Jump to content
Dustloop Forums

Recommended Posts

  • Replies 153
  • Created
  • Last Reply

Top Posters In This Topic

Posted

46~D FC > 5B > 5CC > 6BC > 214A~C~A (yes, thanks to FC it will connect on the whole cast now) > 2D (or 5D near corner) > *insert a furry combo*

Done it today on a Mu after parrying 6C

Posted

Kinda old, CH PF then RC will do the same thing but without the rare CH parry since it doesn't auto FC.

Posted

in some situations like parrying lambda 5D you can punch her right in her face while she charges 214D to get a FC and the abilty to combo without RC with a straight 5B/5C/5A.

in such a situation this combo comes in handy to get 5k midscreen.

what about combos from air to air j.cc when i cant jump cancel?

i do j.cc > DP > RC

Posted

Guys, 2 questions:

1) in non-PF combos off CH 623C, is the only follow-up - 5A? I mean, doesn't 5B connect at all after CH 623C~D (whiff)?

2) when doing CH 623C combos (with PF follow-up) out of blockstrings, won't it be better to just do PF as a starter? Or is there more damage when you start with CH 623C?

Posted

more options off of a 623c. If they block a PF you are just gonna eat a big combo. If you dp and they block you got that rc to back you up.

Posted

I see... but basically, if you punish 100% unsafe overhead (or smth confirmed like that) which invul starter is perfect? PF or Corona?

Posted

you can get something other than 5a > 6a to work after a CH Corona if he was in the air so you can land while he still high.

both Corona and PF works as dp, but care corona will whiff low profiles and the invul will end after the first frame of being active which means if a makoto used j2c above you she will beat you clean or trade.

Posted

PF will net more damage. It would be an ideal starter since it would be a fatal counter and give you more options.

Posted

I would suggest using PF against a overhead or low profile attempt on a possible wake up DP, when being pressure by frame traps then go for a DP.

If you see Ragna go for 6B then use 3C and prepare to laugh.

Posted

is it only me or shooting star have a problem with some character were they don't cross you up quite well in corner and having a difficulty in landing it on them midscreeen?

Posted

Characters like Arakune, Hakuman and Tao can only get hit by SS if damage scaling isn't too high, corner combos can also get messed by Tager, Arakune, Rachel, Tao and Carl off the top of my head.

Posted

Bang only: air throw > 2B 6A 2D > 2C LA > 2C SS > (6A) 5D > 2C 214B~B jc j.D > 2366A > LA > orb oki.

if anyone have a question about Makoto he can PM me if he doesn't want to post here.

  • 3 weeks later...
Posted (edited)

I remember seeing a few heads getting a green throw during orb oki.

Havent bothered trying it out yet.

Have you tried to recreate it in training mode yet omni?

off topic

Just wanted to say the quote in your sig simply isnt true.

I speak from deep experience :3

Edited by milesw
Posted

Im trying to learn a bt of Makoto myself, but im having troubles with most of the combos in the OP. for example, the PF combos, I can never make my 2D to hit after that, it always whiffs. Also in the corner, after j.B jc j.D, 2366A-D never hits properly, I always get the blue beat. Is there a vid where I can see some of those combos for a visual aid?

thanks

Posted
Im trying to learn a bt of Makoto myself, but im having troubles with most of the combos in the OP. for example, the PF combos, I can never make my 2D to hit after that, it always whiffs. Also in the corner, after j.B jc j.D, 2366A-D never hits properly, I always get the blue beat. Is there a vid where I can see some of those combos for a visual aid?

thanks

I'll see what I can do for you here, so give me an hour or a day.

Posted
Im trying to learn a bt of Makoto myself, but im having troubles with most of the combos in the OP. for example, the PF combos, I can never make my 2D to hit after that, it always whiffs. Also in the corner, after j.B jc j.D, 2366A-D never hits properly, I always get the blue beat. Is there a vid where I can see some of those combos for a visual aid?

thanks

http://www.youtube.com/watch?v=OdGPacgqT7k

The timing for 2366A~D is all throughout the video.

For landing 2D after PF it depend on how close you were next to the opponent to decide which side one should dash to.

At 3:45 you get an example of when you should attempt to run backwards since Ragna crossed him up for being too close, this is rarely the case when going for PF combos unless you started with 5CC > PF instead of 5C > 6C > PF.

For the usual PF timing at 4:20 you see he'd dash forward then went for 2D. If you find yourself blue beating you may have too dash earlier or if you whiff it may have been the wrong direction or the second part of PF was too high.

Posted (edited)

Thanks a lot guys, I'll spend more time in training today. oh also, for example, this combo:

2A > 5B > 6C > 214B~A > j.B > jc delay j.B > delay j.623C~D (whiff) > 5B > jc j.B > jc j.D | > 5D > 2D > delay 236A~D > delay 214A~D > 5CC > jc j.B > j.623C~D(2) > orb oki

I can never make this part to hit, no matter how I do it, maybe what Im doing wrong is to hit them too high with the 5B.

EDIT: ok I got the PF dash 2D just fine, I had to dash a lot earlier that I thought.

Edited by Diveman
Posted

Try jumping straight up after doing 5B since the timing on that decides the rest of it for some characters like MK/TS/LA.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...