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Posted
Thanks that explains a lot. I got some pretty decent corner combos.

but i'm lacking in midscreen combos. Need to know max damage off of low and her overheads. The only combo's I've been landing is combos off of 6A, 1C, 6C, and her grab. I can combo off a raw j.2C

I know once Chrono phantasma comes out, things will be changed. But I think trying to practice pretty hard in this game will carry over atleast a little.

EDIt what's CH mean?

CH means Counter Hit.

Midscreen damage is very weak/simple unless you-

A: hit them while they are in the air

B: counterhit them with 3c, 2c or 6a

C: spend meter

Learn this combo and apply it to all 'real' midscreen combos.

5a (antiair) (counterhit) > 5c - 6c - 214d whiff - dash 6a - wait, 6b - dash, 5c - sod - dash - highloop, lowloop

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Posted

I'm having some trouble with the "6A > 6B > 6A" combo part on characters such as Carl and Arakune due to them floating too much. Any tips on that?

I thought that perhaps doing a late 6B would help but it's not going as expected. Is there anything else I could do?

Posted

You kind of have to delay before 6b usually anyways, but not dashing as much (or at all, if it's not needed, or just dashing later sometimes) before the first 6a makes it a lot more stable.

Posted (edited)
I'm having some trouble with the "6A > 6B > 6A" combo part on characters such as Carl and Arakune due to them floating too much. Any tips on that?

I thought that perhaps doing a late 6B would help but it's not going as expected. Is there anything else I could do?

You have to slightly delay it or you need to use a slightly different variation of the combo against them if you are not familar with the timing.

In netplay and sometimes with lag against characters like arakune, lambda, carl, bang, valkenhayn and some others with odd hitboxes or floats, i don't use 6b after 6a but something less optimal such as 63214c> 6a > 5c> 2c etc

edit:pochp is right about not dashing with 6a to make it work

later edit: you do have to make a slight dash on Carl otherwise the first hit of 6b won't even work

Edited by bakahyl
Posted
CH means Counter Hit.

Midscreen damage is very weak/simple unless you-

A: hit them while they are in the air

B: counterhit them with 3c, 2c or 6a

C: spend meter

Learn this combo and apply it to all 'real' midscreen combos.

5a (antiair) (counterhit) > 5c - 6c - 214d whiff - dash 6a - wait, 6b - dash, 5c - sod - dash - highloop, lowloop

ok thanks,

how easy it is to anti air with 5a? seems like it'd get raped by longer ranged attacks. I can't get out of the comfort zone of anti-airing with retreating aerial 5C,

So that combo earlier that started with 3C (CH) with the low starter must be a counter hit. anyway frame traps or pressure techniques to bait someone to try and counter attack you at the wrong time to make something like this land?

I know it's person based, but I'm just trying to understand my options. I tend to do pressure with just 2B,5B,2C,5C,3C,(occasional 6B when I'm sure they're crouching), and if they get pushed too far away I do 6C cancelled into something. Anyway to keep it going to try and open them up?

Posted

um dont wanna sound like a noob but i have a question about the fourth combo in the the throw section,

4)BC > (66~)5b > 6a > j.2c > j.5d > 2b > 5c > 7j.2c > SoD > 6a > 6c > xd > (632146d > j.2c > 3c) > 632146c

In the underlined area.. is that possible? I'm not sure you can jump cancel a 5c

  • 3 weeks later...
Posted (edited)

Enjoy this tager specific combo (starting position to corner ONLY)

and then I refined it to this:

6C(FC)>2D(Charged)>j.B>j.C>j.2C>j.2D(Charged)>Mini-Delay>j.66>(2D hits)>mini Delay>j.5C>Mini-Delay>j.2C>(j.2D Hits)+665D(charged)>j.B>j.C>j.2C>j.6D>(5D Hits)j.665C>j.2C>(j.6D whiff)+[3C>63214C>6A>6B>]632146C (6847 DMG, 4 steins placed, 50% heat)

Bracketed part can be replaced with

2C>632146D>j.2C>3C>63214C>6A>632146C if you have 100% meter

im keeping the more optimal ones though.

Edited by someonewhodied
  • 1 month later...
Posted

sorry for being a noob I have a question conecerning the Air hit 5b combo ... j.c > j.2c > j.6d > 66~2b > 5c > 2c > j.2c > 66~6a > 5c > 632146d

How do i connect a 6a on a downed opponent after the j.2c?

Posted

Assuming you're talking about CSEX, you can just do dash 2C > 5C > 632146D, using 2C instead of 6A. 6A otg was a more obscure combo part in CS2 that only worked on certain characters, but in CSEX you can just otg 2C everyone instead.

  • 1 month later...
Posted

More starting position shenanigans:

5D(Charged)>j.6D(Charged)>66j.5C>(5D hits)>j.2C>j.236D(j.6D hits at the same time)>22B>5C>SoD

Easy 4K

  • 2 months later...
Posted
Assuming you're talking about CSEX, you can just do dash 2C > 5C > 632146D, using 2C instead of 6A. 6A otg was a more obscure combo part in CS2 that only worked on certain characters, but in CSEX you can just otg 2C everyone instead.

I know this is a ridiculously late reply but just for reference it actually works on everyone in both games.

Posted

Not sure if this was posted already. 6b can be comboed mid screen with 50 heat.

A few experiments in my way home tonight proved that it can. It's a little difficult to confirm and I only did it on bang. So if someone wants to test it, perfect.

6b(1) sod RC micro dash 5c is the combo route.

Posted (edited)
Not sure if this was posted already. 6b can be comboed mid screen with 50 heat.

A few experiments in my way home tonight proved that it can. It's a little difficult to confirm and I only did it on bang. So if someone wants to test it, perfect.

6b(1) sod RC micro dash 5c is the combo route.

Of course 6b can be combo'd midscreen with meter. Shit, you can combo it without meter on crouching CH.

It's actually pretty slick.

Edited by Lord Pwnge18
Posted
Of course 6b can be combo'd midscreen with meter. Shit, you can combo it without meter on crouching CH. It's actually pretty slick.
a ch crouching 6b is pretty difficult to get iirc. l don't see that situation arise in most mu matches. are there any optimal midscreen 6b combos? besides 6b > super which doesn't hurt as much as it used to. gonna post the entire combo. 6b(1) sod RC dash 5c 6c 214d(whiff) dash 5b 6a j2c dash 2b 5c 6c does 3.1k, no steins but good corner carry.

Character Specific Combo WHOOOOO
it looks like a charged sod could fit in between the two enders. have you tried that?
Posted

The combo already prorated too much, I kinda pushed it a bit more than the original with the laser distortion. My planned ender was going to be Laser distortion>6A>[Last laser hit]>j.2C>3C>SoD>6A>632146C but it doesn't work.

Posted
a ch crouching 6b is pretty difficult to get iirc. l don't see that situation arise in most mu matches. are there any optimal midscreen 6b combos? besides 6b > super which doesn't hurt as much as it used to. gonna post the entire combo. 6b(1) sod RC dash 5c 6c 214d(whiff) dash 5b 6a j2c dash 2b 5c 6c does 3.1k, no steins but good corner carry.

Just checked, you can actually combo CH 6b meterless on standing too, it just doesn't net you a whole lot. CH 6b > 66~5a > 6a > 5b > SoD does 2.1k, or do Omohi as an ender for 3.1k.

The combo you did seems pretty on point, but there are a few routes you could take that lead to essentially the same thing.

6b (1) > SoD > RC > 66~5c > 6c > Habacan > 5b > 6a > j.5b > j.5c > j.2c > 66~3c > 5d > Bomb Oki does 3.1k

6b (1) > SoD > RC > 66~5c > 6c > Habacan > 5b > 6a > 6c > 5d > 214d > j.2c > Stein Oki does 2.9k but has swagger

Posted (edited)

While testing TD's combo, it can be slightly extended for 3237 damage without turning it blue

6b(1) sod RC dash 5c 6c 214d(whiff) dash 5b 6a j2c dash 2b 5c 6c 5d j.2c j.6d (or any stein in the air)

So far this combo does seem to work much easier on Ragna than Jin, so i think that the character hitbox in the air is a huge factor

edit:

I have problems landing anything except 2a after habacan against Carl

Against Noel and Tager i can hit them with

sod RC dash 5c

but for some reason (probably their hitbox in the air) the combo gets dropped because 6c turns blue against them

The combo is slightly easier on some characters by using dash 2b instead of 5b after habacan, but the tradeoff is slightly less damage (3152)

Later edit: While this combo works on most characters, i think this combo is situational and it has risks. For starters it's not that easy to do, because you have to be very close to your opponent to work and second you have to immediately cancel the first hit of 6b into SoD (delay it slightly too much and your micro dash 5c won't reach most characters) and it's not exactly hitconfirm friendly

Edited by bakahyl
Posted

I think the best 6B RC combo is:

6B > RC > dash 6A > 2B > 6A > 2C > 5C > 6C > 4D > SoD (wallbound) > 6C > 214D > 6C > ender (does 3k-ish, need to be near midscreen to start). No character-specifics to fuss over and looks pretty cool. If you're too far from the corner to get the SoD wallbound you can just end at the first 6C and do oki or something.

Posted

I get standing counterhit 6b quite a bit with a few of my forced mixups.

It's important to know the dash link extension for the extra 10~ meter and a LOT more corner carry.

Dashing into 2a/5a/5b (As many normals as possible) Sod is all you're going to get without 50 meter though.

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