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Posted
Well if its for intro players, i think it might be a better idea to not cluster it with shit that new players shouldnt be trying/shouldnt be worrying about/garbage swag combos that are for funsies only

thats all i was thinking

That is a good point too, I'll see if Tari wants to make the template to the advanced through then so we can have a thread where the discussion can be properly placed.

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Posted

New combo video: http://www.youtube.com/watch?v=CihAPavVmDc

I think I'm probably done recording combo vids for a while, need to actually learn to play the game and not just mash combos out, lol.

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Advanced thread is probably going to be only red axe stuff. Might have yellow axe, too, but I'm somewhat dubious about that. I think it'll follow the same format as the intro thread, just with nothing but red axe combos.

That said, I'm not really sure what combos to put in there at the moment, as most of the 'advanced' combos are variations of the 5A > 2C midscreen loop or the 2C xN corner loop. The other combos are the Chie specific ones, midscreen j.BB combos, and the 5B smp loop combos.

Posted

On a more important note, Setsuna, where is your avatar from? I don't recognize that character/scene, but the art looks familiar.

Posted

Tari we should combine what were both working on lol I'm trying to play the game (matchups/other stuff) and you're filling up your combo library ... together we would be unstoppable :v:

Its from Kono Naka ni Hitori, Imouto ga Iru!, the animation is done by Studio Gokumi who did Koe de Oshigoto!, A Channel, Saki Achiga-hen episode of Side-A and The Ambition of Nobuna Oda.

Posted

Hm, interesting. I haven't seen the most recent episode of that, which could explain why I didn't recognize the scene. Still, is this a new character? I don't recognize the character either.

I thought the art looked familiar, it looks very A-Channel-ish.

Alright, I'll stop the off-topic banter now.

Posted
New combo video: http://www.youtube.com/watch?v=CihAPavVmDc

I think I'm probably done recording combo vids for a while, need to actually learn to play the game and not just mash combos out, lol.

----

Advanced thread is probably going to be only red axe stuff. Might have yellow axe, too, but I'm somewhat dubious about that. I think it'll follow the same format as the intro thread, just with nothing but red axe combos.

That said, I'm not really sure what combos to put in there at the moment, as most of the 'advanced' combos are variations of the 5A > 2C midscreen loop or the 2C xN corner loop. The other combos are the Chie specific ones, midscreen j.BB combos, and the 5B smp loop combos.

How's the idea of a combo theory thread, rather than a combo thread, fancy you?

I mean of course you could have examples, but explaining when you can meterless double guillotine axe, the benefits of 2c > [bd] loops vs other things, what you need to do in certain situations to make things work (counterhit BD: how to pick up into 2c > [bd] loops) and crap like that

because red axe is really more of a combo video mode, where if you can dream it, it probably works and ends in 236236d for 70%+

that way we can have example combos, but it can be more of a flowchart situation so rather than autopiloting combos from memory, you can intelligently wing combos (while also having combos in the memory banks for most situations)

an example of why i like this idea is when i drop 2c > [bd] loops because i started it on a air opponent, rather than ground. i know i cant throw into 5aa to keep it going, because they float too high. knowing what to do off 'hit with whatever move, they are floating rather high' or i dont know.

i hope you get the idea im proposing (even though it is a lot harder than just a combo list, it might be more useful)

Posted

Yeah, that's a pretty good suggestion. 'Advanced combo theory'. Need to think of how to format that.

I originally was thinking of listing common optimal red axe combo paths, but there isn't a good way to do that in a traditional combo thread, as far as I know, especially since the starters and screen positions change how the combos end and how many reps can be performed.

Posted
Hm, interesting. I haven't seen the most recent episode of that, which could explain why I didn't recognize the scene. Still, is this a new character? I don't recognize the character either.

I thought the art looked familiar, it looks very A-Channel-ish.

Alright, I'll stop the off-topic banter now.

I certainly don't mind anime discussion

Yeah, that's a pretty good suggestion. 'Advanced combo theory'. Need to think of how to format that.

I originally was thinking of listing common optimal red axe combo paths, but there isn't a good way to do that in a traditional combo thread, as far as I know, especially since the starters and screen positions change how the combos end and how many reps can be performed.

Yeah I think one complete "optimal" example for each combo path followed by a lot of discussion about how they work with different starters and enders would be pretty good

For instance I'm not sure if 2a 2b 2c 214B always works or not and I'm not that clear on when I can 2c 214B 2a 2b j.B 214B in the corner

Or for midscreen FC 2B I find that j.B j.C 5AA is an easier pickup than the more delayed j.B 5A version but i'm not sure how much I'm missing out on by doing that

just examples, not something i need answered or anything

Posted (edited)

Hm, I'll see if I can throw something together then.

Here's a list of red axe combo paths that I can think of at the moment. Please add or suggest other things if you think of anything.

Starters:

- 2B (FC) > late j.B > 2C > [b+D]

- 2B > j.B > j.C > 5A > 2C > [b+D]

- (midscreen) 5AA > 5AA > 2C > [b+D]

- (corner) 5AA

Fillers:

- (midscreen) 5A > 2C > [b+D]

- (corner, FC) 5AA > (2C x4~7)

Enders:

- (midscreen, high prorate) 2A > 2B > hj.B > j.214B > 236236D

- (midscreen, low prorate) 2A > 2B > 2C > 214B > 236236D

- (corner, FC) 2C > 214B (girokasu) > 2A > 2B > hj.B > j.214B > 236236D

- (corner, non-FC) 2C > j.BB > jc j.BB > j.C > j.214B > 236236D

- (corner, non-FC ) 2A > 5B > 236A > A followup > 2B > hj.BB > j.C > j.214B > 236236D

edit: not mentioning the smp 5B loop combos for the time being. those will probably have their own section.

Edited by Tari
Posted (edited)

Something like this I guess?

Starters:

2A (x1-3) > 5B

2A, croucher confirm > 2B

5B (FC) > dash 5AA

5B (FC) > dash 5A/2A > 2B

5B (FC) > 5C > 2C > [b+D]

5B (FC), close > 2C > [b+D]

Fillers:

<Ground hit 5B>

(midscreen) 236A > A followup > dash 5AA

Enders:

(midscreen, high prorate) 5A > 2B > hj.B > j.214B > 236236D

Not sure if this will work but...

Ender alternative: 5A > j.A > j.A > j.C > j.214B > 236236D

Well I'm hardly well informed of red axe combos, since my playstyle doesn't rely on them at all :psyduck:

Edited by TransientFaith
Posted

Right, forgot about the 5B CH/FC starters. Also forgot about yellow axe 5AAA > 236A/B > SB followup combos.

And yeah, playing Labrys shouldn't really revolve around red axe combos, so I understand where you're coming from, Transient. xD

Posted

One more for enders:

- (corner, FC, awakening) 2C > 22A~[C] > 5A > 2B > ]C[ > 214214A

It's good if you want to save red axe for the next round, but I usually forget that it's even an option.

Posted

You should try out this one: FC 5AA > 236A/B > 6 > A followup > 236A > 6 > A followup > 236A > 6 > A followup > 236236C/D . Pretty sure those are the buttons I press (it's red axe of course).

Posted

Did a couple variations on toen's chain combo for corner carry in the combo vid, too, haha.

Posted
why would you ever practice doing damage in combos when you can practice doing chains in combos?

http://www.youtube.com/watch?v=BvAS-eP7gUI

you sound like me whenever i start trying to do nothing but j.bb or 5a > 2c. red axe FC combos are just silly looking 100% of the time.

Posted

Wow, I didn't realize until just now that Labrys' IK was actually, by design, completely impossible to combo. It's like a gold burst. Even if you theoretically would have combo'd it, it just goes through the opponent. Ahhh, oh well.

Posted

so I should just continue what I've been doing and throw it out randomly when I feel like I need to lose a round? I think I'm like 1 in 10 for random IKs online and 1 in 5 or so for random brutal impacts. Fuck netplay.

Posted

Yeah, it works well against some supers and IKs. It doesn't really do much else, though, lol.

Posted

the only IK i landed was when this aigis thought she could shoot fullscreen projectiles to try to lame me out when I had no hp left. Was funny because he did 236x and it whiffed on the animation so he went into a 214x thing and died for it. fucking netplay.

Posted (edited)

combo theory time

midscreen red axe 5b FC

fc 5b - 2c - dash 5a - 2b - 214b - dash 5aaaa (4.1k here) (add last a for 5.6k)

anything better that doesnt have [bd] in it, trying to avoid blue health combos.

Edited by iora
Posted (edited)

FC 5B > 5C > 2C > 214B (girokasu) > (dash) 2A > 2B > hj.B > j.C > j.214B (4546 dmg)

FC 5B > 5C > 2C > 214B (girokasu) > (dash) 2A > 2B > j.B > jc j.B > j.C > j.214B > 236236C (6106 dmg)

---

FC 5B > 5C > 2C > j.BB > jc j.214B (air girokasu) > 2B > j.B > jc j.B > j.C > j.214B (4544 dmg)

FC 5B > 5C > 2C > j.BB > jc j.214B (air girokasu) > 2B > j.B > jc j.B > j.C > j.214B > 236236C (6104 dmg)

---

edit:

You can also go into chain carry combos off a 5B FC starter.

Edited by Tari
Posted

well the big draw to my combo was that it gets the 3rd hit of auto combo for burst/meter gen.

its not that far off yours, so it can be a choice of damage vs meter gains

plus no chance of dropping the final 'a' hit of autocombo. my version prorates too hard for 236236d to hit more than 3 times though, so if yours allows the full kill ill keep in mind.

glad to see its nearly as good as itll get though ^^

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