Jump to content
Dustloop Forums

Recommended Posts

Posted
"5B (CH) > 2D > dash 5B > 5C > 236B > 236B > dash 5C > 5A > 5C > 214C > 236236D (50%@5333)"

Are there any beneficial modifications to this in the corner? This seems to be her go-to counter-hit/B+D punisher combo, just wondering if it can be made even deadlier.

Change the underlined 5C to 2C for less SMP.

You can also do corner: 5B(CH) > 2D > 5B > 2C > j.BB > 8D > 236B~236B > 5B > 5C > 214C > 236236D (5576)

  • Replies 258
  • Created
  • Last Reply

Top Posters In This Topic

Posted

5C doesn't have repeat prorate; if it did, the fatal combos with 6 5Cs would never work

Posted

(from mid-screen to corner) 5b> 5C> 236A> 236A> 236236A> Dash> 5C> J.BB> J.D> 236B> 236B> from here there's three enders I have:

with 236C (4212 dmg)

with 214D (3910 dmg)

(if you have an additional 50 SP after 214D do > 236236D ender (5645 dmg)

I've won a few match with this combo >~>

I honestly only use this combo for the end of the round to guarantee a K.O.

Posted
I have see top player do : ~ sweep j land air dash JBB + SKYLLCRACKER AB (overhead + combo) !!!!

How to do the skyll cracker AB without the rampage for a overhead ???????????

What is the secret ? And the input ?

I don't get how to do this either. If i try:

jBB > 236AB > 236B > etc

I just end up with power charge. Any tips would be helpful on the execution.

Posted

It's got a couple paragraphs on the JP wiki about it too, here (first section)

Translating a bit:

If you do SB rampage just before hitting the ground then do B skull cracker, if rampage comes out right when you hit the ground it will cancel immediately into skull cracker.

If you do this from a JBB it will look like JBB > SB Skullcracker. (...) The opponent can't see if you're going to do a landing 2A or the skullcracker

At first, try doing a hop (2+AC) then just before landing input SB rampage. Also practicing from a low hitting JB canceled into SB rampage will also help. The B skullcracker input should be just before you hit the ground (input should complete at the same time you touch the ground). The time frame to miss is about 4F

After you can do that consistently, try doing hop (2+AB) > JBB starter. Once you get that down, try it from a regular jump.

After the update, SB Skullcracker moves the enemy more so this trick now pretty much only works in the corner. In the corner, you can do 5C > B Skullcracker so the return is higher anyway

In the midscreen, you can only combo after an A charge. It's about like being able to follow up with the D Dragon Kick (even though this still gives a little bit more damage)

Hopefully that's informational, I am terribad at fighting games but I know japanese so that's my contribution :)

Posted

I believe you can input it as jBB > 236AB > B

I don't have my PS3 with me right now to check.

Posted (edited)

So I was watching a video of Chie's okizeme setups and I noticed Kame did 5AB-C (FC)> j6D and landed the combo off of it. He wiffs a JB in there and it appears to let him drop a bit faster so that might be the reason it keeps dropping for me.

Edited by DeadSet88
Posted

The j.B lets you mash on dash without getting air dash. It's a very tight link.

Posted (edited)

Can we get some AA (anti-air) 5C combos on here? I was at a tournament last night and I was having trouble converting to good damage off of it.

NOTE: When you hit 5C anti-air you can hit B rampage into B skullcracker if they are low enough but I want something that will work in both low and high knock up situations.

NOTE 2: Akihiko/Lab/SLab would generally be the target of this cause he is about the only characters that wants to air dashes at chie.

Edited by Plasmachaser
Posted

Why are you anti-airing with 5C when you have 2B, 5B, and a 5f 5A? Not sure what benefits it has over those. Could you expand a bit on why you're using it?

Also, /everyone/ will want to airdash at Chie at some point or another, just because it's an important movement option that covers lots of space

Posted (edited)

Well during the tournament, most Akihiko players would IAD j.BB and ,trying to hit with 2B on reaction, I would actually slide under and whiff thus getting stuck in a kill rush. 5B was losing to the range or, at best, trading. Ditto with 5A. The only thing stuffing it without getting hit back was 5C. I know you can dash cancel and do something like, 5C(CH)>dash>5B>5C>236B>236B>236C/D and that would do about 3.5k.

Edited by Plasmachaser
Posted

at this point, the thing annoying me the most about combos is getting 5a after dash cancelling 5c. In combos like 5b>2b>236a>236a>236236a>5c>236b>236b>5c>5a>5c>214c>236236d. It's like, it can't be buffered and you've just got a couple frame window to hit.

Posted

Just dash and don't 5A a few times to get the feel for when 5A needs to come out. After you do that, it should be pretty easy

Posted

if you hit anti air 5c you can jbb j8d dash sweep or 5c jbb j8d 236b236b 236d (if you end up in the corner after the b skullcracker...) 5c 236b236b 236236d

Posted

I know one thing that helps in links is holding back instead of doing the input at which you're dropping it. Watch for the exact moment at which your character starts to walk backwards, then start timing to attack with the input instead of holding back. Helps a lot when you're learning a link for the first time, just to find the general timing window.

Posted (edited)

Slightly better damage 5AB-D combo in corner from BANBABAN during Mix Up Night #05:

5AB-D (FC) > 2B > 5C 66 5B > 5C > 236B > 236B > 5C > 5AB (0%@2987)

vs.

5AB-D (FC) > 5B > 5C > 2D > JD > 5AB (0%@2737)

Done on Labrys

Edit: It also would make sense that the damage version of this combo would be better than what was shown in Kame's video.

5AB-D (FC) > 2B > 5C 66 5B > 5C > 236B > 236B > 5C > 214C > 236236D (50%@4XXX+)

Hae also did this midscreen combo off 5B (CH) into 5AB:

5B (CH) > 2D > S66 5B > 5C > JC > JBB > J8D > 5AB (0%, 3546)

Done on Akihiko

Alternative 25% meter damage combo from midscreen to corner carry from JP wiki:

5B (CH) > 2D > S66 5B > 5C > 236B > 236B > S66 5C > 5A > 5C > JB > JBB > JC > 236CD > 236D (25%@4XXX) (must end in corner for 236D to connect)

Does not get a knockdown but is very good damage for the meter and can be an extremely useful no-meter corner carry combo off 5B (CH) by replacing 236CD > 236D with 236C. If using 236C ender you do not need to end in corner.

Edited by magz
Posted
Slightly better damage 5AB-D combo in corner from BANBABAN during Mix Up Night #05:

5AB-D (FC) > 2B > 5C 66 5B > 5C > 236B > 236B > 5C > 5AB (0%@2987)

vs.

5AB-D (FC) > 5B > 5C > 2D > JD > 5AB (0%@2737)

Done on Labrys

Edit: It also would make sense that the damage version of this combo would be better than what was shown in Kame's video.

5AB-D (FC) > 2B > 5C 66 5B > 5C > 236B > 236B > 5C > 214C > 236236D (50%@4XXX+)

Hae also did this midscreen combo off 5B (CH) into 5AB:

5B (CH) > 2D > S66 5B > 5C > JC > JBB > J8D > 5AB (0%, 3546)

Done on Akihiko

Alternative 25% meter damage combo from midscreen to corner carry from JP wiki:

5B (CH) > 2D > S66 5B > 5C > 236B > 236B > S66 5C > 5A > 5C > JB > JBB > JC > 236CD > 236D (25%@4XXX) (must end in corner for 236D to connect)

Does not get a knockdown but is very good damage for the meter and can be an extremely useful no-meter corner carry combo off 5B (CH) by replacing 236CD > 236D with 236C. If using 236C ender you do not need to end in corner.

Good finds! Thanks!

Posted (edited)

see alot of different combos, but is there a bnb section or a section for practical combos ie from a throw, midscreen to corner, corner only, max damage, and random confirms from Air to air or ground to air ? If not, i just picked up the game and was wondering whats her bnb..

I came up with a combo messing around in training mode but i doubt it maybe practical... , 5b(ch) 5c, 5b,2b,5b, 5c, 236a-236a, 5b,5c 236c ..3586 dmg no meter . Similar combo but with super ender 5b(ch) 5c, 5b,2b,5b,5c, 236a-236a, 5b, 214c , 236236c 4100. performed on Mitsuru corner only.

Edited by Final_Round
Posted

hi Final_round. what you're looking for is in the first post of the thread. Throw followups are limited.

Posted

What are highly practical 5C AA combos? Right now I just use 5C > dash 5A > JB > JC > JD > dash 2AB. Should I convert 5A to 5B > 2B? Should I just add a 2B to 5A? 5A/2A are what I use on auto-pilot to hit-confirm, though I can CH confirm immediately.

Posted

I'm really liking (j.B) -> 2B or 5C -> j.C dj.BB dj.8D AB for air to air/anti air conversions.

Posted

BNBs are basically:

Midscreen:

whatever>sweep

[AAAAA 214C/214D/236C] OR [5b 2b 236a 236a 214C/214D/236c]

Corner:

2A 5AA 5b 5c 2b 2c 5b sweep (for a successful low on okizeme)

j.BB 5b 5c 2b 2c 236b 5a 5b 5c 2b 2c 5b sweep (for a successful high on okizeme; only works on crouchers, but if they get hit by a high, they were probably crouching)

Guest
This topic is now closed to further replies.

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...