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Posted

I would like to make a CCCC (Community Combined Combo Compilation) of unpracticle swag combos of all kind. If you are up for it, you can either record it and send it to me or give me the inputs and requirements and I'll combine them all in the end.

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Posted

I think i can help you on the cccc

Tager Crouching Combo: 5CC > 6BC > 214ACB > 5A 6A 2D lvl3 > 2C > 214ACB > Air Combo [4200 Damage]

puts CS2 Makoto damage to shame xD

Posted

In CS2 on a standing Haku/Tager you could 5CC 6B 5C 214A~C~A 2D into w/e corner carry for much more dmg I believe, unless I am mistaken or I failed to detect sarcasm. I think I'll start a thread for this to make it easier, it could be fun if everyone puts a bit into it.

Posted

Mars chopper prorates bad in CS2, 5C starter on Haku and Tager deals 3800~4000 Damage iirc. The true boost is in 6B being able to dish out 2800 now compared to 1800 in CS2 and pretty much any crouch confirm.

Start the thread now if you want

Posted

man, i got so friggin' sad for getting third place because of a REALLY dumb execution error ( jB > jD, opponent too high and jD misses, 1000 frames of recovery). I was so close. SO CLOSE. :(

Posted

I saw that, and felt salty for you. especially with 100 heat waiting in the bank. stuff like that happens and it cannot be helped, you still did very well and should be proud of making it to top 3

Posted

BBQ pretty much nailed it Eshi, shit happens but don't let if overshadow the fact you made it to top three bro. Hoping someone uploads the matches, it blows that I missed the live stream :gonk:

Posted

Also, Eshi, I don't know if you know this, but literally almost /everyone/ was rooting for you on the stream, which had like 10000 viewers at that point.

The chat exploded with many thousands of forms of "noooooooooooooo" upon that drop... xD

Seriously though, 3rd, at friggin' CEO. You have nothing to be ashamed of, and if it makes ya feel better, there's always next time, and everyone knows you can do it. ;3

Posted

I was cheering for him on the side-lines as loud as I could. That drop of his made my heart sink. :/

Posted
Also, Eshi, I don't know if you know this, but literally almost /everyone/ was rooting for you on the stream, which had like 10000 viewers at that point.

The chat exploded with many thousands of forms of "noooooooooooooo" upon that drop... xD

Seriously though, 3rd, at friggin' CEO. You have nothing to be ashamed of, and if it makes ya feel better, there's always next time, and everyone knows you can do it. ;3

that's awesome! :3 all I ever really wanted was for people to get hype for the game and I'm glad they did.

i did, however, also feel like I let everyone down, so I drowned my sorrows in beer and ended up purging the baddy from my system in stickbug's apartment. ah, good times.

Posted

People loves Makoto on stream xD In fact, the small few haters were people not even playing the game just stream monstering wonder where MvC3 was at and complaining about furries *cough*Felicia*cough*.

Posted

Nothing much to update other than CH j.C linking in 2D Lvl. 3, not sure if its old news or not but its extra stuff to dobcorner carry. CH j.C 2D 66 2C 214A~C~B 5CC j.CB j.D 66 5CC j.CB j.CC DP or w/e

Posted

Makoto doesn't have enough SMP moves to have an SMP combo. I experimented for a while but she only has 5D LV3 (others have none), jD LV3 (others have none), 2D, 2C, comet cannon + break shot, lightning arrow (has to fatal counter or it's worthless), and shooting star. So 7 total. And if she uses any of them more than once, the combo instantly ends. Compare this to Noel who has SMP on EVERY SINGLE DRIVE, making it incredibly easy for her to take advantage of the glitch.

In preparation for Evo, I've done some other experimenting. Let me know of what y'all think of this theorycrafting:

After connecting a normal BNB, end it with jD LV3 > walk forward very slightly > 2D LV1 > Hold up to jump > Falling jC. It's a bit convoluted but it can counter a lot of situations.

MATH - Jump + falling jC is a total of 43 frames (4 startup, 39 airtime), plus I think jC has some unaccounted landing recovery. 2D LV1 has 45 untechable frames, so hitting on the first possible frame means that they tech at frame 9 of your jump. Neutral tech recovers after 32 frames, which leaves them at frame 41. There's SOME frames unaccounted for here that's not listed in frame data - I'm guessing there's some inherent hitstop on makoto from connecting with drive - because they DEFINITELY can input stuff long before then. I've tested vs. Ragna's DP (7 startup) and Makoto's DP (9) frames, Ragna will hit while makoto will get blocked. So to be conservative, they basically recover on frame 35.

* Emergency tech - if you hold back and their DP is slower than 8 frames start-up, you will block it and can punish. This forces them to deal with mix-up.

* no emergency tech, roll tech OR quick tech - It doesn't matter what they choose, when spaced properly the jC will hit them out of it and you can hit confirm with 5B > stuff. The optimal option select looks something like, falling j4C > pause while holding back > 5B. The pause accounts for lack of hitstop if it misses from something invulnerable. The result is stopping the majority of DPs on emergency tech and auto-scooping roll and quick techs. Nifty!

* doing nothing - if they still haven't moved by the time you land, 2B will pick them up while resetting the combo. The above option select doesn't work here.

* no emergency tech, then neutral tech - this is the best universal choice to counter this setup. There isn't an option select to stop it but at least you're no worse off than you would be otherwise.

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