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Posted (edited)
2c 5c 2d RC 5c 5d(1) DS 5c HJC j.5c j.5d BE 6b 2c 5c 5d D.ID(1) >follow up > punch > 44 3c 22c

Damage: 6003

Does not work on: Taokaka, Ragna, Carl

Alrite so to make this look neater, my findings are....

On Tao: Slightly delay the 2C after 6B then 5C right afterwards. (You can 66B after BE and it doesn't matter)

On Ragna: Switch 2C and 5C after doing a 66B. still need to delay (BE>66B>delayed 5C>2C>5D>Etc.) Or Delay the 2C till he is almost considered grounded (Easier). Don't do 66B for this, it'll miss.

On Carl: Delay the 2C to where Carl is almost flat on the ground after 6B then 5C blah blah. Don't 66B for this either.

Edited by Dont_Explain
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Posted

if you're going to use an RC in a fatal combo, you might as well use it after 2D > 22C

gotta get that bonus proration

Posted (edited)

Well I just assume it's a regular 2C cause he didn't put down FC beside it. Plus on FC you could 6C standing opponents and save the meter, or BK. I didn't make the combo, so idk.

Edit: You get about 5.5k saving meter and you get an extra 1k and your heat back using 22C RC (See below). using BK period is always a good idea.

I never use it.

Edited by Dont_Explain
Posted (edited)

If you were going to do a FC corner combo with 2D I would do this one. you start with 50 heat and use it for 22C RC and get 58 back.

2C(FC)>2D>22C>RC>6D>j.D>5D(1)>DS>delayed 5C>JC j.C>j.D>JC j.C>j.D>BE>66B>2C>5C>5D>D ID(2)>214C>(delayed)214C>CU 3C>HF>Tsuika 6548 damage

Ending with 22C gets you 49 heat and 6848 damage.

You don't need to dash 6B for anyone except Mu. Also you only need to delay 2C on is Bang, Valk, and Carl......

The only other notable thing I found was you can reset them after the ID wallbounce using a CU 2C>6A and you do 6520 damage get back 50 doing this too. So you could wait when they land and GH then RC, air throw them, 6A them again, cancel 6A into DS (only works if they neutral air tech), or wait till they hit the ground and throw them.

Edited by Dont_Explain
Posted
What's the max we can get from 150% heat combos (no gold bursts)? Been messing around, but can only manage 9.5k atm, so I feel like I'm missing something.

i got 9727 off dead spike starter, im pretty sure you can break 10k with bk tsuika (BK runs out) starter

Posted

What is the max BK Combo damage we got so far, outside of silly dual burst 100 heat stuff? Best i got was 8K off 2C FC and 50 heat beforehand, but i think i'm doing something wrong. It feels like i should be getting more than that or something.

Posted

8.5k for non 100 heat bk combo into claw, 9.1k starting with 100 heat

Posted (edited)

it could be fullscreen corner carry, given he was already in the corner when he performed inferno divider. if he starts at the opposite corner, does the combo, and ends up roughly a screen away from the other corner by the time he performs inferno divider, then it could potentially be a fullscreen corner carry combo

although i would never use that combo myself because it's character specific and tough as shit to do

Edited by KayEff
Posted (edited)

with the amount of reps he does its nowhere near corner (for corner to corner), and by the time you want to do wallpunch they tech before they hit the wall

well, im being nitpicky. literally corner to corner. But yeah within practical reason, it works lol

Edited by not_lunaris
Posted (edited)

I was doing 2 reps of the loop then after the second do 5B>5C>6C>stuff and got from one side to the other.

FC 2c>5c>JC j.C>delayed j.D>5b>5c>JC j.C>delayed j.D>5b>5c>6c>Dash cancel>6b>5c>5d>DC>5c>6a>superjump j.D>JC j.D>Belial Edge>66 5D>Carnage= 5993 damage and 15 heat leftover.

Ending with D ID gives 73 heat and 5048 damage

Ending with HF gives 76 heat and 5039 damage

Ending with 22C gives 66 heat and 5403 damage

Not that it matters, but HF ender lets them air tech low to the ground.

Edited by Dont_Explain
Posted (edited)

not the same starter, but the corner to corner i run (literally corner to corner! yay)

2C 214D 665B 5C jC jD 5B 5C 6C DC 6B 5C 5D DC 665C 623D (delay) 236C (delay) 236C 9jDdjD j214C 665D 22C for 5.7-5.8k

edito ~ Using 2C 5C you can do

2C 5C jC jD 5B 5C jC jD 5B 5C 6C DC 6B 5C 5D DC 623D 236C 236C jD jD j214C 665D 22C for 5.3-4k

its probably better to just do dont_explain's combo, lol. wallpunch prorates wayyyyyyy too bad

Best corner carry for non jC jD/ no dash 22C chars is probablyyyyy

2C 5C 6C DC 6B 5C [5D(1)] 214B 5/2A 5C 5D DC [5C] DP wallpunch 6B spike 6A jD 5D 22C

[] is omittable

Edited by not_lunaris
Posted
thats not really full screen carry <_>

lol i just assumed it would carry from corner to corner after the D-ID followups. sorry >_>

Posted

According to my recent findings, Tsuika->ID/22C pretty much works on everyone but Arakune and Makoto, however on a specific height and string.

Doesn't mean that there is no way to connect it on Arakune/Makoto, instead, they're affected by some other string, and this string that works on them may not work on someone else *mindblows*

The best way to "benchmark" is to use airhit 6B since it level grounds.And from there, use moves that raise height and see how it goes...

Posted (edited)
According to my recent findings, Tsuika->ID/22C pretty much works on everyone but Arakune and Makoto, however on a specific height and string.

Doesn't mean that there is no way to connect it on Arakune/Makoto, instead, they're affected by some other string, and this string that works on them may not work on someone else *mindblows*

The best way to "benchmark" is to use airhit 6B since it level grounds.And from there, use moves that raise height and see how it goes...

Im pretty sure it works on both arakune and makoto...

i know the setup for makoto is 6B 214D (no dash) 2C 5D 214A 214D. It works on someone else too, afaik

i dont get how its mindblowing?! its how it works, the point is the hit with the highest point of tsuika/latest active frames as possible, you just have to use different moves to procure heights to produce that situation.

Edited by not_lunaris
Posted
the point is the hit with the highest point of tsuika/latest active frames as possible, you just have to use different moves to procure heights to produce that situation.

I remember telling you people this a shit ton before the game hit the states...

Posted

wow, shoutouts to grammar and not sleeping for like 3 days cause of the avengers. i bring you...

http://imgur.com/gkPql

!!

Someone break that yet?! :(

Posted

That's with gold bursts right? I forget what the max I got was :(

Posted
whats the highest meterless/burstless combo? I'm curious lol

mines is about 5.7k

Without fatal or with fatal? With fatal you can probably crank it up to 6k+

Posted

ok I would say probably 6.1-.5k. I'm not sure because I haven't really training moded with Ragna in CSE.

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