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Posted

I'll give it a try, you're most likely right and if you are, then I'll add that 6C CH combo too.

Edit: Yup, you're right, wonder who I tested that combo with at that time lol.

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Posted
I'm using the Makoto style page, so if I use dark colors (blue for example) I can't read them at all. That's why I used some super bright colors like lime and cyan lol.

Edit: I forgot that brights on whites are unreadable and dark on dark is not very legible either. Let's compromise here, I'll change them to teal and green. Those are both legible in either black or white.

This is tons better, and I'm sure everyone who visits this thread will appreciate the change a lot.

Posted

lol yeah, it totally escaped my mind that the default color for this site is white.

Posted (edited)
I'll add the first combo but not the second one. Reason being is that I want to avoid using meter at all unless it's absolutely necessary like with 6A, 6C (mid-screen), DP A/B CH (close/mid-screen), and 5D.

I understand, I'm not too hot about using jin's ex moves in combos either. I found that because I was searching for an alternative route from airthrow, since sometimes you grab them too low to the ground, not being able to add the airdash j.2C j.C part, which is pretty meh.

on another note, you list this combo from throw RC close to the corner:

B+C > RC > 6[6] 6B > Sekkajin > 66 6C > 623B > 66 6C > 623C > 5B > 5C > 2C > sj.D > AD > j2C > jC > 66 5B > 2B > 5C > 3C > 214A > 214A (4210/55)

I suggest adding throw RC 6[6] 6C j.C j.214A routes, they have to be adapted based on distance but they have way better corner carry than that combo. best case scenario, max distance for the j.214A to wallbounce:

- B+C RC > 6[6] 6C dc > j.C j.214A [wallbounce] > 2C dpB > 6C dpC > 5B 5C 2C jc j.D > airdash j.2C j.C (dash) 5B 3C 214C (4425 dmg / 48 HG)

Edited by RushingMonkey
Posted

I think the main purpose of that combo in the list is its heat gain.

RC > 55 heat gain > profit

Sidenote: It's DPB not A

Posted (edited)

thanks, edited.

anyway, I understand your point about heat gain, that is a good combo if you are really near the corner, but not enough for 66C dc 214A to work.

BUT... for that combo to work you basically need to have reached the corner during sekkajin, which means grabbing them *really* close to the corner in the first place.

the combo I posted works from round-start distance :)

edit: I just re-tested that combo (the 6B sekka one) and it does 52 heat gain, not 55

edit2: ok, it's not very important but sometimes I got 52 and some others 55, now I figured out why... you actually have to RC as early as possible and 6B as late as possible, so that the RC cooldown will end earlier during the combo, giving you that extra 3 heat

Edited by RushingMonkey
Posted

Yeah, don't worry too much about exact Heat gain values when using meter since the timing of your attacks affects the Heat gain and it varies from person to person.

Posted

Instead of [CO] 5B > 5C > 6C > 2D > j.2C > j.C > 66 5C > Sekkajin > 6C > 214C (3189/43)

You can do [CO] 5B > 5C > 2C > 6C > 2D > j.2C > j.C > 66 5B > 5C > 2C > 3C > 214C (3267/44) on characters that the 3C>214C thing works on, of course. I was surprised when I found inserting 2C's on a crouching opponent didn't drop the combo.

Posted (edited)

It drops on Platinum and Carl and the one I posted covers more distance.

Edit: Also, don't push your luck with the 6C > 2D link. It barely connects without the 2C, now add the 2C and you pretty much need dashing momentum with the starting attack for it to work on most characters.

Edited by Moy_X7
Posted
Also, some Icewave*2 combos. Damage varies due to character's position and hitbox. Heatgain is not quite necessary to mention.

1) 5B (2) > 5C > sekkajin > 66C > 2D > 6B > 5C > 5D > 632146C > 632146С - 4713 dmg without holes. 5603 to Tager with holes.

2) CH 5C > 2D > 66B > 66 > 5B (2) > 5C > 2C > 5D > 632146C > 632146C - 4728 dmg to Relius, 5325 to Tager with holes

3) CH 6B > 66C > 2D > 66B > 66 > 5B (2) > 2B > 5C > 2C > 5D > 632146C > 632146C - 5605 dmg to Ragna. And 6130 to Tager, but with holes.

4) grab > 214A (whiff) > 66 5B (2) > 5C > 2C > 5D > 632146C > 632146C - 4429 dmg to Ragna. Obviously midscreen. 4604 to Tager, with one hole.

Ice waves may have holes between hits which enemy can use to recover. Still, that not happens quite often. Also enemy may have to block after recovering from stagger, while losing primers. Or take significantly more damage without blocking, lol.

By the way, you have an "Ice wave super x2" section and you could add it there.

Posted

i'm going to start copying this stuff ot hte wiki if you don't mind. also great work, it's a VERY exhaustive list

Posted

Thanks and sorry to trouble you, boss. I wanted to copy the stuff once I went through again and tested everything but life is kicking my ass right now :/

Posted

actually, why am i doing all of this (got the 5A combos up so far)? i thought there were 2 jin mods. where are you yuushiro?

Posted

lol, life is kicking his ass as well. If anything, I plan to revise the combos from 5C and adds some that I might have missed tonight.

Posted

So I know ...(j.)214A > 6C in the corner can launch the opponent out if you aren't positioned correctly when going for ...6C > 623B > 66 6C > 623C > stuff. Because you can still launch them out with ...(j.)214A > Adjust 2C > 6C in these situations, it is typical to resort to ...(j.)214A > 44 5C > 6C > 623B > 6C > 623C > stuff. However, you should get a little more damage with something like...

...(j.)214A > Adjust 2C > 623B > (Delay) 66 2C > 6C > 623C > 5B > 5C > 2C > HJC > j.D > AD > j.2C > j.C > 66 5B > [1) 5C > 3C > 214A/214C] or [2) 3C > 214A/214C] (if 5C ruins the ender)

The main question is, am I correct in thinking this will work assuming ...Adjust 2C > 623B... connects, or would it drop by either launching out of the corner (with 6C or maybe 623B) or whiffing (66 2C, 623C, or 5B pickup)?

Posted

Probably does not worth mentioning, but [corner 6C > delay 214A as low as possible > 2C > 6C > 6D] creates nice showoff reverse direction 6C - correct 6D on most of the cast. Except, probably, large-hibox characters like Tager. And it's pretty easy.

Posted

That might be a good substitute for the current corner 5A/2A combo I have up there. I'll give it a test and see how much damage I can squeeze out of it.

Posted
So I know ...(j.)214A > 6C in the corner can launch the opponent out if you aren't positioned correctly when going for ...6C > 623B > 66 6C > 623C > stuff. Because you can still launch them out with ...(j.)214A > Adjust 2C > 6C in these situations, it is typical to resort to ...(j.)214A > 44 5C > 6C > 623B > 6C > 623C > stuff. However, you should get a little more damage with something like...

...(j.)214A > Adjust 2C > 623B > (Delay) 66 2C > 6C > 623C > 5B > 5C > 2C > HJC > j.D > AD > j.2C > j.C > 66 5B > [1) 5C > 3C > 214A/214C] or [2) 3C > 214A/214C] (if 5C ruins the ender)

The main question is, am I correct in thinking this will work assuming ...Adjust 2C > 623B... connects, or would it drop by either launching out of the corner (with 6C or maybe 623B) or whiffing (66 2C, 623C, or 5B pickup)?

You'll need a strong starter or 5B pickup will whiff; 5C CH starter will not work, for instance.

Posted (edited)
You'll need a strong starter or 5B pickup will whiff; 5C CH starter will not work, for instance.

So if I understand the frame data correctly, then assuming you go [X] > (66) 6C > DC > (H)JC > j.C > j.214A > Adjust 2C > 623B > (Delay) 66 2C > 6C > 623C > 5B > stuff, practical starter [X] is limited to:

[CH] 6B, 2C FC, B+C(2) RC, and I think [CH] j.2C ([CH] j.2C lets you do 5B pickup, but j.D will whiff if you attempt it)

Or if you felt like experimenting with near full screen combos for 75 heat, you might be able to start with 623D(2) > RC > Run-up.... I should mess with that this weekend for fun :v:

ReEDIT: Ok, I've been testing it against Hazama, and 5B pick up works with all of the "practical" options I listed, but after 5B > 5C > 2C it seems to get VERY tight (probably impractical). For j.2C [CH or CO] starter, j.D will whiff. B+C(2) RC will not whiff on j.D if you are spot on with your timing, but you must use 5B > 3C > 214A/214C ender (I think this is the case for 6B starter as well, as I recall I blue beat 214C after 5B > 5C > 3C with the 6B [CH] starter).

I'll just list the combos that work so far as tested on Hazama (change timing and/or ender as needed). I got myself all confused trying to test them all at once a few days ago (didn't help either my execution was horrid that day :() For all of these combos, it is easiest to delay the 2C as much as possible before using 623B, but timing can vary.

When P2 is at start:

B+C(2) > RC > 66 6C > DC > j.C > j.214A > (Max Delay) 2C > 623B > 66 2C > 6C > 623C > 5B > 5C > 2C > HJC > j.D > [1*) AD > j.2C > j.C > 3C > 214C] or [2) 66 5B > 5C > 3C > 214C]

(4449 or 4406/49 or 49) [Note [2) is much easier, but not as good as the Teal colored B+C(2) RC combo on the first page of the thread]

*Not much leeway with the timing on...AD > j.2C > j.C...you must land almost immediately after the hitstop of j.C ends and follow with 3C > 214C/214A upon landing.

[*AA or Ground] 2C FC > 66 6C > DC > (*h)j.C > j.214A > (Delay) 2C > 623B > 66 2C > 6C > 623C > 5B > 5C > 2C > HJC > j.D > AD > j.2C > j.C > 66 5B > 3C > 214C

(4265/68) *If AA hit, HJC into j.C > j.214A....

[CH] 6B > (*66) 6C > DC > j.C > j.214A > (Delay) 2C > 623B > 66 2C > 6C > 623C > 5B > 5C > 2C > HJC > j.D > AD > j.2C > j.C > 66 5B > 3C > 214C (5278/68)

*Only microdash if P2 is farther from the corner than P2 start position)

Note: I did find 2C > 623B could be an alternative to 44 5C > 623B, as long as you aren't REALLY close to the wall. If you are too close, you will typically catch them behind you with 2C, then 623B will launch them out. In addition, I don't recommend trying to 44 2C after j.214A if you are too far in the corner...it doesn't seem to work at all.

Also, I learned that you can't combo from starter [CO] 6B into 6C without a CH...my bad.

Edited by cadacus_ater
Posted (edited)

Got another one, pure show off...

Works at starting position/mid screen

CH 6b, 6b, 66 5B, C, sekkajin, 66 C, 66, 7C, 214+A, (delay) 5C, 2C, jD, (you're swapped with your opponent at this point) 66, 5B, 5C, 3C, 214+C

Completely needless second 6b, but the micro dash afterwards is a bit of a bitch.

4182 Damage, 58 HG, 25 hits...

The 1 6B, 24 hit variant does 3936, and has 3 less heat than it's stylish brother...

Edited by Vance
Posted

Again, just to show off...I'm gonna find a pure 5000 hitter for ya and post that, I just need more TIME!

Posted

Got one, out does less damage, maybe you guys can help squeeze some more out...

6B, 66C, 66, jC, j214+ A, 5C, 2C, 6C, 623+C, 5B, 5C, 623+B, JC,JD,5B,5C,3C,214+ C

Timing is tricky, especially after j214 + A...have to get the 623+ C to catch at crest as well. Then there's that jD...thou have to be precise...

5001 damage, (shit!) 65 heat, 20 whopping hits...

Let me upload a vid...

Posted

.....uhhh you can get more.....no need for you to upload vid :o

im talking about in terms of flashiness.... double 6b isnt really flashy but stuff like ch 6b air hit>crossunder 6a>dash 2b>5c>6c(cross under)>stuff, fun troll combos like this

Posted
actually, why am i doing all of this (got the 5A combos up so far)? i thought there were 2 jin mods. where are you yuushiro?

lol yea sorry...

I am on the combo ASAP..., prolly gonna be done this weekend.

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