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Posted

Edited grab combos and added air grabs.

I added Numerogaijin's damage values.

Numero FYI I changed the order of the combos and added a few of them so if your list and whats on the thread doesn't match then you know why.

Posted

So in other news, BGadget lives. Works better on magnetised opponents, just do 23[6]B to get a little instep after collider finishes in order to get slightly closer. On a similar note, can you do AC, 236B > 236A, 22D if they're thrown into the corner?

Posted

There's a lot of combos, that's good, but is it possible to underline optimal ones?

Personnaly, I don't see the urge to list so much combos when others are better (except maybe positionning combos ending with 5C > 4D for knockdown in the corner).

Posted

But all those combos are optimal or just off certain confirms.

Oh and some combo's are harder than others, I didn't list every possible combo, only the optimal ones.

Posted (edited)

BSledge counter, corner variant:

236B (Counter), 6B > 5D > 236A > 236A, 5B > 5C > 236236B, ender. (3580 with 3C > 22D ender. +400 damage if charged Bsledge is used)

236B (Counter), 6B > 5D > 236A > 236A, 5B > 5C > 236236B, 5B > 5C > 623C, 2D (3883. +400 damage if charged Bsledge is used)

Does slightly better than leading with 6B > 6C due to 6C's rather bad 80% P2, also adds on more mag. 3CAC flick doesn't seem to work right at the end, probably due to heavy prorating.

Bsledge Mag variant:

236B (Counter, Deep hit), 6B > 236A, 5A > 5C > 6A > 3C > (623C), j.2C, 5B > 5C > 623C, (22D), 6C > j.2C, 3C > 22D (3164, +400 for charged Bsledge)

Better than the CH Bsledge combos on the front page, which does 3031, and 3140 damage respectively and gain less heat. Requires a deep hit however.

EDIT:

By far and away the best:

236B (CH), 6[A] > 2C > 623C > (623C), 6C > j.2C, 3C > (623C), j.2C, 3C > 22D (3319 Damage, +400 for charged sledge.)

Edited by Manta
Posted

150 Heat Combos from J.D

(Opponents on the ground ) J.D(CH) > 5C > 6A > 2C > MTW > 3C > AC (whiff) > J.2C > 2B > 5B > 2C > AC > GF (whiff) > 6C > J.2C > 5B > SB > 6C > MTW > TB > GF (7532 dmg) (1 heat)

(Opponents in the air) J.D(CH) > MTW > 3C > AC (whiff) > J.2C > 2B > 5B > 2C > AC > GF (whiff) > 6C > J.2C > 5B > 5C > SB > 6C > MTW > TB > GF > (7725 dmg) (1 heat)

Posted (edited)

My new favorite ender for combos that are just too short to use up the allotted proration, 5B J.A J.B J.D.It replaces 3C GF in magged combos. so stuff like

CH5D 236B 2C ACx2 6C J.2C 3C ACwhiff J.2C 5B J.A J.B J.D works and I like it.

Edited by Osuna
Posted

Huh, weird how some of the simpliest combos do so much damage...

CH 2D, MTW, Terra, 6B, 2C, AC, Gadget (whiff), 6C, j2C, 3C, Spark, j.2C, Gadget.

7054 damage.

The Spark Bolt at the end of the combo is optional. I just added it to get the maximum damage output.

Posted

? Rather than weird it is exactly the way Tager is built. He has a small pool of moves that ignore character rate and a really low character rate. He's pretty much always been like that.

Posted (edited)

Why isn't there any 4BC>5C>6B>AC>... starter in the grab section?

It's better than 4BC>6C>... beginner, no?

4B+C>5C>6B>AC>j.C>j.2C>5B>5C>5D (3085, 40)

4B+C>6C>j.2C>5B>5C>AC>Egadget which is on first page do 2980 damage for 41 heat.

Edited by Tetra - K
Posted (edited)
Why isn't there any 4BC>5C>6B>AC>... starter in the grab section?

It's better than 4BC>6C>... beginner, no?

4B+C>5C>6B>AC>j.C>j.2C>5B>5C>5D (3085, 40)

4B+C>6C>j.2C>5B>5C>AC>Egadget which is on first page do 2980 damage for 41 heat.

Uh, not only are those numbers Very similar but the difference in damage comes from giving up on GF. So sure, we could add it but it isn't "better".

Edit: trying it out it looks really unreliable on ragna which doesn't bode well for it as a combo, who are you doing it on?

Edit: after a few minutes of testing 4BC 236A 5C AC J.C J.2C 5B 5C 5D is 3089/40 and on some characters you can end with 5B J.A J.B J.D for 3083/41 and better positioning

Edit: Also apparently the heat values for the combo you tried to replace are wrong. it is actually 44 heat.

Edited by Osuna
Posted

Did it on Jin with a little microwalk and a timed 5C it's ok.

I will try on other chars tomorrow if I have some free time.

5B>...>j.D ender was a bit rough on Jin. I even tryed j.A>j.C to connect but didn't worked out well... So i gave up.

Posted (edited)
Did it on Jin with a little microwalk and a timed 5C it's ok.

I will try on other chars tomorrow if I have some free time.

5B>...>j.D ender was a bit rough on Jin. I even tryed j.A>j.C to connect but didn't worked out well... So i gave up.

Regardless Asledge doesn't appear to be character specific and does very slightly more damage so don't bother testing your combo on other characters. The 5B J.A thing is indeed character specific like I noted. Edited by Osuna
Posted

Well Manta I found out how to get more heat off your mid combo magnetism combo, this is from the 5B link.

Your combo was:

FC 2C>walk forward j.B>j.D>5B>j.2C>5B>5C>6A>2C>ACx2>6C>j.2C>3C>AC whiff>j.2C>3C>GF [3990/71]

I just gone and did:

FC 2C>walk forward j.B>j.D>5B>j.2C>5B>j.2C>3C>AC whiff>j.2C>5B>5C>6A>2A>AC>GF whiff>6C>j.2C>3C>GF [3991/78]

I am gonna test to see who the second elbow doesn't work on.

Posted
Well Manta I found out how to get more heat off your mid combo magnetism combo, this is from the 5B link.

Your combo was:

FC 2C>walk forward j.B>j.D>5B>j.2C>5B>5C>6A>2C>ACx2>6C>j.2C>3C>AC whiff>j.2C>3C>GF [3990/71]

I just gone and did:

FC 2C>walk forward j.B>j.D>5B>j.2C>5B>j.2C>3C>AC whiff>j.2C>5B>5C>6A>2A>AC>GF whiff>6C>j.2C>3C>GF [3991/78]

I am gonna test to see who the second elbow doesn't work on.

Wasn't my combo, it was Maho's

Posted

not sure if mentioned yet but it seems to can do a 4b+c>6b>AC>whatever follow-up on this you like as far as I can see. Not sure if it's worth anything but it's a combo none the less.

Posted

You are right that does combo, I just posted the optimal stuff mostly.

Posted

Error on the front page:

360 combos with magnetism

360A/B>AC>J.D>22D [3134/35 for 360A] [4134/39 for 360B]

360A/B>AC>GF whiff>2D [3034/29 for 360A] [4034/32 for 360B]

360A/B>AC>GF whiff>MTW>GF [3793/5 for 360A] [4801/5 for 360B]

Missing 3Cs on each one.

Posted

3C are back in place.

Experimented with 5B J.A J.B J.D as an alternative to Egadget which seems to be exclusively used in low damage combos that haven't built up that much proration.

Results are pretty favorable. Works on most of the cast. Jin and Noel require the tiniest microwalk, and litchi can do it if you omit J.A and the proration is kind enough. Doesn't work on Carl, Makoto, platinum or bang.

Off a mid screen unmagged collider with no spark (A normally lame combo starter) I get 2647/26 plus the combo ends with them in the air and magnetized which can be more favorable depending on the match up.

On Tager you can do AC J.C J.2C 5B SJ J.B J.C J.D for 2803/28.

The difference in damage and meter is significant enough I think.

  • 2 weeks later...
Posted

Alright guys, I found a 150 heat combo in the corner, with magnetism (of course), but NO SB!

5D (CH) > 2C > MTW > 5B > 5C > Asledge > Hammer > j.2C > 2B > 5B > 2C > AC > GF (Whiff) > 6C > j.2C > 3C > MTW > TB > GF - 6947 dmg

2B > 2C > MTW > 5B > 5C > Asledge > Hammer > j.2C > 2B > 5B > 2C > AC > GF (Whiff) > 6C > j.2C > 3C > MTW > TB > GF - 6458 dmg (Yea, I'm serious)

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