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Posted

5C may be incredible but I'm more impressed with Collider. It is getting some really good numbers in the corner and I don't think I completely refined it for maximum damage. This should really improve my outlook in the corner.

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Posted

Okay, next situational combo discussion; 5C CH at max range, and ways of following it.

Currently thinking:

Grounded:

5C (CH) > 2D RC...

5C (CH) > 6C > AC... (doesn't work at max range without mag)

5C (CH) > 6A (slight hold) > 3C... (Magged only)

Air:

5C > 236B, 5C > AC...

Posted

Since you have forever to confirm if you go 5C>2D, if you notice you hit the 5C while they're crouching, you can go:

CH 5C>2D>5A>5C>6A>2C>AC>ACWhiff>6C>j.2C>3C>ACWhiff>j.2C>3C>GF DMG:4033 Heat:61

or the dumb version I thought up with 2 MTWs:

CH 5C>2D>5A>5C>6A>2C>MTW>3C>ACWhiff>j.2C>2B>5B>2C>AC>j.CWhiff>j.B>5C>Spark>6C>MTW>GF DMG:5977 Heat: Start with 100, you'll end with 51.

Posted (edited)
Since you have forever to confirm if you go 5C>2D, if you notice you hit the 5C while they're crouching, you can go:

CH 5C>2D>5A>5C>6A>2C>AC>ACWhiff>6C>j.2C>3C>ACWhiff>j.2C>3C>GF DMG:4033 Heat:61

or the dumb version I thought up with 2 MTWs:

CH 5C>2D>5A>5C>6A>2C>MTW>3C>ACWhiff>j.2C>2B>5B>2C>AC>j.CWhiff>j.B>5C>Spark>6C>MTW>GF DMG:5977 Heat: Start with 100, you'll end with 51.

I see your 100 heat combo and raise you to 150.

CH 5C 2D 5A 2C MTW 3C ACwhiff J.2C 2B 5B 2C AC GFwhiff 6C J.2C 5B SB 6C MTW TB. 7135 damage before gf or whatever you do at the end. Requires 83 heat to start with and uses 1 sparkbolt. Crouching opponent only.

Also, J.D ender version of your other combo

CH5C 2D 5A 2C ACx2 6C J.2C 3C ACwhiff J.2C 5B J.A J.B J.D.4114/56

Edit: It builds up less meter, but I think this is about as good as it gets for damage with just an RC. CH 5C 2D (RC) 2C ACx2 6C J.2C walk 5B 236A 3C ACwhiff J.2C 5B J.A J.B J.D builds 41 heat (ends -9) does 4501 damage.

Edited by Osuna
Posted (edited)

Messed up with some corner 6B combos in the corner, on magged opponent.

Does 6B>6C>j.2C>2B>2C>AC>GF>3C>AC (back in corner)>5B>5C>4D seems good/optimal?

2968/50

Adding a 5B before the 2C decreases the damage.

Anybody got better?

Edited by Tetra - K
Posted (edited)

Early 6Cs tend to do more harm than good. Have you tried doing:

6B (FC) >236B > 236A, 5C> 236A, 5C> 6C> j.2C, 2B > 2C> 623C, (22D), 6C>7 J.2C, 3C > (623C), J.2C, 5B>4D.

Without fatal you can probably do:

6B > 5D > 236A > 236A, 2C > 623C, (22D), 6C>7 J.2C, 3C > (623C), J.2C, 5B>4D.

Stack on that mag.

Edited by Manta
Posted

You probably can't maintain it long with that opening proration. Worth a look though.

Posted
then stick in a 2B if you need to.
You can barely stick in a 5B. And if you did, you'd still not be able to 5C 6C after the Asledge because the opponent would be too high to hit them. And you can't 22D whiff in your second combo even if you add in 5B because there is no knock down.

I'm going to request you test things, or have someone else test them before posting them, least someone be misled.

Posted
dude. posting ideas from my phone, obviously marked as such.
Except not? The only clue is "have you tried", which is ambiguous. And nothing is marked as from your phone.

I really don't want anyone to have to waste time figuring out why things aren't working. That's why I kept blowing up at Dacidbro before. It's alright to brain storm and share ideas, but this was confident sharing of fundamental errors. When I corrected you gently, you tried to defend your combo. That could have given an even worse impression to someone else who didn't know any better.

You could have been more explicit that you wanted to know whether such links worked, but instead it sounded like you knew they would work especially when you argued for your Hammer link. You also could have asked whether such links worked, or asked someone to test them more explicitly or whether hammer knocked down or whatever. Or you could have gone "Man, I can't wait to get some training more time with this one~" and not posted, recognizing your limitations at the time.

Posted

Yeah. Looks like I just got butthurt for being wrong on the internet. Back on topic then.

Posted

Hmmm I'll give you the damage one, I am still gonna see if I can inch more heat from the other combo midscreen.

Damage: FC 2C>6B>2C>AC>j.D>whiff>j.2C>5B>5C>6C>j.2C>3C>AC whiff>j.2C>5B>5C>Spark>j.2C>3C>GF 4.6k

Should be 4.6k

You can also get around the same amount doing FC 2C>5C>Asledge>5C>AC instead.

Posted

The second version build more heat then.

FC 2C>5C>Asledge>5C>AC>j.D>whiff>j.2C>5B>5C>6C>j.2C>3C>AC whiff>j.2C>5B>5C>Spark>j.2C>3C>GF 4.6k

Can you add that in the first page please Sir? o>

Posted

I edited the first page with some a new table.

Check it out, tell me what you think.

I personally like it.

Osuna seems to be ok with the new change it received too.

Posted

It's great thanks a lot.

However I've got two coments to improve the quality :

- there's some combos without damage and heat gain

- FC 2C>j.2C>5B>j.2Cx3>5B>5C>Asledge>hammer>j.2C>5B>2C> collider>j.C>j.2C>5B>5C>spark>6C>j.2C>3C>22D -> it's written j.2C * 3 so it can confuse some people not familiar with it. Add some brackets around 5B > j.2C

I also have one general coment about the shape of the list : there's a lot of combos for the same starter and as I said earlier in the topic, some do less damage than other without particular explanation.

I said that some may be non optimal but I will precise my post : some less damaging combos are made to improve positionning (for example to keep the ennemy in corner) or just because there's a special positionning to some combos (less damage because started far from the ennemy).

So maybe, to explain why some combos are less damaging than others, it should be nice to explain a little the reason. For lisibility it could be made with spoiler for example.

Was I clear or not?

Thanks for all the work you do and did ^^

Posted

I hear you loud and clear.

I can actually manage and do all of this right now.

I could have swore I put brackets in for the 5B>j.2Cx3 thing.

Hmmm maybe I didn't?

Osuna did it?

Iono either way I can do all of these.

Posted

Time for some 1080 links:

236B CH, 1080

236B close air hit, 1080

(Downed in corner, like from AC), 5B > 5C > 236A > 236A, 1080

B+C > 236B > 236A, 1080

(Grounded or downed),... 6C > 236B, 1080

2D (Late CH), 1080.

5C (CH), 1080

j.5C (CH), 1080

2C (CH), 1080

4D (CH), 1080

....Spark Bolt, 1080 (Works from grounded all of the way to max height, just be careful on the delays.)

4B+C, 1080

3CAC fling, 1080

(If close, cornered or magged) Hammer CH, 1080

Tested on Rachel, whose fat ass can't be Astral'd if she's totally downed. Contrary to how her hitbox logic normally works.

Posted (edited)

Fresh from the "I'll never actually use this" combo methodology. In the corner, high jumping opponent. No mag (mag makes it not work)

2C FC > 236236B (last hit only), 5B > 5C > 6C > j.2C, 5B > 5C > 236A > 236A, j.2C, 5B > 5C > 41236D, j.2C, 5B > 2C > 623C, 2D

Against Valk or Rachel (mag):

j.2C, 2C > 236236B, 3C > (AC), j.2C, 2B > 2C > 623C, (22D), 6C, j.2C, 5B > 5C > 41236D, 6C > 236236B > 236236B, 22D.

First link requires an air hit, counterhit helps too.

Edited by Manta
Posted

So Manta asked me the other day about doing max meterless damage off a FC 2C hit on a cornered opponent and so I got this:

FC 2C>j.2C>(5B>j.2Cx2 or 3)>5B>5C>6C>j.2C>5B>5C>Asledge>hammer>5C>4D/j.2C>3C>GF

I forgot the exact damage and the notation as you can see.

I am also incredibly tired.

Have fun with it.

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