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Posted

Don't forget on the guard break combo, 6CC > 214D will whiff on a few characters so in that case, go with 6C > 214D with the rest of the combo being the same.

The same thing applies to 6CC > Mugen where 623D > j.236D > j.214D won't combo properly after 6CC so you'd go with 6C in that case as well. No worries, 6C is still a great starter even without the second input and you'll get a ton of damage in regardless.

Also, today I built up 5 charges and 236D reset someone to death from like 80% health, it was fantastic.

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Posted

236D resets are wonderful... Especially on CH.

I don't think there's any trick, just that it's character specific. Doesn't work on Jin. I didn't realize until I saw, not that it whiffs, but that it doesn't hit in time, on Jin. Related to character 'reeling backwards' hitboxes I think (the same kinda thing that causes it to fail on Lambda/Mu).

You'll have to double check and let me know if you can actually do it on Lambda and Makoto. I'm pretty sure it's impossible on Lambda, as far as Makoto, I just tested a bit but j.B always whiffed for me.

Tested and it whiffed on Makoto for me as well. I'll try again later since I'm using my Vita and I keep bumping the damn analog stick which is bugging me otherwise I'd try a few more times.

Posted

5CC2C ender, verified on:

Fine on Ragna, Rachel, Arakune, Bang*, Hakumen, Hazama, Litchi, Valkenhyne, Relius, Tager

Whiff on tsubaki, Too slow to hit on JIn on heavily prorated combos (ender after 1 jump after 236D is fine)

*Bang specific loop so whatever, but really easy just like his jump loop

Posted

Note that those combos listed above are all none FC combos- you can get even crazier stuff off FC 3CC.

I see your challenge and here is what I have for you.

This is also my BNB 22D if I have no charge.

3922

3CC > RC> 6CC> 236C> 5C>2CC>236C>5C>2C>BBB

for silliness.

4037

FC 3CC> RC> 2CC > 5C > 2CC > 5C > 2CC > IAD > 5C > 2CC > CCC

Posted

for silliness.

4037

FC 3CC> RC> 2CC > 5C > 2CC > 5C > 2CC > IAD > 5C > 2CC > CCC

Okay, that one is funny.

Posted

Any tips for midscreen DP Whiff > jC > jCC > j236D > j214B combos? They seem like a nice way to get some midscreen damage with one charge but I can't get the 6C after the j214B. It seems like they can tech before there's enough time to 6C, or I end up diving behind them.

Posted
Any tips for midscreen DP Whiff > jC > jCC > j236D > j214B combos? They seem like a nice way to get some midscreen damage with one charge but I can't get the 6C after the j214B. It seems like they can tech before there's enough time to 6C, or I end up diving behind them.

Try not to prorate the combo too much before the dp whiff, otherwise it'll be harder to link the 6C, or it will not work.

Also, remember it's not j.C > j.CC > stuff, but j.C > dj.C > j.236D > stuff. The j.CC prorates and it will make it more difficult for you to link the combo. The 6C does have to be linked fairly quickly too.

Hope it helps, and btw that combo doesn't work on Hakumen, Tager and Valkenhayn. It will not work against Bang either unless you high jump.

Posted
Try not to prorate the combo too much before the dp whiff, otherwise it'll be harder to link the 6C, or it will not work.

Also, remember it's not j.C > j.CC > stuff, but j.C > dj.C > j.236D > stuff. The j.CC prorates and it will make it more difficult for you to link the combo. The 6C does have to be linked fairly quickly too.

Hope it helps, and btw that combo doesn't work on Hakumen, Tager and Valkenhayn. It will not work against Bang either unless you high jump.

Just one point. j.CC doesn't have bad proration, it just has bad damage for the proration. You'd be able to make the combo go just as long, except it would do less damage.

Posted

Alright, and ah yea that explains why the second dive hits.

Also I forgot to mention that the DP combo doesn't work on Arakune either unless you super jump.

Posted

I dunno if this has been posted, but I figured out a 3 charge combo that starts with just 1 charge (or rather, saw a 2 charge, 1 starting combo in a video and tried to see if I could squeeze a third charge out).

22D>5D (1/2 charge)>3CC>RC>5D (1.1 charges)>5CC>623C>j.236A>j.214D>j.D (.9 charges)>j.C>dash>5C>2C>236C>214A>22B>236236C

Posted

I'm confused - how do you get 1.1 charges from a 5D? Are you actually charging twice? Or am I misunderstanding the notation?

Posted
I'm confused - how do you get 1.1 charges from a 5D? Are you actually charging twice? Or am I misunderstanding the notation?

I think it means to charge up to 1.1 stock - i.e. charge for 0.6 stock. 0.6 + 0.5 = 1.1.

Posted

Shurikon's got it since earlier in the combo you use 5D to get 0.5 charge. So the second time you use 5D you should have about 1.1 charge in order for the the combo work.

Posted

That's what I thought too, but then I saw the j.D for .9 charges. Though I guess since there are no further D moves in the combo, that's sortof irrelevant...

Posted

Why would it be irrelevant? Always better to end a combo with more than one charge to have something for the next thing you want to go for.

Posted
Why would it be irrelevant? Always better to end a combo with more than one charge to have something for the next thing you want to go for.

It's irrelevant because it doesn't matter for purposes of that combo, and therefore means that yes, the charge notations mean "this is how much charge you have, not how much you charge for". Because if there had been another D move in the combo, then it wouldn't have made any sense to use that reading of the notation.

I assumed that since he was noting charge values, that there was going to be another D move in there, and there wasn't.

tldr; I was confused by the notation, and that .9 was the cause.

Posted
It's irrelevant because it doesn't matter for purposes of that combo, and therefore means that yes, the charge notations mean "this is how much charge you have, not how much you charge for". Because if there had been another D move in the combo, then it wouldn't have made any sense to use that reading of the notation.

I assumed that since he was noting charge values, that there was going to be another D move in there, and there wasn't.

tldr; I was confused by the notation, and that .9 was the cause.

Just reads to me like he's saying to complete the charge and end with a whole stock...

Posted

Well, part of my confusion stems from the fact that he called it a "three charge" combo, even though it only uses two charges...

Posted (edited)

It's worded a bit strangely so I can see how it's confusing but in parenthesis Reptar mentions that technically it's a two charge combo he saw in a video and wanted to see if it was possible to get a third charge while doing the combo.

Edited by pktazn
Posted

long story short: go find a video of konan hitting someone with 22d when he only has 1 charge.

Posted
It's worded a bit strangely so I can see how it's confusing but in parenthesis Reptar mentions that technically it's a two charge combo he saw in a video and wanted to see if it was possible to get a third charge while doing the combo.

Right; I'm just not used to charges gained in a combo being counted in "how many charges" the combo is. ;)

  • 3 weeks later...
Posted (edited)

Hey guys, I dunno if this is old news, but I was practicing the double IAD combo and it looks like you can do it from a guard crush:

Guard Crush > (5D charge 1.00) > 3CC > RC > 2CC > IAD > jCC > 5C > 2CC > IAD > jCC > 5C > 2C > jC > jc jCC > j214D > 6C > 236C > 214A > 22B (4525 damage, 40 MG)

Anyone know any other starters you can do double IADs with?

Edited by Zeromus_X
Posted

you'd be better off just doing a mugen combo there.

you can double iad after FC 3C, but you're better off doing the 6C combo.

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