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Posted

Silly char-specific combos is go:

Against Jin and maybe some others, I didn't go through the entire roster:

Whatever in corner > 3C 236D 3C 214D~C 66 6C 66 2C j.Cx5 5C 4D~D j.Cx5 = 58% meter off 5B and 3.1k.

You can also corner throw > 3C 214D~C 3C 236D 3C 214D~C etc. like a boss, not really worth it in a practical sense though.

Posted
So another question (so if it's been answered before).

So, the relaunch combo with jump chain works on everyone, right?

Well, after jump chain into like... pull yourself in and you do 66 6C, I've notice some players would do 6A instead of 6C.

Is 6A character specific, and if so, is it better?

the 6a works on everyone, but it helps with annoying hitboxes

i use it against litchi and carl

Posted
how can i practice hitting j6DD without doing the whole hotenjin combo?
Record yourself doing a Super Double Jump with Bang?
Posted

Relauching after air grabs seems way harder than after CH 3C or Houtenjin. It feels like I get too close to them, with or without including Zaneiga. They usually tech after some of the chains, which rarely happens to me. Except for Litchi. :v:

Same with CH Hirentotsu. Sometimes.

Also, what are your airgrab options after j6DD>66C>66 other than 5C>2C>air stuff? Can you replace air stuff with another Jakou>66>3C>Jabaki/Rassenga/Mizuchi? /wishful thinking.

I've been wondering what you guys do when they hit on the corner after the first Jakou and they're too close to j6DD even after back jumping. I do know it includes 3C>Jabaki.

Posted
Relauching after air grabs seems way harder than after CH 3C or Houtenjin. It feels like I get too close to them, with or without including Zaneiga. They usually tech after some of the chains, which rarely happens to me. Except for Litchi. :v:

Same with CH Hirentotsu. Sometimes.

Also, what are your airgrab options after j6DD>66C>66 other than 5C>2C>air stuff? Can you replace air stuff with another Jakou>66>3C>Jabaki/Rassenga/Mizuchi? /wishful thinking.

I've been wondering what you guys do when they hit on the corner after the first Jakou and they're too close to j6DD even after back jumping. I do know it includes 3C>Jabaki.

Yes, it is harder, because more proration. If you think they're too close after Zaneiga 66 6C (I dunno why they would be but whatever) then just do airthrow > 66 6C.

Not sure what you mean by airgrab options, but you have a few different options depending on starter and exactly where you are:

1) Houtenjin very close to corner: backdash 6D 623D 5C 6C [66 5C 6C again if it works on that character] 66 2C j.Cx5 5C [623D or 4D~D j.B j.Cx2 JC j.Cx5 j.214B]

2) Houtenjin not quite in corner, or anything else (i.e. CH 3C, 214D~C, AA 6D, etc.): Whatever > 623D 66 [5C 6C 66 (if close enough] 3C 236D 66 6C 66 2C j.Cx5 j.214B

Also worth noting that you don't HAVE to j.7D if you're already in corner.

Posted (edited)

I meant what are the options after air throw>[regular stuff here]>j6DD>66C>66>, other than 5C>2C>jB>jCx2>jCx5>Hirentotsu.

This part

I've been wondering what you guys do when they hit on the corner after the first Jakou and they're too close to j6DD even after back jumping. I do know it includes 3C>Jabaki.

was a totally different question. I meant what's the best followup when you do the regular midscreen Houtenjin combo, but the first hit of Jakou (the 6DA>4DA>7DA>Jakou one) slams the opponent into the corner, and you're too close to them so j6D won't bite.

My guess is dash>3C>Jabaki>stuff, but what's the best "stuff" to put up in there?

EDIT: You did asnwer my second question, didn't notice. Sorry about that. :psyduck:

Edited by Putin
Posted (edited)
Nig I didn't even know it existed.

wtf? It was in the 3 part Haz tutorial vid. You do j.6D > 66A > 665C(2) > 6C > 66 > 2C > j.C x 5 > (optional) dash 5C > Houtenjin > 44 > 623D > 663C > Mizuchi instead. That's with a 6C starter. 5C starter gets you like... 8.8/8.9

Edit: Works on Ragna, Lambda, Tager, Makoto, Mu, Valkenhayn and possibly Platinum. The rest were too far to be picked up with dash 2C. If anyone can think of a replacement for dash 2C, please do.

Edited by Zeron_X25
Posted

i watched the tutorial videos and i saw that the input for a sliding hotenjin was 236236n6D. So after failing to consistently connect a j6DD for relaunch combo. i tried the sliding hotenjin and it worked. I want to know is what can i do afterward to do most damage?

Posted (edited)

I don't see how dashing Houtenjin magically makes 6DD connect, if it hits too far away you can just add a dash after Zaneiga. You have plenty of time to see that the enemy is far, so it's easy to confirm. Knowing when to 2362366B is not something you should rely on IMO, since there's a much safer alternative.

For maximum damage after 6DD do 66C>66>2C>jCx5>5C>Jakou>66>3C>Mizuchi. If you wanna keep the meter or just can't connect 3C because it's a bitch, replace everything after 5C with another set of jCx5>Hirentotsu.

Mizuchi finisher deals 8.2k, Hirentotsu 6.8 and gives back like 60 meter. If you have about 60-70 meter before Houtejin, you can replace everything after 66C>66 with 5C>2C>Jakou>66>3C>Mizuchi for 7.7k IIRC.

Edited by Putin
Posted
I don't see how dashing Houtenjin magically makes 6DD connect, if it hits too far away you can just add a dash after Zaneiga. You have plenty of time to see that the enemy is far, so it's easy to confirm. Knowing when to 2362366B is not something you should rely on IMO, since there's a much safer alternative.

For maximum damage after 6DD do 66C>66>2C>jCx5>5C>Jakou>66>3C>Mizuchi. If you wanna keep the meter or just can't connect 3C because it's a bitch, replace everything after 5C with another set of jCx5>Hirentotsu.

Mizuchi finisher deals 8.2k, Hirentotsu 6.8 and gives back like 60 meter. If you have about 60-70 meter before Houtejin, you can replace everything after 66C>66 with 5C>2C>Jakou>66>3C>Mizuchi for 7.7k IIRC.

He meant he got down the mini dash practicing with Houtenjin after 6C CH because if you're not point blank 6Cing someone, Houtenjin won't hit them unless they are big hitbox characters like Tager and Hakumen. As for the maximum damage, j.6D > 66C is actually not the optimal combo with for the following characters I already posted: Ragna, Lambda, Tager, Makoto, Mu, Valkenhayn.

For these characters, you should do j.6D > 66A combo instead and if you already have 100 heat, it nets you 9.4k with optimal starter instead of 8.5k. If you have 50 meter, it gives you more meter in return and still does more damage because you get an extra 5C > 6C rep.

Posted
wtf? It was in the 3 part Haz tutorial vid. You do j.6D > 66A > 665C(2) > 6C > 66 > 2C > j.C x 5 > (optional) dash 5C > Houtenjin > 44 > 623D > 663C > Mizuchi instead. That's with a 6C starter. 5C starter gets you like... 8.8/8.9

Edit: Works on Ragna, Lambda, Tager, Makoto, Mu, Valkenhayn and possibly Platinum. The rest were too far to be picked up with dash 2C. If anyone can think of a replacement for dash 2C, please do.

Have you tried doing 2B 5C sj.C instead?

Posted

Let me rephrase , what can one do after doing this combo : 214D~C, 6C, 66nC, 2C, 6DA, 4DA, J7DA, 623D, 236236n6B ... What can I follow afterwards to do the most damage.

Posted

Generally you don't want to follow 623D with a dash Houtenjin because the proration will kill the remainder of the combo. It's usually better to go for j.6D~D > 66C > etc. ending with Mizuchi and keeping your heat for Houtenjin later.

If you really want to go with 236236n6B for style or something, I'd recommend a simple 66C > 3C > 632146C if you have the heat and the ability to end the match. Not much you can do since the proration is shot.

Posted

its possible , try it on jin. The timing is tricky, but you canbuffer the motion during the 623D. Off topic question, i was greeted with a 400mb update last night when I attempted to play cs2 online on psn. Is this the extend version of cs2?

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