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Posted

heres my combo ish in the corner

2C (FC) 5C, 6C, dash cancel, 6B, 5C, 5D(1), Dead spike, 5C, high jump cancel, j.c, j.d,normal jump cancel, j.c,j.d, Belial edge, 6B, 5D, IDC, upper, straight punch, 66, 3C, 22C = 5752 damage

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Posted (edited)

K, the best I could get was 11341...

As for the Fatal, yes, that's pretty much you can get universally without specifics. Here's some more damaging, and harder, versions:

FC 2C 5C 6C (DC) 6D (JC) j.214C 6B 2C 5C 5D(1) 214D 6B 2C 5C 5D 623D~Wallbound (CU) 3C 22C

Damage:5844

FC 2C 6D (nJC) falling j.D 5C 5D(1) 214D 6B 2C 5C (HJC) j.C (j.D) (JC) j.C j.214C 6B 2C 5C 5D 623D~Wallbound 5D 22C

Damage:6038

On some characters, there may be the need to add a j.C before the falling j.D and so just 5D instead of 5C>5D, and omit the optional j.D. Greatly reduces damage to 5788.

Edited by Tong
Posted
K, the best I could get was 11341...

As for the Fatal, yes, that's pretty much you can get universally without specifics. Here's some more damaging, and harder, versions:

FC 2C 5C 6C (DC) 6D (JC) j.214C 6B 2C 5C 5D(1) 214D 6B 2C 5C 5D 623D~Wallbound (CU) 3C 22C

Damage:5844

FC 2C 6D (nJC) falling j.D 5C 5D(1) 214D 6B 2C 5C (HJC) j.C (j.D) (JC) j.C j.214C 6B 2C 5C 5D 623D~Wallbound 5D 22C

Damage:6038

On some characters, there may be the need to add a j.C before the falling j.D and so just 5D instead of 5C>5D, and omit the optional j.D. Greatly reduces damage to 5788.

ok I can land both of those combos besides struggling a little with using the IDD instead of IDC which I'm more used to

also 11341? DAMN :O

Posted (edited)

the highest you can do for meterless/burstless is like 6.8-9k but its really char/spacing spec lol

Edited by not_lunaris
Posted

Only thing I can think of to do stupid damage would be something like BK Tsukika CH>GB x2>6B>22C>RC stuff, which starts you off at like 125% proration.

Posted

I tried 22C RC GBx2... but there's not enough time for BK and RC penalties cooldown to allow satisfactory heat gain and DbD.

Posted

Got up to 11.5k using tsuika GBx2 6B 22C as a starter.

Not giving up yet, I still got some tricks...

Posted (edited)

Start with 50 heat and end with 50 heat. Nothing hard either, just gotta wait a bit after the RC.

5b>5c>2d>RC>Delayed 6c>dc>6d>JC BE>6b>5c>5d(1)>DS>5c>5d(2)>DID(1)>236c>236c>CU 3c>HF>Tsuika = 4745 damage

Also waiting a bit after 6b and then 5c during a 5B>5C>HF>Tsuika>RC combo apparently allows you to get back 50 heat also. If you didn't wait then you get back 47 heat. Gotta go green with your heat! Recycle all of it, not some of it! (You'll need that 3 heat and thank me one day.)

Probably not gonna get used as much cause it does slightly less damage for only 2 more heat and is easier to mess up. It's there though so I felt like posting it.

5b>5c>HF>Tsuika>RC>6C(2)>dc>6d>JC BE>6b>DS>2c>5d(2)>DID(1)>236c>236c>CU 3c>HF>Tsuika = 3920 damage and 52 heat

You have to wait till the opponent is about to hit the ground and hit them with 6C. Not really worth it like I said before.

Edited by Dont_Explain
Posted

5b>5c>2d>RC>Delayed 6c>dc>6d>JC BE>6b>5c>5d(1)>DS>5c>5d(2)>DID(1)>236c>236c>CU 3c>HF>Tsuika = 4745 damage

Nice stuff,but i think it's more effective let the second hit for the DID,more damages(a bit) still get 50 meter and the combo doesnt become less feasible.

Btw,it's possible to place a 22C at the end if the combo starts with the opponent crouching?

Posted

pretty sure i posted some shit that did like 5k and nets like 60 bar like a couple months back

Posted

Good shiz.

Isn't there a ...6A > TK GH/GH > Combo that you should mentioned?

Can't wait to see corner stuff!

Posted

Midscreen: find someway to link to 5C Air Combo

Near-corner: ID -> Punch -> 6B

Corner: Use Berial and Deadspike

For Midscreen, I like to use 5C 5D (DC) 5C 5D(1) delay 214A 5A 5B 6A (HJC) j.D (JC) j.C ID

Gauntlet Hades specifics works practically on everyone, and gives nice Heat gain. Though, I wouldn't use it off airborne hits like 6A.

That Fatal combo is universal, just gotta do dash 5B which isn't very hard to do. For more damage, but difficulty, 6B 22C dash 5A links and 2C 5C fillers would do.

I like your video because they're very simple BnBs, easy to learn and perfect for beginners. Nice work.

Posted

air combos: replace with j.C - j.D - jc j.C - 623D. does more damage and gets more health back than j.C - j.D - jc j.C - j.D - 623D.

also you might want to turn aerial tech on; for practicality purposes, you don't want to use too many moves in the combo to the point where the ax kick will cause an aerial tech instead of an emergency tech, thus losing all oki.

CH 2D - 6B - 2C - 5C - 5D - dc 5C - aerial

better midscreen combo off of CH 2D.

CH 3C - 6C - dc 5D - dc 5C - aerial

AND

CH 3C - jc j.C - 5B - 5D - dc 5C - aerial

better midscreen combos off of CH 3C, second one is good for switching corners. yes, the j.C is an OTG pickup, and since the hitbox has been buffed, the execution is pretty lenient.

normally, i wouldn't suggest using 5B - 5C - 6A in combos since the pushback on 5C is pretty big; against most characters you'll end up whiffing the 6A. 5B - 6A is far safer in terms of this.

on CH gauntlet hades, you don't need the 2A. you can go straight into 5B afterwards, which results in more damage.

CH keri age (GH followup) - 6B - 5C - 5D - dc 5C (- 6A?) - aerial

better combo off of CH keri age, although you won't get that pretty often if the opponent knows ragna

for CH 6C, you can add stuff before the 5D to add more damage; the untechable lasts until the opponent hits the ground so you're free to do whatever.

for CH 6D, you can connect 5C after the 6D, but only if you whiff the j.D afterwards to reduce landing recovery. you can even connect 6B if you want to, although for practicality sake you're better off just hitting with j.D.

to explain the reason why 22C - 5A doesn't work on tager anymore (outside of fatal) is because 22C frame advantage was reduced to +4. it used to be +5, which is the reason why 5A, a 5-frame move, was able to connect.

FC 2C - 214D - 5B actually works on everyone, but on most characters it will require a dash after dead spike.

also for future reference, 5D(2) has repeat proration, so if you use that particular part of the move twice in a combo, inferno divider wallpunch - 3C will most likely not work.

Posted (edited)

CH 2D - 6B - 2C - 5C - 5D - dc 5C - aerial

better midscreen combo off of CH 2D.

Does better damage if you include a 6C after the CH 2D.

CH 2D - Delay 6C (Until they are fully on the floor) - dc - 6B - 2C - 5C - 5D - dc - 5C - jc - j.C - j.D - jc - j.C - DID into axe kick

Damage: 4189

Heat: 41

CH 2D - 6B - 2C - 5C - 5D - dc - 5C - jc - j.C - j.D - jc - j.C - DID into axe kick

Damage: 3960

Heat: 36

First combo is slightly harder but more optimal.

Also what i wanted to say is that, i don't know if any of you have noticed, or if i'm just really late, but for Hells fang > ID combos on Relius, you don't have to delay the Hells fang at all. For example:

6B - 5C - 6C - dc - 6D - jc - j.C - Belial edge - 6B - 5C - 5D(2) - Hells fangs + Follow up (Do not delay) - cID/dID - Stuffz.

If you want to go for ID - Wall bound - cross over 3C - 22C/Hells fang, you have to either:

1) Delay the wall punch

2) Do the cross over 3C really fast

If you don't do any of these 2 things, Relius will tech before you hit him with 3C.

If you go for hells fang at the end after having done a fast Cross under 3C, you can go for a dash 5A after the Hells fang which will hit him, and cause a tech, you can go for an air unblockable reset or oki or more pressure with DS or whatever.

So far i'm come to notice that you don't have to delay Hells fang only on Relius. I'll get back to you guys on who else this applies to.

Edited by -Kid
Posted
Does better damage if you include a 6C after the CH 2D.

CH 2D - Delay 6C (Until they are fully on the floor) - dc - 6B - 2C - 5C - 5D - dc - 5C - jc - j.C - j.D - jc - j.C - DID into axe kick

6B after CH 2D - 6C is possible, but it is an incredibly tight link, i'm figuring about 1-2 frames of leniency. i wouldn't suggest doing something like that (unless you're playing against someone like tager).

Posted
So far i'm come to notice that you don't have to delay Hells fang only on Relius. I'll get back to you guys on who else this applies to.

I think this goes for Hazama too, but I have no means of absolutely confirming it right now.

Posted

On many characters you must do immediate Tsuika depending on how high the dummy is. On Tager for example, dash 5D HF Tsuika works off most combos from most heights.

I really need to write-up a compilation of this specific later...

Posted
On many characters you must do immediate Tsuika depending on how high the dummy is. On Tager for example, dash 5D HF Tsuika works off most combos from most heights.

I really need to write-up a compilation of this specific later...

Wouldn't it be easier to have a thread full of specific character combos? and this thread can be used for general combos? I find myself going through the millions of pages this thread has just to find if a combo works on a specific charcater. Like yesterday when i was looking through this thread to see if Tsuika - ID works on Rachel.

Posted (edited)

Asking could've been faster... Well, I could get it work on her by doing Belial dash 6B 2C 5D HF brief delay Tsuika DID.

I really need to compile all of the info on the main post~

Edited by Tong
Posted

lol.....full thread of char specific hf id combos? thats kinda not possible imo.....too many factors like distance from corner, spacing, height(especially if you cant 6b after a BE), etc

Posted

technically it's not impossible. the list would just be absurdly and pointlessly long.

it's not like HF > ID is particularly rewarding anyways

Posted
technically it's not impossible. the list would just be absurdly and pointlessly long.

it's not like HF > ID is particularly rewarding anyways

^this

at least blood kain is sorta useful~

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