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Posted

Ahhhh that explains everything, thanks! I'm usually waiting for her to actually hit the ground before inputting it if it's not a distance issue.

... I should probably add this to the FAQ... /lazyyyyyy

jk I'm doing it right now lol

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Posted

The hitbox of 623D is pretty good. You can be pretty far and still land it,

5A > 5BB > 5CC > Mugen > 3D Series will work just as well as 6C > Mugen > 3D Series.

There's a timing to when you input 623D after the super flash thing is over and I had to practice for a bit to get the timing down but once you do, you should be able to do it no problem =d.

Posted

Yea, I'm starting to get it down more consistently now. I'm using her book as a visual aid after it activates as well since it seems to be working for me at least haha.

I'm loving the damage you get from it though. Sooo good~

Posted (edited)

Just noticed PK's ninja edit lol.

1 Charge corner combo

5C CH > 6CC > 623C > j.236A(w) > J.214D > j.D charge > j.C > Dash 5C > 2CC > 236C > 5C > 2C > 236C > 214C > 22B [4133 Damage, 41% heat gain]

Is anyone having trouble with the j.C > Dash 5C > 2CC link on Ragna? Either 2C doesn't hit, or 2CC doesn't. Bleh.

Edited by Kiba
Posted

you mean j.236A(w), I'd assume.

Ya, Ragna's hitbox is weird for that combo and given I usually use scrubedge as my training dummy this is something I noticed immediately. I don't quite remember having the same problem against anyone else though but there's a possibility that it might be happen against one or two more characters.

Against Rags, you can use 5C CH > 6CC > 623C > j.236(A) > j.214D > dash 5C > 2CC > 22C > dash 5C > 2C > 236C > 214B > 22B

That should work if memory serves(I'll test it out when I play later tonight). It's not as good as the j.C > dash 5C > 2CC option but it should work on everyone anyhow and the difficulty level is much lower.

Posted

Is the j.D > j.C > dash 5C > etc. link pretty tight or do I just suck?

Or both lol.

Posted

It's fairly tight- I would put the difficulty in the same league as our CS 2 DP whiff BnB.

Also, as we mentioned, it doesn't work so well against Ragna so if you're going to practice it, I suggest doing it on Jin or something.

Oh and against certain characters you have to delay the 236C before 5C > 2C pick up as well or it'll whiff so keep that in mind.

Posted

I saw the Ragna comment a bit after I was practicing it and went derp.

Got'cha, thanks~

Posted
It's fairly tight- I would put the difficulty in the same league as our CS 2 DP whiff BnB.

Also, as we mentioned, it doesn't work so well against Ragna so if you're going to practice it, I suggest doing it on Jin or something.

Oh and against certain characters you have to delay the 236C before 5C > 2C pick up as well or it'll whiff so keep that in mind.

Similar to CS2 j.D>j.C>236D? The hard part being charge duration and where exactly you hit with the j.C.

Posted (edited)
22D > 6CC > 623C > j.236A(w) > j.214D > j.D (for one stock) > j.C > dash 5C > 2CC > 214D > 6A > 5C 2C > 236(C/B) 214(C/B) 22B or 6A > 5C 2C > j.C > j.236A > j.214C [4.2k] *"technically" a three charge combo due to gaining one charge back from j.D; and can add 6C > 236236C after the 22B ender*

This combo. I can do the combo itself, but it's getting that full one stock that vexes me. I've GOTTEN it, but it seems really hard to do it consistently, or I haven't figured out the right timing. I know I'm not the only one, either, 'cause watching Japanese match videos even good players tend to stop the charge just shy of one meter.

But there's one thing I can do, every single time. Which is to insert a 5D between the 22D and 6CC to charge about a quarter of an stock, and complete the charge on the j.D. Given that this is so unbelievably easier and even someone like me who has only even been trying at this for a couple days always has it, why don't I see anyone go for it, or see it mentioned there? None of the other combos that involve that charge there (and don't give you time to get in the partial charge at the start) care about definitely getting the full stock out of it that charge. Am I missing something obvious?

Edited by Adelheid
Posted (edited)

I use it, but I must have forgotten to input it when I listed the combo to PK. It does make it more easier to get the full one stock with j.D.

At the same time:

FC 3CC > RC > 22D (charged) > 5D (0.4secs) > 236D > 2CC > 623C > j.236A(w) > j.214D > 6CC > 214D > IAD j.CC > 5C > 2CC > 236C 214C 22B [5083, 47 meter gain]

FC 3CC > RC > 22D (charged) > 5D (0.4secs) > 236D > 2CC > 623C > j.236A(w) > j.214D > 6CC > 214D > IAD j.CC > 5C > 2CC > j.C > j.CC > j.214D > 6C > 236236C [5765 Damage]

These two combos I mentioned are meant to be listed as corner combos and not midscreen combos. If these were done midscreen, you'd definately have to be close to the corner. In addition, she has a more stock efficient combo midscreen off a 3CC FC.

Actually, it could be done it the corner as well if slightly varied. The FC combos were just to show something different she can do rather than the standard stuff. The only thing this has over the other combo is the heat gain.

The other combo I'm referring to is this:

3CC RC > 2CC > 236D > 6CC > 214D > 2CC > IAD j.CC > 5C > 2CC > 236C > 214C > 22B
Edited by Kiba
Posted (edited)

There's not enough stuff listed off of throws.

Throw > 2-stock macto, midscreen. I... THINK this is relatively optimized...

Throw > 214214D, 236D, dash 623D j.236D214D |> 214D, 6A 5C 2C 236C 214C 22C.

Fails against Tager, waaay easier with at least a little bit of extra charge, certain characters it might not work on at all without at least that extra bit.

Damage and meter (re)gain vary depending on hits of j.236D214D, which is affected heavily by your exact timing, what character you're fighting, and whether you got to the corner or not. The two shown here are a good variance, though! Let's say 3542 to 3842 damage, 33 to 38 meter (re)gain. It as always between that when I was testing it against various characters, I'm pretty sure.

There's absolutely no reason to do this throwing them out of the corner, that's just to show it can be ended midscreen and will always press to the corner.

Edited by Adelheid
Posted

Those are some nice combos. I'm going to list them in the wiki.

The damage and meter gain varies on the whole 3-D series really. I'm not sure if you noticed, but it's shown here. The j.214D > 214D link looks hella tricky to get used to, and for that reason, if I were to use that combo, I'd stick with the 2 hit variation.

Posted

Mainly directed at PK, but eh:

FC 3CC > RC > 22D > 5D (0.6secs)

Previously I had mentioned that the 22D should be fully charged. That's being fancy though. I found out by doing the 22D almost immediately after the 3CC RC gives you more time to charge, which in turn may grant you with one stock. The time is an estimate, but I will get down to that whenever I can.

FC 3C > 623C > j.214A(w) > 2CC > 236B > 214B > 22C

This combo is so troll.

Posted (edited)

FC 3C > 623C > j.214A(w) > 2CC > 236B > 214B > 22C

You can optimize this one, dunno if you can get this to work on everyone but I managed to do:

FC 3C > 623C > j.214A(w) > dash 2CC > 5C > 2CC > 236B > 214B > 22C against Hazama

Deals 2806 damage.

Funny thing is. FC 3C> 6CC > 236C > 214A > dash 5C > 2C - 236B - 214B - 22B deals 2806 damage as well and is a lot easier ;p

You can do 2CC after the 5C to get more damage, 2913 :V

Optimized 3C FC corner combo (no charge):

3C FC > 6CC > 236C > 214C > 5C > 2CC > 22B > 5C > 2C > 236B > 214B > 22C = 3056 damage.

Edited by Daedron
Posted
You can optimize this one, dunno if you can get this to work on everyone but I managed to do:

FC 3C > 623C > j.214A(w) > dash 2CC > 5C > 2CC > 236B > 214B > 22C against Hazama

Deals 2806 damage.

Funny thing is. FC 3C> 6CC > 236C > 214A > dash 5C > 2C - 236B - 214B - 22B deals 2806 damage as well and is a lot easier ;p

You can do 2CC after the 5C to get more damage, 2913 :V

So midscreen: FC 3C > 6CC > 236C > 214A > dash 5C > 2CC > 236B > 214B > 22B [2913 Damage] Got it.

Optimized 3C FC corner combo (no charge):

3C FC > 6CC > 236C > 214C > 5C > 2CC > 22B > 5C > 2C > 236B > 214B > 22C = 3056 damage.

Even more optimised with no charge

3C FC > 6CC > 236C > 5C > 2CC > 236C > 214A > 5C > 2C > 236C > 214C > 22B [3141 Damage, 37 Heat gain]

Thanks D.

Posted

I've recently been having this problem when I do the IAD combo: after you land the IAD j.CC > 2CC I usually either go underneath the opponent or only the 236B/C connects. I have a feeling if the 236B/C connects then I'm not inputting the 214B/C fast enough while if I go underneath them then I inputted the 236B/C too fast and/or they're too high from the 2CC. Yes? No? I just suck?

This is a problem midscreen btw. Corner I'm a-ok.

Posted
I've recently been having this problem when I do the IAD combo: after you land the IAD j.CC > 2CC I usually either go underneath the opponent or only the 236B/C connects. I have a feeling if the 236B/C connects then I'm not inputting the 214B/C fast enough while if I go underneath them then I inputted the 236B/C too fast and/or they're too high from the 2CC. Yes? No? I just suck?

This is a problem midscreen btw. Corner I'm a-ok.

You have to slightly delay the 236B/C after the 2CC for it connect, too fast and you'll go right under...though I have never seen 214x series not connect after a 236B/C so I think you're not inputting the 214 fast enough after the 236B/C hit.

EDIT: Wait, Oh...I get it, well doing 236C > 214A will make the 214A go in the wrong direction that's for sure (cause it just happened to me). I would only use 236B -214B -22C midscreen and use 236C - 214B/C - 22C for the corner, where that won't ever happen.

Posted (edited)

So it's pretty much what I thought lol. Thanks. Yea I don't have a problem with it in the corner but I do attempt it when I can midscreen so it's really :vbang: to see her just go under them.

EDIT: Noticed I forgot the 5C between the IAD j.CC > 5C > 2CC but Daedron understood what I was getting at. I am inputting that I swear lol.

Edited by pktazn
Posted (edited)

"22D > 5D (for quarter stock) > 6CC > 623C > j.236A(w) > j.214D > j.D (for one stock) > j.C > dash 5C > 2CC > 214D > 6A > 5C > 2C > 236(C/B)> 214(C/B) > 22B *"technically" a three charge combo due to gaining one charge back from j.D; and can add 6C > 236236C after the 22B ender*"

So lately (= the past day.) I've been favoring a different ender to this: Rather than going for 214D after dash 5C 2CC, doing 236C, 5C 2C sjc j.CC j.214D. It's 4016 damage instead of 4286 and it's 41 metergain instead of 44, but there's much more time to charge after it. If you made perfect use of the other two charge points in the combo, you can get all the way back to 2 stocks on the way down, then air dash in with a j.B j.C to immediately get pressure again, at least against people who don't have good DPs, with an option to get less of a charge and air dash earlier to come in with a j.C as a safe jump to deal with options other than Ragna/Mu's DP (which will hit you out of landing recovery) or Haku-Men's counter. Or you could just charge all the way down and still have a favorable position. Whatever, really; It just feels generally more useful unless that extra 270 will kill them.

This of course also works as an ender for a huge amount of other situations, as long as you can burn the stock for the j.214D; usually worth it since you can get more charge on the way down than you lost using it. And it's also really easy.

Edit:

Video because I wanted to show a friend

Edit edit:

6. I always seem to get a 236C instead of a 623C when trying to do 623C > j.236A(w) > j.214D so I hit with the 236C instead and drop the combo. Whyyyyyy?

The game is reading your input as a 236C (obviously). ... BUT FEAR NOT. If a 236C accidentally comes out you can connect with a 5C and still combo afterwards.

Ahaha are you seriously giving advice on option selecting against unreliable execution!?

I recognize that that's helpful for weaker players but that is still absolutely hilarious to me!

Edited by Adelheid
Posted (edited)
"22D > 5D (for quarter stock) > 6CC > 623C > j.236A(w) > j.214D > j.D (for one stock) > j.C > dash 5C > 2CC > 214D > 6A > 5C > 2C > 236(C/B)> 214(C/B) > 22B *"technically" a three charge combo due to gaining one charge back from j.D; and can add 6C > 236236C after the 22B ender*"

So lately (= the past day.) I've been favoring a different ender to this: Rather than going for 214D after dash 5C 2CC, doing 236C, 5C 2C sjc j.CC j.214D. It's 4016 damage instead of 4286 and it's 41 metergain instead of 44, but there's much more time to charge after it. If you made perfect use of the other two charge points in the combo, you can get all the way back to 2 stocks on the way down, then air dash in with a j.B j.C to immediately get pressure again, at least against people who don't have good DPs, with an option to get less of a charge and air dash earlier to come in with a j.C as a safe jump to deal with options other than Ragna/Mu's DP (which will hit you out of landing recovery) or Haku-Men's counter. Or you could just charge all the way down and still have a favorable position. Whatever, really; It just feels generally more useful unless that extra 270 will kill them.

This of course also works as an ender for a huge amount of other situations, as long as you can burn the stock for the j.214D; usually worth it since you can get more charge on the way down than you lost using it. And it's also really easy.

Let me break down that BnB-

22D > 5D(about 1/3rd charge is the max you can get here) > 6CC > 623C > j.236(A) > j.214(D) > j.D > j.C > dash 5C > 2CC(can drop here vs Ragna) > 236C(slight delay required vs certain characters) > 5C(delay required for non jc ender) > 2C > 236C > 214B > 22B

Another versions is the air combo ender mentioned above but just remember that one takes 3 charges, regardless of how many charges you get back during the combo-

There's also this,

22D > 5D > 6CC > 623C > j.236(A) > j.214(D) > j.D > j.C > dash 5C > 2CC(can drop here vs Ragna) > 236C(slight delay required vs certain characters) > 214B > 22B(charge for full untechable time)

This one is considered the medium of all the versions as it leads to a longer untechable time with both of you on the ground and get basically a full 5D charge at the end if you charge the 22B to its required duration(which you can't do if you use the 236C > 5C > 2C combo extender) while only requiring the minimum 2 charge use but does not net you as much as damage as the other two versions.

Going back to another BnB including 22D use in the corner is the well known

22D > 5D > 3CC > RC > 6CC(slight delay required for all characters) > 623C > j.236(A) > j.214D > j.D > j.C > dash 5C > 2CC > 236C > 5C > 2C > 236C > 214B > 22B (4700 damage).

However, as you've noticed if you've tried this combo, sometimes you input the 6CC too early making the combo drop during the j.236(A) > j.214D part where the j.214D will not hit them.

A trick to adjust to hitting 6CC too early in the combo are two folds-

1. You can slighty delay the input of 623C which will hit them when they're slightly lower, allowing the j.236(A) > j.214D to connect.

2. You can switch up the combo on the fly entirely by going 6CC > 214D > (5D tap optional if you hit them really high) > 5C > 2CC > IAD j.CC > 5C > 2C > j.CC > j.236A > j.214C (4601 damage) and you can option select j.D > air dash in if you wish at the end.

Correcting your combos and opting to go to a different path something you should be able to do on the fly as no matter how good you are, sometimes your timing will be off and knowing what to do in that situation to make the best of it blurs the line between a good player and a decent one.

Edited by BatousaiJ
Posted
Edit edit:

Ahaha are you seriously giving advice on option selecting against unreliable execution!?

I recognize that that's helpful for weaker players but that is still absolutely hilarious to me!

How is it hilarious? It happens sometimes and it's an option for people if it happens. Better than the combo being completely dropped imo.

Posted
How is it hilarious? It happens sometimes and it's an option for people if it happens. Better than the combo being completely dropped imo.

yeah, and believe it or not, better players do this, because it's better than the combo dropping.. which like it or not, happens to the best players.

Posted
yeah, and believe it or not, better players do this, because it's better than the combo dropping.. which like it or not, happens to the best players.

I mean don't get me wrong. Combos can drop and having options if that happens is good. But... I don't think that skilled players should be screwing up 623 as 236 under any circumstances. Certainly, I cannot recall the last time that happened to me, especially since experience with older SNK fighters has taught me to do strict DPs to avoid exactly that.

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