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Posted

You always want to combo into 6b, it has enormous base damage and excellent prorate, the easiest spot to combo into it is after SoD, > 6a > 6b. The 6b will pop them up into the air and allow you to connect with the optimal height of the next 6a for the j.2c j.5d 2b link.

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Posted

Delay the 6b and it should work fine, it's also difficult on Litchi, Mu and Valkenhayn.

Posted

6A > 6B is also a bitch on Carl. You have to really delay it on his tiny hitbox. When I'm feeling lazy or start to really miss that link I'll sometimes just do the weaker 5B > 6A > j2C > jD... combo.

Haven't looked here in a while but I hear the front page is being updated with the new optimal combos. I dunno if it'll still help but I've been transcribing the combos from those two latest combo videos since I still haven't practiced the new stuff. Here's what I have so far:

http://www.youtube.com/watch?v=peI_U2qqAtM

0:00 - (corner, crouching) 2B > 2C > 5C > 6C > SoD (slight charged) > (dash) 6B > (dash ) 5C > 2C > JC jB > jC > j2C > jD > 2B > 6A > JC jC > j2C > 3C > (super) ( / , MG)

0:24 - (corner, crouching) jB > j2C > 5C > 6C > SoD (slight charged) > (dash) 6A > (delay) 6B > 6A > jC J2C > jD > 2B > 5C > 2C > JC j2C > (dash) 3C > (SoD > super) ( / , MG)

0:48 - (corner) 3C > SoD > (dash) 6A > (delay) 6B > 6A > JC j2C > jD > 2B > 5C > 2C > JC j2C > jD > 2B > 6A > 9JC jC > j2C > 3C > (super) ( / , MG)

1:06 - (corner) Throw > 6A > (delay) 6B > 6A > JC j2C > jD > 2B > 6A > JC jC > j2C > SoD > 6A > 6C > (6D > 632146D > j2C > 3C) > (super) ( / / , MG)

1:27 - (midscreen) Airthrow > RC > 6B > 5C > 2C > 6C > 214D (whiff) > dash 6A > JC j2C > dash 2B > 6A > (delay) 6C > 5D > 214D > (delay) 6C > (super) ( / , MG)

1:47 - (near corner) Airthrow > RC > SoD (slight charged) > dash 6A > (delay) 6B > 6A > JC j2C > jD > 2B > 5C > 2C > JC j2C > dash 3C > (SoD super) ( / , MG)

2:03 - (midscreen, crouching) 5C > 6C > RC > dash 6B > dash 5C > 2C > JC jC > j2C > dash 2B > 5C > SoD > dash 6A > JC j2C > jD > dash 2B > 6A > JC jC > j2C > 3C > (super) ( / , MG)

2:23 - (CH, corner) 5C > 6C > SoD (slight charged) > dash 6B > dash 5C > 2C > JC jC > j2C > jD > dash 2B > 5C > 2C > JC j2C > jD > 2B > 6A > JC jC > j2C > 3C > (super) ( / , MG)

2:43 - (FC, midscreen) 6C FC (no cancel) > dash 6A > 6B > dash 5C > 2C > JC jC > j2C > dash 2B > 5C > SoD > dash 6A > JC jC > j2C > jD > dash 2B > 5C > 2C > JC j2C > dash 2B > 6A > JC jC > j2C > (5C 632146D) > (super) ( / / , MG)

3:07 - (FC, corner) 6C FC > SoD (slight charged) > dash 6B > dash 5C > 2C > JC jC > JC jC > j2C > 2B > 5C > 2C > JC jC > j2C > jD > 2B > 5C > 2C > JC j2C > jD > 2B > 6A > JC jC > j2C > 3C > (632146D > j2C > 3C) > (super) ( / / , MG)

3:35 - (guard crush, crouching, midscreen) Guardcrush> 2[D] > dash 5C > 2C > 3C (2[D] hits) > dash 5C > 6C > 214D (whiff) > dash 6A > (delay) 6B > dash 5C > SoD > dash 6A > JC j2C > jD > 2B > 5C > 2C > JC j2C > dash 3C > SoD > (super) ( / , MG)

3:57 - (guard crush, near corner) Guardcrush > dash 6C > SoD (slight charged) > dash 6B > dash 5C > 2C > JC jC > JC jC > j2C > jD > 2B > 5C > 2C > JC j2C > dash 3C > (super) ( / , MG)

4:18 - (FC, out of corner) 6C FC (no cancel) > dash 6A > 2C > [9] A+B+C+D > dash under > 6A > JC j2C > SoD > dash 6A > (delay) 6B > dash 5C > 2C > JC jC > JC jC > j2C > jD > 2B > 5C > 2C > JC j2C > dash 3C > (632146D > j2C > 3C) > (super) ( / / , MG)

4:50 - (CH, midscreen) (dash) 2C CH, dash 5C > 2C > 6C > 214D (whiff) > dash 6A > 6B > dash 5C > SoD > dash 6A > JC j2C > jD > 2B > 5C > 2C > JC j2C > dash 3C > SoD > (super) ( / , MG)

5:11 - (CH, midscreen) 3C CH, dash 6A > 5C > 6C > 214D (whiff) > dash 6A > 6B > dash 5C > SoD > dash 5C > 2C > JC jC > j2C > jD > 2B > 6A > JC jC > j2C > 3C > (super) ( / , MG)

5:32 - (FC, approaching corner) 6C FC > 5[D] > [9]A+B+C+D > dash 5C > 5[D] (5[D] hits) > HJC jC > (delay?) j2C > j6[D] > land > dash 6B (5[D] hits) > SoD (charge) (j6[D] hits) > SoD release > 5C > 2C > JC jC > j2C > j6D? > 2B > 5C > 2C > JC j2C > j4D? > dash 2B > 6A > 2C > JC j2C > (dash 6A > 632146D > j2C > 3C) > (super) ( / / , MG)

Skipped the last combo since it looked impractical and I'm trying to hurry

http://www.youtube.com/watch?v=ZhM6kLp9Tks

0:25 - 6A AA CH > SJC IAD jB > jC > j2C > dash 2B > 6A > SJC IAD (delay?) jA > jC > j2C > SoD > 6A > 6C > (6D 632146D) > (6C 5D super) ( / / , MG)

0:43 - (Midscreen) Throw > dash 6A > 6C > 5D > 214D > walk a bit 6A > 6C > 5D > 214D > walk a bit 6C > (6D 632146D) > (dash 6C 5D super) ( / / , MG)

1:00 - (Midscreen) 5C (air hit) > 6C > 2D > SJC IAD > jB > jC > j2C > dash 2B > 6A > SJC IAD > (delay?) jA > jC > j2C > dash 3C > SoD > dash 6C > (6D 632146D) > (dash 2C JC j2C 3C super) ( / / , MG)

1:20 - (Corner) 623C CH > 6A > 6B > 6A > JC j2C > jD > 2B > 6A > JC jC > j2C > 3C > (632146D) > (dash 6B super) ( / / , MG)

Posted (edited)

Sorta completely useless but sorta flashy-ish combo. xD

Corner: CH 2C > jump back j.2C > 5C > 2C > 6C > 5D > j.C > j.2C > SoD > 6A > 6B > 214D > j.2C > 3C > SoD > Omohikane

I call it useless cause its like impossibly hard to confirm lol. You have to do the j.2c pretty much immediately after the CH 2C or the OTG 5C wont hit...and the j.2C after the 214D must be as low as possible to connect the 3C > SoD > super part. Does around 5.4k, dunno about mg.

I thought I'd share this anyways, I just like it. xD

Also midscreen fatal, works from around match start distance, can work from a bit farther if you dash real deep a lot:

FC 6C > Habacan > dash 6A > :6B > dash 6A > j.2C > dash 2B > 6A > j.2C > dash 2B > 6A > j.2C > j.D > (dash) 2B > 5C > 2C > j.2C > j.D > 2B > 6A > j.C > j.2C > 3C > Omohikane

Does 6323 and earns it's own meter for super.

Edited by SolarMisae
Posted

Nice ones, Messiah! Especially midscreen one. btw, has anyone tried to come up with a corner combo, started off the following: CH 2C > 6[D] > SoD > 5C > ]D[ > etc? It is really possible to get the fat laser in, just like in C0R's flagship fatal combo. If corner CH 2C could lead to some 7k it would come very handy.

Posted (edited)
Nice ones, Messiah! Especially midscreen one. btw, has anyone tried to come up with a corner combo, started off the following: CH 2C > 6[D] > SoD > 5C > ]D[ > etc? It is really possible to get the fat laser in, just like in C0R's flagship fatal combo. If corner CH 2C could lead to some 7k it would come very handy.

Hmm, you can get 6.5k off 2c ch these days with 50~ meter, build 50 for double super ender/ Start midscreen and carry to corner.

6a/2c CH > (66~) 5c > 6c > Habacan > 66~6a > :6b > 66~5c > SoD > 66~5c > 2c > j.c > j.2c > 2b > 5c > 2c > j.2c > 66~6a > 5c > 632146d > hj.2c > 3c > 632146c

You have to do the j.2c pretty much immediately after the CH 2C or the OTG 5C wont hit...

I ended out finding out the hard way (In Tournament) that 5c otg is character specific, as cool as it is. However 6a otg is universal on sliding, and you can do 5c or 2c to follow it up into the high loop or other shenanigans.

Haven't looked here in a while but I hear the front page is being updated with the new optimal combos. I dunno if it'll still help but I've been transcribing the combos from those two latest combo videos since I still haven't practiced the new stuff. Here's what I have so far

Ah, I was hoping you might do that, thanks!

For future reference, to anyone who wants to try them; the Airdash j.a combo is not so much an instant airdash as it is a superjump, delay airdash. You need to wait for them to fall slightly below you, else j.2c will wiff, this is also the reason you superjump, to position yourself above them.

Edited by C0R
Posted

omfg 6A CH directly into 5C 6C habacan... can't wait to start getting more out of my 6As.

just a head's up, but I think you're missing a few 2C j.C j.2C j2/6D 2B 5C 2C j.2C (for 214d, 6a CH, maybe your 2c CH corner, maybe others?). I haven't tested these yet, but I think you'll need them for the last j.2C to connect.

and in the combo off DP you have ...6A j.2D j.D...

Posted
omfg 6A CH directly into 5C 6C habacan... can't wait to start getting more out of my 6As.

just a head's up, but I think you're missing a few 2C j.C j.2C j2/6D 2B 5C 2C j.2C (for 214d, 6a CH, maybe your 2c CH corner, maybe others?). I haven't tested these yet, but I think you'll need them for the last j.2C to connect.

and in the combo off DP you have ...6A j.2D j.D...

Ah, yes I mislabeled some parts, thanks chief.

Posted (edited)
I ended out finding out the hard way (In Tournament) that 5c otg is character specific, as cool as it is. However 6a otg is universal on sliding, and you can do 5c or 2c to follow it up into the high loop or other shenanigans.

Ah, man that really sucks. :< Do you know which characters it's specific to? I suppose you can just swap between 5C/6A depending. If you don't know I can try and test it out later.

Edited by C0R
Posted

I know it works on Jin, Hakumen, Tager and Rachel, but besides that no. Would be great if you could figure it out.

Posted (edited)

Okay so this isn't conclusive, but it seems 5C OTG works on Jin, Hakumen, Rachel, Tager, Litchi and Arakune. Someone with better execution than me can test on the ones I didn't list to find out more conclusively, as I'm not 100% this is accurate.

Also on another note, you can OTG Valk with 5B as well. This probably works on other characters too, I just did it by mistake and thought it was funny. =w=; Doubt it'd be that useful though.

Edited by SolarMisae
Posted

I use an airthrow setup sometime off of 5a(also works)/5b otg > 5d > 8j.bc, because they have low untechable time, either that or special cancel into ~SoD and wait for them to tech/die.

You can also otg with 2c.

Posted

Thread overall has been cleaned up, optimal throw combos added.

Posted

Really nice, gj!

dunno if you forgot it or were going to add later, but 6B starter in the corner might be good to have.

Posted

I've listed the 6b combos, don't have the numbers at the moment.

Posted

I've recently noticed, that corner ender link 66~6a > 5c > Blessed Mirror doesn't work on Valk. Also, Valk is extremely hard to connect starter chain 6a > 6b. Due to his hitbox second hit of 6b connects one in a thousand :(

Posted

you really have to delay both 6a and 6b to their max on valk, find the rhythm. in this case it would be when:

valk's body is falling below or around your head height : 6a

you delayed 6a to the point where you see valk's body start to fall again: 6b

valk can be a pain to combo on, but i'm glad at least that we don't have cs1 combos anymore. l found those to be a real headache when fighting valk. so much stuff to time just to connect 3 hits. lol

Posted
I've recently noticed, that corner ender link 66~6a > 5c > Blessed Mirror doesn't work on Valk. Also, Valk is extremely hard to connect starter chain 6a > 6b. Due to his hitbox second hit of 6b connects one in a thousand :(

66~6a > 5c completely works on Valkenhayn, I didn't notice any irregularities with his hitbox when I did it just now. Remember to use as many microdashes as you can when performing the combo to keep yourself as close to the wall as possible, the only reason 632146d would drop is if you are too far away from the opponent.

Posted

Valk is just a bitch to do some stuff on in general. i need to sit down and practice more, I drop shit on him way too often lol.

Anyways, damn nice job on the thread C0R, I'm definitely gonna set aside some hardcore training time later and update my arsenal.

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