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Posted

It's possible you have the inputs wrong? Love to help but like Robawt said if you post a time I can test it. Though also like Robawt said I've been able to do all the combos I've seen lol.

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Posted

Since we're in discussion on FC combos, there is one that a fellow MI player provided, it does the most damage out of all posted that only uses 50 meter, but it's corner only.

5b FC > 236b => 6c => b+d, 5aa > 2b > sj.b (1) > j.214b => 4d => 6d => b+d, 2a+b > 236a => 4c => 6a => 236236b

Nets like 6.1k

Posted (edited)
Since we're in discussion on FC combos, there is one that a fellow MI player provided, it does the most damage out of all posted that only uses 50 meter, but it's corner only.

5b FC > 236b => 6c => b+d, 5aa > 2b > sj.b (1) > j.214b => 4d => 6d => b+d, 2a+b > 236a => 4c => 6a => 236236b

Nets like 6.1k

FC 5B > 236B > 6C > BD > 5B > 2B > sj.B(1) > j.214B > 6C > 4C > BD > 2AB > 236A > 6C > 6A > 236236B

6.3K

mid-screen version

FC 5B > 236B > 6C > BD > Dash 5B > 2B > sj.B(1) > j.214B > 6C > 4A > 6C > 4B (wallbounce) > 236236B

I don't remember the exact damage but it's around 6K.

You can also do -

FC 5B > 236B > 6C > BD > Dash 5B > 2B > sj.B(1) > j.214B > 6C > 4A > 6C > BD(1) > 236236B

If you end up too close to the corner (the corner wallbounce won't let you use a level 3 super)

And the optimal (but harder to confirm IMO) FC combo would be -

FC 5B > 236C > 4C > BD > 2B > j.B > Dash 5B > 2B > sj.B(1) > j.214B... same routes as those^

Edited by tuka
Posted

I have to ask how the hell does Boomerang Hook hit after a B Assault Dive midscreen? Corkscrew usually whiffs if the timing isn't perfect and it has it's own momentum.

Other than that it all looks gravy, I usually stick to 5b FC > 236c => 4c => b+d > loops. The damage isn't that much lower and is way more stable midscreen (unless Naoto is involved). Just have to modify reps of j.b and 5b to get the right ender (lvlx Upper).

What's the meter gain for the loopless FC combo?

Posted
I have to ask how the hell does Boomerang Hook hit after a B Assault Dive midscreen? Corkscrew usually whiffs if the timing isn't perfect and it has it's own momentum.

Other than that it all looks gravy, I usually stick to 5b FC > 236c => 4c => b+d > loops. The damage isn't that much lower and is way more stable midscreen (unless Naoto is involved). Just have to modify reps of j.b and 5b to get the right ender (lvlx Upper).

What's the meter gain for the loopless FC combo?

It does, check it out yourself lol.

That combo does more damage and build more meter than the j.B loops, I don't have the PS set up right now so no exact numbers but meter gain is definitely higher.

Posted

Lol it's pretty easy. You just do a D duck into A hook after the dive, always hits. Just gotta get the timing down, but it's not really that hard.

  • 2 weeks later...
Posted

While I was watching the last part of the Leo vs Tomo FT10, I saw that Leo used 5D + quick escape to get outta the corner. Not really sure how practical that might be, 'specially since someone's probably not just gonna let you throw out Caesar. Though it's not like anyone's really found a way for 5D and 2D to be useful lol. So I thought the use of it with the escape might be food for thought.

EDIT: woops, here's the vid http://www.youtube.com/watch?v=-_c_paUiWcw&feature=youtu.be

It's a little before the 3 minute mark, and it's just a small thing so...yeah.

Posted

So my Aki game is coming together nicely but I realized I don't have any OMB combos. What are the most cost effective ones, especially If i'm going for a kill when they are like 50%

Posted

Akihiko has the highest combo rate, so using OMB during combos isn't exactly needed unless you wanna get that extra 200-500 dmg to kill them off. The OMB combos that are best to learn are the fatal counter ones, however. I'll list some later tonight.

Thanks for the vid Shelled. Didn't even see that jourdal uploaded em. As for 5D/2D being useful...they can be useful as like an extra tactic that you can use once in a while. The one you showed in the video is good. Corner crossups are good for oki as well.

Posted
Akihiko has the highest combo rate, so using OMB during combos isn't exactly needed unless you wanna get that extra 200-500 dmg to kill them off. The OMB combos that are best to learn are the fatal counter ones, however. I'll list some later tonight.

Thanks for the vid Shelled. Didn't even see that jourdal uploaded em. As for 5D/2D being useful...they can be useful as like an extra tactic that you can use once in a while. The one you showed in the video is good. Corner crossups are good for oki as well.

Yeah I mean I have like one setup with a 5D after a normal 2AB lol, but it's mostly just a cute gimmick. Like 2AB ender (not off kill rush, otherwise it won't cancel), 5D, then a running normal jump, air backdash into j.B and it just goes back over their head. This is also completely doable without the 5D lol so....if anything it just makes it look like it might not cross up. So yeah. Reactable but hey.

And Salty, kinda like what Soriphen said since well...Aki damage. FC burst combos are the most worth it, but I haven't really seen any OMB combos that aren't FC, so I guess I'll experiment a little with it.

Grifter, yeah, unless there's a specific FC combo you have, if the combos not prorated hard, a 66(5)B loop is better. A 2B loop won't really work well for normal combos, unless you do something like 2B j.c. (early) j.B j.A *land* 5B, or something like that. But yeah primarily for confirms and stuff, you're totally good going for 5B over 2B.

Posted
Yeah I mean I have like one setup with a 5D after a normal 2AB lol, but it's mostly just a cute gimmick. Like 2AB ender (not off kill rush, otherwise it won't cancel), 5D, then a running normal jump, air backdash into j.B and it just goes back over their head. This is also completely doable without the 5D lol so....if anything it just makes it look like it might not cross up. So yeah. Reactable but hey.

The cool part about 5D at the corner is that since you can't cross up someone at the corner, they feel safe without having to worry about the other side; then you bust out the 5D at the last second LOL. So a combo at a corner could be like (any starter ground combo) > Sweep > A Killrush > A Boomerang Hook > C Duck > B+D > Sweep > 5D > (get ready to jump to other side).

You can even do the same combo except switch the C Duck with D Duck, which makes you go in the corner instead, until you bust out the 5D and go right back to where you started lmfao.

Another fun gimmick to do -- which doesn't do much damage -- is to do a Lvl 2 Grab > A Boomerang Hook > D Duck x2 > Charged B Boomerang Hook > 5D > quickly run underneath the opponent as they fly in the air > once you're at the other side, cross them up as they wake up LOL. It's a cross under with a cross up. It's not the best grab tactic for damage, but it's fun to do and kinda confusing. Just gotta switch it up from time to time, or use it like once every 5 battles lol.

Posted
The cool part about 5D at the corner is that since you can't cross up someone at the corner, they feel safe without having to worry about the other side; then you bust out the 5D at the last second LOL. So a combo at a corner could be like (any starter ground combo) > Sweep > A Killrush > A Boomerang Hook > C Duck > B+D > Sweep > 5D > (get ready to jump to other side).

You can even do the same combo except switch the C Duck with D Duck, which makes you go in the corner instead, until you bust out the 5D and go right back to where you started lmfao.

Another fun gimmick to do -- which doesn't do much damage -- is to do a Lvl 2 Grab > A Boomerang Hook > D Duck x2 > Charged B Boomerang Hook > 5D > quickly run underneath the opponent as they fly in the air > once you're at the other side, cross them up as they wake up LOL. It's a cross under with a cross up. It's not the best grab tactic for damage, but it's fun to do and kinda confusing. Just gotta switch it up from time to time, or use it like once every 5 battles lol.

Hey man, setups. Or anything really, I haven't buckled down in training and made very many so I'll try it out. Switching up is just common sense, so I just gotta remember a lot of various gimmicks/setups. Also the autocombo AA is good for crossing up in corner lol. It works basically like Jin's 5B vaccum. Assuming they don't eat your crossup with a preemptive DP, that's another thing that should do well for mixup. Probably. lol.

Posted

The only thing I currently use OMB for is comboing off airthrow at midscreen. You don't get too much damage off it (3500? I forget) unless you have meter. 4k+ for 50 meter, and you can break 5k if you have 100 meter to double super.

Its kind of costly for the damage but 4-5k is a lot on some characters and can finish a match before they get into awakening so its worth at least knowing I guess

Posted (edited)

Alright so first of all, your combo does good damage but far from optimized. If you're doing fatal 5B or Hook into 5C OMB combos, you should do 2C after OMB into loops. That said you should do 2B, j.B loops in Fatal counter combos for more damage and better proration. Also, when you're doing the fatal into OMB combos, you can always do add one more loop from the usual fatal combos. So instead of the usual 3, do 4. So for example I took your combo and did the following:

FC 5B, 5C, OMB, 2C, 2B, j.B, 2B, j.B, 2B, j.B, 5B, j.B, 5AA, 2AC, A Killrush, C Duck, A Corkscrew, B Cyclone Upper. 7854 damage

My combo did 300 more than yours and only uses 50 SP. As a rule of thumb, I always have at least 2 2B loops at the beginning of FC combos and then do 5B loops. OMB combos allows you to do 3 2B loops. And one more thing, I saw your other video that did 2 supers off of CH 5C. To optimize 2 super ender, you want to try to get the first BIG hit of the super, the one that has the huge hit stop. It's a difference of 300 or more damage which is life or death for some matches.

Edited by Robawtninja
Posted

FC 5B > 5C > OMC > 2C > 2B > j.B > 5B > 2B > sj.B(1) > j.236B > 6C > BD > 2AB > 236A > 6C > 6A > 236236B

Does about 8.2K IIRC

Posted
FC 5B > 5C > OMC > 2C > 2B > j.B > 5B > 2B > sj.B(1) > j.236B > 6C > 4C > BD > 2AB > 236A > 6C > 6A > 236236B

Does about 8.2K IIRC

Fixed :).

Posted

FC 5B > 5C > OMB > 2A > 2A+B > 236A > 6C > B+D > 2B > j.5B > 5B > 236B > 4B > 4D > 4A > 4B > 4D > B+D > 236236B

Does 8373 dmg for 50 meter.

Posted

Tuka I haven't thought about using B Assault Dive in OMB combos. Thanks! Also Soriphen your notations seem off to me. For that much damage there's no 2C and you can't chain 4A to 4B so there's a 4D in there?

Posted
FC 5B > 5C > OMC > 2C > 2B > j.B > 5B > 2B > sj.B(1) > j.236B > 6C > BD > 2AB > 236A > 6C > 6A > 236236B

Does about 8.2K IIRC

How do you get the 2C 2B to combo? I assume it's based on when you hit them with the 2C but I was only able to get it to combo once with a variety of different timings and I'm stumped.

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