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Posted

5B > 2B > 5C > 214C > 5A > 5C > 2C > (delay) 214B > 5B > (2B) > j.C > j.214A > 5AAA: XXXX/XX

This combo don't work with me ?!

Posted

(Midscreen to corner) 5B > 5C > 214D > OMC > 5B > j.C > j.214A > 2B > j.C > j.214A > 5AAA [ 3.7k ]

Because I still hate 214D > OMC > 214B

(Corner) Throw > 2A > 5B > j.C > j.214A > 5A > 5C > j.BB > j.BB > B+D [ 2.5k ]

What's the best meterless damage Yu can hit off of his throw in the corner anyway?

Posted (edited)

(corner) j.214A/SB (OMC) > 5C > 2C > 2AB = 2264 (using j.214A)

(corner) j.214A/SB (OMC) > 5B > 5C > 2C > 214B > j.2A = 2823 (using j.214A)

(corner) j.214A/SB (OMC) > 5B > 2B > j.C > j.214B > 2B > j.C > j.214A > 5AAA/CS = 3482/4232 (using j.214A)

(corner, low as possible) j.214SB > 5A > 5C > 2C > 214B > j.2A = 2996

(corner, low as possible) j.214SB > 5A > 5B > j.C > j.214B > 2B > j.C > j.214A > 5AAA/CS = 3664/4439

also need to make a correction on one

CH throw combos midscreen/approaching corner:

Midscreen

CH C+D > dash 5B > 5C > 2C (DC): 2066/13

CH C+D > dash 5B > 5C > 2C > (delay) Ziodyne: 2977

Approaching corner (no wall bounce)

CH C+D > dash 5B > 5C > 2C (DC) > j.B > j.C > j.B+D: 2480/20

CH C+D > dash 5B > 5C > 2C (DC) > j.B > j.C > j.B+D > Ziodyne: 3365

Apparently this is not character specific like I said before, you have more time to get close before the 5B than I thought. Works on all characters.

Edited by VR-Raiden
Posted (edited)

Or if you're too worried about the timing after the CH grab midscreen, have meter:

CH C+D > 214C > Ziodyne 2409/07

or awakening

CH C+D > 214D (1 hit) > Cross Slash 2659/04

Or if you are reeeeeally lazy:

CH C+D > Cross Slash 2690/04 (that range lol)

(while writing down the damage found a weird/not worth it gimmick where you would do: CH C+D > 214D > OMC depending on the time where you OMC you will be either be on the left or right side of the opponent. Not practical at all but interesting)

Edit:+ A random extra midscreen to finish off opponent: 1 burst + 50 SP ( :v: impractical resource wise but noting it down since it's interesting that it works)

CH C+D > 214D (1~2 hits depending on timing) > OMB > 214B > 66 5B > 5C > j.BB > j.B > JC > j.BB > j.B > j.B+C > Ziodyne 3830/07

The first three are worth noting since its interesting that it works but the extras are merely lab randomness.

Edited by WakeUpDP
Posted

I think throw -> OMB -> cross slash/ziodyne is going to be a big thing to finish off games because the entire combo is unburstable. For ziodyne you can probably do throw -> OMB -> 214B -> Ziodyne, if they burst they get hit by ziodyne anyway because of invincibility.

Posted
What's the best combo off of 5B > 5C > 214D > OMC > 241B?

Right now I'm just doing 5B > 5C > 214D > OMC > 241B > 5B > 5C > j.BB > j.BC > 214A for 3505 or something.

5B j.c j.214B 2B j.c 214A AAA
Posted

yes 2B prorates the same for 1 hit as it does for 2

Posted

hmm.....

fc 236d(2)>214a>dash 5a>5c>2b>5c>5c>214d = 3.3k anywhere

fc 236d(2)>214a>dash>5a>5c>2c>dc>5b>j.c>j.214b>2b>j.c>j.214a>5aaa = 4k midscreen to corner

fc 236d(2)>5c>2c>214b>5b>j.c>j.214b>2b>j.c>j.214a>5aaa = 4.1k near corner/corner

Posted

In my professional opinion, using meter to combo off throw really isn't worth it unless it's going to kill them.

Posted
So is the CH state on grab reactable? Didn't test but I'd like to know before I waste my OMC when I could've comboed anyway.

Yes, it's definitely reactable.

Posted (edited)

I decided to work on a few 5D oki mix ups and came across this:

Off of 5D oki on wake up:

(5D connects)

66 > A+C > 2B > 5B > 5DD > 5B> 2B > 5C > 5B > 2B > 5C > 214D = 3403; (Ziodyne) = 4314; (Cross Slash) = 4693

A variant of the combo:

IAD > A+C > j.B > [N] > 2B > 5DD > 5B > 2B > 5C > 5B > 2B > 5C > 214D = 3343; (Ziodyne) = 4254; (Cross Slash) = 4633

Same combo works with crouching opponents; For the one using the Evasive Action instead of using 5A you would use 5B due to crouch stun and you will get 4240 from Ziodyne and 4619 from Cross Slash enders.

It's not anything spectacular but it's a pretty easy combo to get off of an opponent getting hit by 5D on wake up.

Silly enough, if you use 5D late to catch them with 3 hits instead of 2, you can get 3529, 4440 with Ziodyne and 4819 with Cross Slash (This will most likely not happen but if it does, you get extra damage)

EDIT: Thread Updated

EDIT2: Found out you can hit the opponent on the Evasive Move with 2B on the first combo instead of 5A; gives you more damage.

Edited by Shinsyn
Posted (edited)
Not to be a nay-sayer, but who gets hit by 5D on wakeup?

People that don't block, you would be surprised what people will do when they can't think straight due to the mix up. Besides, they're 3K combos w/o meter and 4K with meter, why not be aware of them?

Edited by Shinsyn
Posted (edited)

Corner fatal combo starting off CH 2C, tested only on Yu:

CH 2C, 214B, immediate 5C, TK j.214B, 2B, 5C, tk j.214B, 2B j.c j.214B, 2B j.c j.214A,214214C - 5.7k damage for 50% bar, almost 5k meterless.

You can drop the last loop to end in AAA if you want the meter, but I don't think you can end in Ziodyne after 214A.

Edited by Kikuichimonji
Posted (edited)
I would like to know as well, atm I just do 214D OMC dash 5B into loop because cancelling the 214D into 214B is awkward

What is the loop mentioned here?

A few other quick questions:

1) What does "(DC)" stand for in the combo notations?

2) I've noticed many combos start with a counter hit. Is there a way to ensure CH or are these meant to be done on reaction to a CH?

3) "j.bb" does, in fact, mean to jump and press 'b' twice correct?

Thanks in advance for any and all replies.

Edited by wolfeagle847
Posted

@wolfeagle847

1) DC = Dash Cancel, you will also see 66 at times which initially means the same thing. Just be aware that there is a C+D input which is your grab so keep your eyes open for that.

2) Counter Hit are varied combos if the opponent is swinging during one of your starters, Counter Hit gives you a little more stun to give you an opportunity for a bigger combo (Same thing applies to Fatal Counters but they give of more stun than a regular counter hit).

3) j.BB does mean press B twice in the air, Narukami has a few follow up attacks so when you see j.BB or 5DD the other B/D is the follow up attack.

Hope all of this helped.

Posted
2) I've noticed many combos start with a counter hit. Is there a way to ensure CH or are these meant to be done on reaction to a CH?
What Shinsyn said, and lots of moves in this game leave you in counter hit state during their recovery, so sometimes you know you'll land a CH if you're punishing something specific. So both on reaction and not depending on the situation.
Posted (edited)
Looking for some good mix-ups off of a blocked 5D oki set up.
Fuzzy guard, j.b -> low A, sweep, air dash j.a/j.b, j.b (1 hit) whiff j.bb 2A, j.b j.214A/j.214AB, crossup air dash j.a j.b, non-crossup j.b -> double jump crossup, air dash air turn divekick to feint a crossup, roll through during 5D -> 2A, 214A, 214AB, All-out attack, throw after 5D, etcetera.

Yu has high/low mixups that work while the opponent is still in true blockstun from 5D and 5DD, but this prevents you from mixing up with crossups because of auto-block.

The combo from these depends on whether you have 5DD left, if so usually you'd just do whatever -> 2B/5B (hit D) j.b dash 2B 5B 2AB 5D again. If you hit with an overhead or a sweep you can do a more juicy combo than a 2A by going into 5B/2B (hit D) 214B into a j.c loop.

I personally like ending in j.b dash 5A 5C 5B 2AB because it's easier than dash 2B 5B 2AB and it does similar damage and looks cool. But you could also just do j.b -> 5B -> 2AB if you don't want to deal with dashing.

Your question was vague, so I hope I answered it.


Another Fatal Counter combo, this one off 214B midscreen-ish: 214B (CH), dash 5C, 214A, 5A j.C j.214B (get to corner) 2B j.C j.214A AAA. If you don't want to end with AAA and instead are doing a super, you can do dash 5B 5C beforehand.

The real point of this combo is to show that you can use 5C 214A to get to the corner. I know it does between 4K and 5K meterless, I don't remember how much exactly.

Using 214B as a punish is probably the best thing you can do midscreen to a lot of moves, like say Aigis's uppercut. Rolling through some supers can allow you to punish them harder with 214B.


I think emphasizing 5C over j.c in Yu's combos whenever possible is going to yield the most damage because of the significant proration on j.c. Without fatal, you usually have to use TK j.214AB to combo from 5C into a Roaring Lion loop, and the corner carry isn't as much. However, off a raw 5D for example, you get basically the same (more?) damage using two tk j.214AB's as you do when you do the standard 2B j.c 214B 2B j.c 214A Ziodyne. The biggest problem with using the j.214AB is that you won't gain meter during the combo because of the meter restrictions on EX moves. However, it lets you punish super hard off a clean hit whenever you're somewhat near the corner, especially if you end with Cross Slash or Ziodyne for the full 100% meter.

Yu seems to be the type of character who can put an opponent from 50% to dead for being dumb and then you never have to deal with Awakening.


Does anyone have an optimized combo involving 5D off a 2A for the kill? I can get like 3.1k with a combo into cross slash. Edited by Kikuichimonji
Posted
Looking for some good mix-ups off of a blocked 5D oki set up.

A good mix-up after a sweep and a blocked 5D is to j.B(2) to follow up with 2A>5B>2B>5D(followup)>j.B>2A>5C>5B>2B>2A+B (to oki loop) if successfully landed all damage deals 3214+ easy on corners.. but if you're midscreen try Jump dash Jump turn j.C>2A>5B>2B>5D(Follow up, careful timing here)>j.B>2A>5C>5B>2B>2A+B (to oki loop).. my last one includes roll but it does not connect and easily countered.. but still a good mixup on sweep 5D d.5B>2B>A+C>5D(follow up while rolling)>2A>5C>5B>2B>2A+B (to oki loop).. well mastering this takes a lot of time on real fights and gives your enemies a +23 Gauge refill if blocked well.. +46 when blocked on time but still a good mixup nonetheless

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