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Posted

Just confirmed:

AoA FC Launch > jC > jC OMB > run forward > 5B > 2B > 5C > 236B > 5AA > 236C > 236A [DM: 4317]

Not sure if you can do better, I think you can though.

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Posted

A 2C fatal combo I came up with last night. The first combo is universal for all characters. The second is a slightly altered and more damaging version of the same combo, but is very very hard to do on most of the cast. The second combo is easiest to do against Yosuke, Naoto, Yu, and Aigis.

FC 2C > 2B > 5C > 5B > 2AB > 5A > 2B > 236B > 2A > 5B > 2B > 5C > 5B > 2B > 236C > 236A/B (5707 Damage)

FC 2C > 2B > 5C > 5B > 2AB > 2A > 2B > 236B > 2A > 5B > 2B > 5C > 5B > 2B > 236C > 236A/B (5844 Damage)

That one little difference makes this stupid hard to do on the rest of the cast. IIRC, 2A is only one frame slower than 5A! It also helps to have a favorable falling hit box like Yosuke or Naoto. It makes 2AB easier to hit at a optimum height, which makes the 2A link after it easier.

The second combo doesn't work in the corner oddly enough. They fall out when you do 2A > 2B > 236B. 236B will whiff by going behind your opponent. XD The first combo works fines though. Might be because of the 2A having some kind of suction effect.

You can combo into 236B > 214B > 236A/B for the first combo in the corner. Get that extra 4 damage points lol!

I tried to fit a few 5Bs in between some of the hits, but I find that adding just one prorated it too much.

Posted
Can you not add a 5B before the 2B after the FC? On FC 5B > 2B doesn't require crouching, although I'll understand if it messes up stun proration

Yeah, I tried it out when I first tested the combos. If you add the 5B there, then the 2nd 5C in the combo will drop. In fact, the current combo is so prorated, that a OMB > 5C > 236B > 214B will drop if you attempt to extend the combo after the 236B > 214B at the end of the corner combo.

Posted

My ninja delete has failed me. Great find though, I'll put it through the grinder tonight.

Wouldn't it be hilarious if you could just 2AB > 2A > 5B > 2AB ...xN

Posted

Wow those combos are interesting Ctrl's combo is damaging but a bit sketchy and easy to drop in tourney play.

TSK combos are too hard to want to pull off in a real match but looks so freaking cool.

I am gonna see if if I can borrow a capture device to record some stuff.

Posted
My ninja delete has failed me. Great find though, I'll put it through the grinder tonight.

Wouldn't it be hilarious if you could just 2AB > 2A > 5B > 2AB ...xN

Actually you can! XD. It doesn't do much damage, but it makes a very entertaining FC combo.

Posted (edited)
Wow those combos are interesting Ctrl's combo is damaging but a bit sketchy and easy to drop in tourney play..

Hmm after practicing it a bit I can do the AD pretty damn reliably. Just do OMC 66 all in a sequence and it works easily enough. The hard part is pushing jB at the right moment (you can't push it immediately after the AD). It's certainly fun.

The corner AoA Launch is badass lol. Pretty easy too, honestly. Just push jC precisely, don't mash it. You can watch for Take-Mikazuchi disappearing for the proper timing. The timing for "run forward 5B > 2B" is really forgiving.

I can record stuff if we want. Maybe not Tae's stuff though because the 5A timing is making my brain explode xD

Edited by Ctrlaltwtf
Posted
courtesy of YMST, or at least what I assume he was going for:

Corner AoA FC Launch J.C J.C OMB 2B 236C 236A [DM:3502]

(personally I think there's something more to it since AoA D finisher does as much without OMB, but god knows what... All that was caught on video was up until the 2B.)

Alternate:

Corner AoA FC Launch J.C J.C OMB 5C 236B 5AA 236C 236A [DM:4055]

Wait, how do you land 2 J.Cs in a combo?

Posted
Wait, how do you land 2 J.Cs in a combo?

It is just as simple as it sounds. After the AOA launch, just j.C, wait until you recover from the move, then j.C again. Nothing special needs to be done, you don't even have to jump or airdash cancel.

Posted
It is just as simple as it sounds. After the AOA launch, just j.C, wait until you recover from the move, then j.C again. Nothing special needs to be done, you don't even have to jump or airdash cancel.

That makes sense. I thought I was supposed to jump cancel after the first J.C

Posted

Just for the sake of optimal, I confirmed that you can do 5AA > 2A > 5B > 2A+B OMC AD jB > 5C > 5B > 2B > 236C > 236A for 3 more damage, only works at close'ish range.

3 more damage!!!

Posted (edited)

After seeing Omex's tip about 100 P2 on F-Action.

FC 2C (long range) > Furious Action > 5B > 2B > 5C > 5B > 2B > 236B > 2A > 5B > 2B > 5C > 5B > 2B > 236C > 236A+B [DM: 6379]

Okay you can laugh now.

Edited by Ctrlaltwtf
Posted
After seeing Omex's tip about 100 P2 on F-Action.

FC 2C (long range) > Furious Action > 5B > 2B > 5C > 5B > 2B > 236B > 2A > 5B > 2B > 5C > 5B > 2B > 236C > 236A+B [DM: 6379]

Okay you can laugh now.

In the corner you can actually get popups from 2A into DP occasionally, especially with microdash. What I've been trying to figure out is if there's a way to tack it on to the end of a combo to start the usual 236236A --> 214214C combo ender or something similar. the full super ender will ensure you don't end with any leftover shock but good lord 1k damage with 100 p1 has to be useful somewhere

Posted (edited)
In the corner you can actually get popups from 2A into DP occasionally, especially with microdash. What I've been trying to figure out is if there's a way to tack it on to the end of a combo to start the usual 236236A --> 214214C combo ender or something similar. the full super ender will ensure you don't end with any leftover shock but good lord 1k damage with 100 p1 has to be useful somewhere

Hmm. I can't think of/find a situation where you could do that where you couldn't just do the usual j214B > 236326A instead.

Only thing I could think of was the 236C > 5AA > 236C situation where you could turn it into 5A > F-Action > etc. instead. But that doesn't work I don't think.

Edited by Ctrlaltwtf
  • 1 month later...
Posted (edited)

5aa > OMB > 5C > 236B > 5AA > 2B > 236C > 5A > 5B > sweep > 236A - 3620

Sweep > OMB > 5C > 236B > 5AA > 2B > 236C > 5AA > 236C > 236A - 4543

Grab > Sweep > OMB > 5C > 2B > 236C > 5AA > 236C > 236A - 3868

Grab > OMC > J.B > 2B > OMB > 5C > 2B > 236C > 5AA > 236C > 236A - 4735

236C > Sweep > OMB > 5C > 2B > 236C > 5AA > 236C > 236A - 4148

236B > OMB > 5C > 2B > 236C > 5AA > 236C > 236A > 4943

214C > 2B > OMB > 5C > 2B > 236C > 236A - 3743

236236A > OMB > 5C > 2B > Chair hit > 236C > 236A - 4584 (midscreen)

236236A > OMB > 2C > 5A > Chair hit > 5C > 236B > 5AA > 236C > 236A - 5207 (midscreen)

236236A > OMB > 5C > 2B > Chair hit > 236C > 5AA > 236C > 236A - 5201

236236A > OMB > 236B > 2A > Chair hit > 5C > 2B > 236C > 5AA > 236C > 236A - 5723

214214C > j.214B > OMB > 5C > 236C > 236A - 5517

214214C > Sweep > OMB > 5C > 2B > 236C > 236A > 5601

FC 5C > 2C > Sweep > OMB > 2C > 5B > 2B > 5C > 236B > 2A > 5B > 2B > 5C > 236C > 236A - 6188 (Midscreen)

FC 5C > 236AB > OMB > 2C > 5B > 2B > 5C > 236B > 2A > 5B > 2B > 5C > 236C > 6201 (Midscreen)

FC J.C > 5C > 2C > Sweep > OMB > 2C > 5B > 2B > 5C > 236B > 2A > 5B > 2B > 5C > 236C > 236A > 6123 (Midscreen)

FC 5C > 2C > Sweep > OMB > 2B > 5C > 236B > 2A > 5B > 2B > 5C > 236C > 5AA > 236C > 236A - 6360

FC J.C > 2C > Sweep > OMB > 2B > 5C > 236B > 2A > 5B > 2B > 5C > 236C > 5AA > 236C > 236A - 6156

214C > 2B > OMB, opponent bursts > 5C > 2B > 236C > 5AA > 236C > 236A - 3792 (with original 2.6k)

Edited by Omex
Posted

For the last one, I'm assuming the OMB keeps you invuln but also doesn't hit the opponent's burst... is the usual non-counter anti-air combo (5C 236B 5AA j.A j.B dj j.A j.B j.214B 236A/B) possible? I believe that one deals 3994.

Posted
For the last one, I'm assuming the OMB keeps you invuln but also doesn't hit the opponent's burst... is the usual non-counter anti-air combo (5C 236B 5AA j.A j.B dj j.A j.B j.214B 236A/B) possible? I believe that one deals 3994.

not sure. iirc the issue is the height doesn't allow for an easy followup? otherwise it'd probably be best to do like 5c 236b 5AA2B/2A5B2B > 236C > 5AA > 236C

  • 3 weeks later...
Posted (edited)

A couple of corner combos:

FC 2C -> 5B -> 2B -> 5C -> OMB -> j.C -> 5A -> 5B -> 2B -> 5C -> 5B -> 2B -> 236B -> 2A -> 5B -> 2B -> 236B~214B -> 236236A/B -> OMC (second hit) -> 214214C/D -> 2147B -> 236A/B

FC j.C -> B+D -> j.B -> j.C -> OMB -> 2C -> 5B -> 2B -> 5C -> 236B -> 2A -> 5B -> 2B -> 5C -> 5B -> 2B -> 236B~214B -> 236236A/B -> OMC (second hit) -> 214214C/D -> 2147B -> 236A/B (jump forward when you do the first j.C and the j.B)

Just Frame FC 2C -> 2A+B -> OMB -> 2C -> 5B -> 2B -> 5C -> 5B -> 2B -> 236B -> 2A -> 5B -> 2B -> 5C -> 5B -> 2B -> 236B~214B -> 236236A/B -> OMC (second hit) -> 214214C/D -> 2147B -> 236A/B (Doesn't have to be just frame either. You can do it with normal FC 2C. It will just do less damage)

Edited by Tae Seong Kim
  • 5 weeks later...
Posted

After fc j.C, is there much benefit to using 2C 5B 2B 5C 236B, compared to 5C 2C 5B 2B 236B? Except on Narukami, the 2C~ path seems to have a much stricter timing window on when to 5B 2B, and the reward seems to be only +9 damage compared to 5C~ path. Additionally, 5C's 6 fewer startup frames make it easier to land when required to dash forward a bit after a particularly far-ranged j.C.

Posted
After fc j.C, is there much benefit to using 2C 5B 2B 5C 236B, compared to 5C 2C 5B 2B 236B? Except on Narukami, the 2C~ path seems to have a much stricter timing window on when to 5B 2B, and the reward seems to be only +9 damage compared to 5C~ path. Additionally, 5C's 6 fewer startup frames make it easier to land when required to dash forward a bit after a particularly far-ranged j.C.

you should be getting the good dash up timing after j.c prettymuch all the time regardless, if you can. never any reason not to. secondly, if you do j.c 2C 2b 5c 5b blah blah you can get around 400-500 extra damage for free, which I think is pretty significant for j.c confirm, but outside of that, if you aren't good with execution, stick to j.c 5c 2c 5b 2b 236b (5aa) or (2a 5b 2b 5c 236c) route

Posted
Is that extra 400-500 damage referring to 5C 5B 2B silliness?

Oh, whoops. When I read your stuff originally I thought you had a 5c 5b 2b in there, but I read it backwards w. Yeah, I'd stick to 5C unless you're doing 5C 5B silliness.

  • 2 weeks later...

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