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Posted (edited)
If you delay the 6C just right, then you'll be able to do the 5B pick-up. Time it too late and you'll only be able to pick it up with 5A. The entire, correct version of that combo looks like 5B > 5C > DP B > (Delayed) 6C > DC > 5C > 6C > DP C > 5B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > Specific Ender

The part in red is wrong because the sj.D won't connect in this combo. Instead, you have to do j.D > land > 5B...etc

Edit: accidently hit edit on your post, disregard.

Edited by Moy_X7
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Posted
The part in red is wrong because the sj.D won't connect in this combo. Instead, you have to do j.D > land > 5B...etc

Yeah, I noticed that too, but I thought I was somehow wrong. :v:

Posted

I think he meant the sj.D connects (because it does for me), but the AD > j.2C > j.C segment does not.

Posted (edited)

Honestly, the way the corner loop section is written, it makes it sound like any ender will work with that combo. That's what I was trying to point out, though I'm not sure if that was Skeith's original intention.

@xlolxlolx: Yeah, you're right, my bad.

@skeith: 214C for heat and 214A for oki or characters that the 214C ender won't work on. But that's a question best asked in the Jin General thread.

Edited by Jyosua
Herp derp mixed the two up.
Posted (edited)

In the corner, 214C is for damage and heat (usually), and 214A is for oki. Note, however, that doing "214A > 214A" will disallow you to crossunder; "214A > 3C > 214A" functions the same as "3C > 214A," but isn't universal.

Edited by TCSyd
Posted

For all you execution freaks that aren't out there,

2B Starter, In Corner, Standing Opponent

2B > 5C > 623B > 66 2C > 6C > 623C > 5B > 5C > 2C > HJC > jD > AD > j2C > jC > 66 5B > 2B > 5C > 3C > 214A > 214A - [3556 Damage/57 Heat]

Posted (edited)

Maybe I just suck, but it's pretty unforgiving on the "66 2C," if you want to be able to 5B pickup. Then again, it's probably much easier on stick. Either way, I posted it for people who can land it consistently.

Edited by TCSyd
Posted

The problem is inputting "66 2C" as soon and as fast as possible without inputting 3C by accident.

Posted (edited)

Corner:

DP D(2nd Hit) > 66 6C > 214A > 442C > 6C > delay 623B > 6C > 623C > 5B > 5C > 2C > hj.D > AD > j.2C > j.C > 5B > 3C > 214C (5296 DMG / (No Charge)54~60MG[Full Charge])

2B CH> 6C > 623B > 6C > 623C > 5B > 5C > 2C > hj.D > AD j.2C > j.C > 5B > 5C > 3C > 214C (3810 DMG / 56 MG)

Edited by kirk
  • 1 month later...
Posted

Hey Moy in this combo:

6A > RC > 66 5C > 6C > DC > j.C > 214A > (Delayed) DP B > (Delayed) 2C > 6C > 6D > IAD j.2C > j.C > 66 5B [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214A] (3780 or 3680/43 or 37~)

You can throw in an extra 214A in ender 2 for an extra 1 damage and 2 heat... Iunno if that was left out intentionally though.

Posted

They'll be able tech out in the air after a 3rd 214A, 2 is the max if you want to catch rolls with safe jump sj.2C.

Posted

Ah, so it was left out for oki then? Thanks, I didn't know that.

  • 2 weeks later...
Posted

Are you sure the damage and heat on this are right? I'm getting 3498 and 53 heat for the 214A ender of this:

[D1] 5B > 5C > Sekkajin > 66 6C > DC > j.C > j.214A > DP B > (Delayed) 6C > 6D > IAD j.2C > j.C > 66 5B > [1)3C > 214C] or [2)5C > 3C > 214A](3531 or 3466/56 or 51)

Posted

Oh, I know why. You can actually add the 2B in after the 66 5B for the 214A ender. It does redbeat.

Posted

You don't get the 214A knockdown though, they tech in the air and I already explained what happens there. Come on Jyosua man, you're making me test this stuff again for no reason.

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