.5c > j.2c etc. When you 5c him when he is falling, you are likely to be too early, thus forthcoming 6c whiffs. But if you are too late, you whiff 5c itself, so opponent reaches the ground and techs. Moreover, there are character specific conditions, e.g.: Jin is harder to hit properly than Ragna etc. Dunno... give me a vid of you doing 5c follow up in a real match?

Posted (edited)
Even most Japanese Mu's do 2c CH > jump cancel > air dash > j.5c > j.2c etc. When you 5c him when he is falling, you are likely to be too early, thus forthcoming 6c whiffs. But if you are too late, you whiff 5c itself, so opponent reaches the ground and techs. Moreover, there are character specific conditions, e.g.: Jin is harder to hit properly than Ragna etc. Dunno... give me a vid of you doing 5c follow up in a real match?

xD I actually do jump cancel airdash etc too most of the time. Not cause I can't do the other one but cause I'm used to hitcnfirming that one. I just naturally jump cancel with 2C. Muscle memory.

But yeah you do have to hit them pretty low, but practice and you'll get it down.

And Mu isn't S tier cause Hazama exists.

But once we find an easy path around that guy... :kitty:

Edited by SolarMisae
Posted (edited)

Hazama is small time. :Leon:

Nigga can't handle Habaya. :v:

In seriousness, I've never felt the Hazama matchup to be too difficult. Certainly no CS1. But I've only played a few really really solid Hazamas.

Edited by Zeromus_X
Posted (edited)

What you wanna do is look the Hazama player dead in the eyes... and then head-butt him right in the face. If you have the execution and yomi for that, its 7-3 Mu's favor.

Notation:

Clint Eastwood Stare>6~Head-butt (1 hit, 0 meter).

Note: This also works well on Tao. Unfortunately it's not as effective against Bang players as they already have brain damage.

Edited by FlyingVe
Posted (edited)

Can someone test this combo for me?

corner crouching

5b > 5c > 6c > SoD~ > 6b > 5c > 2c > j.c > j.2c > j.d > 2b > 5c > 2c > j.2c > j.d > 2b > 6a > 2c > j.2c > 6a > 5c > 632146d > j.2c > 6a > 632146c

Should be roughly 8k and build around 60 meter.

Edited by C0R
Posted (edited)

For the OTG 6A, is a dash need before doing it...? Like 66A. I always end up too far away to connect it.

edit: nvm, yeah 66A worked. ^^;;

edit2: Fff, now my problem is the low j.2C after 6A > 2C. I had it at first but it's now lost to me and I can seem to figure it out again. >[

Edited by SolarMisae
Posted (edited)

The new optimal combo is a bit harder, but you should get it down after a day of practice. The upper part of the hitbox on j.2c might be harder on Hazama/Ragna/Jin, practice on Hakumen for maximum ease.

Also, new guard crush combo!

GC (run to corner, include 5c on crouching) > 6c > SoD~ > 6b > 5c > 2c > j.c > j.2c > j.d > 2b > 5c > 2c > j.2c > j.d > 2b > 6a > 2c > j.2c > 6a > (5c > 632146d > j.2c) > 632146c

Does something like 6500~(7600~) Builds 50 heats.

Edited by C0R

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