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Posted

Well, it could be a question of the target. I'm guessing you're trying to do the combo exactly as they did with the same target character?

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Posted

I tried it on Akihiko a couple of times and thought it might've been character specific, so then I did switch to the character I saw it used on in the video, which was Chie herself, and had the same results.

Posted

Hmm, I don't know then. I know what you're going through. I can never get a Akihiko Sweep->A killrush -> C Duck -> A corkscrew and have yet to figure out why.

Posted
Alright, so whenever I'm performing a certain combo, the dummy tends to tech out of it. The combo in question is:

2A > 5B > 5C > 236A > 236A > 5B > 5C > 236B > 236B > 5B > 5C > 214C > 236236D

Right around when I'm performing the second rampage and into the skull cracker is when they tech; I checked my input settings and I adjusted myself, I tried delaying it to see if they had to be at a certain height, but they still tech out of it. I watched a video of the same combo being used and the second rampage is supposed to five hits but for some reason mine come out only as four and it allows the opponent to tech before the skull cracker connects.

So, can anyone tell me what is up because either there's a certain timing to it, or my game just hates me.

Your problem is the second B Rampage if you're only getting 4 hits then. They need to be level with the Rampage so all 5 hit, so basically you're going to need to delay the 5B > 5C and the 5C > B rampage in order to get it to work.

Posted
Your problem is the second B Rampage if you're only getting 4 hits then. They need to be level with the Rampage so all 5 hit, so basically you're going to need to delay the 5B > 5C and the 5C > B rampage in order to get it to work.

This helped immensely, thank you.

  • 1 month later...
Posted
Your problem is the second B Rampage if you're only getting 4 hits then. They need to be level with the Rampage so all 5 hit, so basically you're going to need to delay the 5B > 5C and the 5C > B rampage in order to get it to work.

wtf can you really tell from the number of hits ROFLROFL i never knew this

Posted
wtf can you really tell from the number of hits ROFLROFL i never knew this

It's more based on the height of the opponent's body. You can't reasonably react to whether or not you'll get that 5th hit. But if you're hitting them with Rampage B and their body looks too high above the ground, it's probably going to drop.

Posted
It's more based on the height of the opponent's body. You can't reasonably react to whether or not you'll get that 5th hit. But if you're hitting them with Rampage B and their body looks too high above the ground, it's probably going to drop.

ya i know i just didnt know about the 5 hit thing tho

  • 2 weeks later...
Posted

Are there any new burst safe/optimal combos that aren't listed here? I know you can do a little more damage by doing 2B between 5B>5C in the 5B(CH) combo but I'd like to know some burst safe combos.

Posted

During rampage/skullcracker/AoA mashing you can hold back and react to their burst with OMC. Other options include CH 5B 214CD 236236A(this isnt worth it), ending combos with 214CD 236236D, godfisting on reaction, or just guessing and blocking.

  • 1 month later...
Posted (edited)

What's this new/better CH 5b punish? Colpevole mentioned it and I don't really know where to look. Currently I do CH 5b > 2d > dash 5b > 5c > j.c > j.bb > j.8d > a+b (or b. rampage combo)

Edited by Rybuster
Posted
What's this new/better CH 5b punish? Colpevole mentioned it and I don't really know where to look. Currently I do CH 5b > 2d > dash 5b > 5c > j.c > j.bb > j.3d > a+b (or b. rampage combo)

That's the most optimal punish I'm aware of. IIRC the old route was to link 236B into more ground stuff rather than taking them into the air and using j.8D. Maybe you were reading a really old post, or else there's something I just don't know about?

Posted

Ch 5B > 2DD > 2B > 2C > 236B > 5B > j.BB > 8D > AOA. A little more damage and a lot more corner carry for the AOA ender.

Posted
Ch 5B > 2DD > 2B > 2C > 236B > 5B > j.BB > 8D > AOA. A little more damage and a lot more corner carry for the AOA ender.

It's just 2D, not 2DD, but yeah, pretty much this.

There's a corner variant too, which goes: CH 5B > 2D > 5C > 236B > 5B > 5C > j.BB > j.8D > AoA

Posted (edited)
It's just 2D, not 2DD, but yeah, pretty much this.

There's a corner variant too, which goes: CH 5B > 2D > 5C > 236B > 5B > 5C > j.BB > j.8D > AoA

Unless there's a special trick, this yellow combo drops at the j.8D for me, against Elizabeth and Kanji, the only two characters I've tried it against.

However, corner CH 5B > 2D > 236B > 5B > 5C > j.C > j.BB > j.8D > AoA works and does 3947 damage, a worthy upgrade over the standard CH 5B > 2D > 2B > 236B > 5B > j.BB > j.8D > AoA's 3784.

Edited by Primiera
Posted (edited)

it's totally might be j.C instead of 5C before j.BB > j.8D and if it is I'm sorry and you can all make fun of me now ;;

edit: yeah, it's actually 5B (CH) > 2D > 5C > 236B > 5B > j.C > j.BB > j.8D > AoA... it does about the same damage as what Primera posted (a whole 2 damage more), so take your pick on what you think it easier. I'll check my combos before I post them in the future I promise (that's a lie btw).

Edited by Colpevole
  • 2 weeks later...
Posted

Potentially silly question [newbie chie here] but anytime I do corner combos that come after SkullcrackerA I can never follow up.

I usually do 2A > 5AA > 2B > 236A > 236A > 5B > 5C > 236B > 236A > 214C > 236236A

once I hit Skullcracker and need to follow up with 5B the amount of stun they're in disappears. I can do it perfectly in training with instant oki and etc but online I get it off maybe 1-8 matches. Is this not an actual working combo or am I doin something wrong? >:

Posted

There's a couple potential problems you're having. The first and most obvious is that you're playing online; connections tend to fluctuate and in general it's much harder to do combos online than off. That's just something you have to get used to. Secondly, it might be because you're starting with 2A. 2A starters in this game generally make your combo much shorter and more difficult to do (I'm actually surprised that that combo works at all off 2A lol). Try starting with 5A or better yet, 5B, it'll make the timing easier. Finally, the 5B link off skull cracker DOES have an awkward timing, so you might just need more time in training mode to get it down. Make sure you can do it at least 10 times in a row.

Edit: last minute thought, when you do it in training mode, does the combo counter turn yellow? That means the opponent could have gotten out of the combo if they wanted to, which might be your problem.

Posted
There's a couple potential problems you're having. The first and most obvious is that you're playing online; connections tend to fluctuate and in general it's much harder to do combos online than off. That's just something you have to get used to. Secondly, it might be because you're starting with 2A. 2A starters in this game generally make your combo much shorter and more difficult to do (I'm actually surprised that that combo works at all off 2A lol). Try starting with 5A or better yet, 5B, it'll make the timing easier. Finally, the 5B link off skull cracker DOES have an awkward timing, so you might just need more time in training mode to get it down. Make sure you can do it at least 10 times in a row.

Edit: last minute thought, when you do it in training mode, does the combo counter turn yellow? That means the opponent could have gotten out of the combo if they wanted to, which might be your problem.

I find it really hard to actually get in with 5B/2B whenever I try to get in with it I always get smacked first no matter who I'm fighting which really bugs me so I usually go in with 2As. I'll try to go in with Bs from now on and just get used to it lols. I also need to remember at midscreen to 2AB into 236236A so I can do some mid stuff. I always have trouble doing mid-screen combos :vbang:

No the combos dont turn yellow, I make it set to oki as soon as the AI can get out.

Thanks for the tips, I'll try getting in with Bs more. :U

Posted

no no no, I'm not saying to get in with 5B/2B, I'm saying you should practice landing it with that in training mode to get it down since B starters are easier than A starters, especially 2A. 2A is a better neutral tool than either of the B normals, so getting in with that is good, but normally off that starter you want to just go into sweep instead. For your combo specifically, off 2A it's just a really tight link, you might want to try dropping the 5AA and just go 2A > 5B > 2B... instead. I'd only do that combo if it will kill though.

Posted
no no no, I'm not saying to get in with 5B/2B, I'm saying you should practice landing it with that in training mode to get it down since B starters are easier than A starters, especially 2A. 2A is a better neutral tool than either of the B normals, so getting in with that is good, but normally off that starter you want to just go into sweep instead. For your combo specifically, off 2A it's just a really tight link, you might want to try dropping the 5AA and just go 2A > 5B > 2B... instead. I'd only do that combo if it will kill though.

I actually got it to work after some much rigorous practice. I've been working on 236236A combos at mid screen a lot more because I have trouble doing anything at mid. Those corner combos though I just wasn't delaying the 236B after 5C long enough to catch every kick as mentioned in earlier posts so the opponent would get out because the last kick would always miss.

  • 1 month later...
Posted

Completely new to the series so there will be some newbie questions by me from time to time.

How do I combo AA 2B > JC ?

jumping C doesnt seem to connect or am I too slow?

Posted
2B > jump cancel j.C. Easier on counter hit, but should be perfectly doable without. Although AA 2B > 5C is better in most cases.

thx for the quick reply but what exactly is jump cancel in p4a? how do I do that? I was looking on youtube but couldnt find anything

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