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Posted

No, your combo is more optimal there. It can be ended with C or D super. I couldn't remember how many hits you could land after the 2C. :)

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Posted

(red axe, CH starter, in the corner)

5a 2b 2c 214b 5a 2b 214a 5a 2b 214a

they always tech before the boldest 214a. Is it my execution or is this just not possible? i know you cant super after it, but just wodering it the combo can be done. and if not, what ender would be better? thanks.

Posted

I tried doing the above combo (5a 2b 2c 214b 5a 2b 214a 5a 2b 214a) but I can't seem to get it...my execution is terrible though, so that might be it.

How much damage does that do? I've been using FC 5A 2B 2C 2C 2C 214B (5/2)A 2B sj. j.B j.BB j.C j.214B, which builds a fair amount of meter, does 4197 damage, allows D super after for a total of 6.9k, and most importantly is really easy to do.

Posted

like 3.7 and doesnt give you super after, just practicing to understand the limits of the 214x -> 5a meterless combos. plus practicing timing is always good.

your combo is better in every way lol

Posted

Yeah, I don't understand optimization in the corner for fatals. From what I see, you can do 2C a certain number of times, depending on what to do after, so I'm wondering what the optimal follow up is.

The choices seem to be, in order of most 2Cs allowed to least

1) 214B

2) 214B, 5A 2B j.B j.214B

3) 214B, 5A 2B j.B j.BB j.C 214B

4) 214B, 5AAAA

4) 214B, 5A 2B j.B j.BB j.B j.BB j.C 214B

I'm sure some of these can be ruled out immediately, but I'm still not sure where to go or what to do when I land my corner fatal. Usually I drop the combo actually but when I land it I kind of randomly decide to 214B after 1-3 2Cs and do whatever followup from there.

Posted
(red axe, CH starter, in the corner)

5a 2b 2c 214b 5a 2b 214a 5a 2b 214a

they always tech before the boldest 214a. Is it my execution or is this just not possible? i know you cant super after it, but just wodering it the combo can be done. and if not, what ender would be better? thanks.

It's probably not possible. That said, you should remember that almost every move in this game has repeat proration, so try replacing at least one of those 5As with a 2A and see what happens. Most likely you have to end with 2A > 2B > hj.B > j.214B > etc.

Posted (edited)

Red Axe

Corner

CH.j.B>2B>5B>236A>66>A>2B>sj.BB>j.C>j.214B>236236D [50 SP] [6506]

CH.j.B>2B>2C>214AB>2B>j.B>dj.BB>j.C>214B>236236D [75 SP] [6774]

CH.2B>j.B>5B>236A>66>A>2B>sj.BB>j.C>214B>236236D [50 SP] [6667~6753 (depending on hits of j.C)] This shit took me forever to get that 5B

Midscreen

CH.5B>2C>66>5A>2B>2C>214AB>22B>2B>FC B+D>236236D [75 SP] [6680]

Edited by lime93
Posted
Red Axe

Corner

CH.j.B>2B>5B>236A>66>A>2B>sj.BB>j.C>j.214B>236236D [50 SP] [6506]

CH.j.B>2B>2C>214AB>2B>j.B>dj.BB>j.C>214B>236236D [75 SP] [6774]

CH.2B>j.B>5B>236A>66>A>2B>sj.BB>j.C>214B>236236D [50 SP] [6667~6753 (depending on hits of j.C)] This shit took me forever to get that 5B

Midscreen

CH.5B>2C>66>5A>2B>2C>214AB>22B>FC B+D>236236D [75 SP] [6680]

i think those can be improved on. i will let you know if i find something better

Posted
Red Axe

Corner

CH.j.B>2B>5B>236A>66>A>2B>sj.BB>j.C>j.214B>236236D [50 SP] [6506]

CH.j.B>2B>2C>214AB>2B>j.B>dj.BB>j.C>214B>236236D [75 SP] [6774]

CH.2B>j.B>5B>236A>66>A>2B>sj.BB>j.C>214B>236236D [50 SP] [6667~6753 (depending on hits of j.C)] This shit took me forever to get that 5B

Midscreen

CH.5B>2C>66>5A>2B>2C>214AB>22B>FC B+D>236236D [75 SP] [6680]

For red axe corner fatal? I think the optimal is to just do 2C loops, like

FC (j.B) 2B 2C x N 214B, one of the pickups that I mentioned above, super-- deals a LOT more damage and builds more meter.

Midscreen CH 5B CAN be confirmed into 5B 5C 2C [b+D] etc., which I believe deals more damage...I can't test, but I'm pretty sure.

Posted
Could you please elaborate on this? I haven't seen a non-CH 2A 25% Green-to-Red corner combo anywhere. Of course, I've been scouring combo lists and doing so much research and testing lately that it's entirely possible I missed it, so apologies if that's the case :psyduck:

My post prior to that one had the combo in it:

You can do 2A > 5B > 214A+B > 5AAAA in the corner for a G->R combo. Was thinking of universal-use combos, so I forgot to post it, but that one does exist. Also goes into 5AAA > AOA > 5B for the 2B reset.

My posts do seem rather chronologically out of order, don't they.... ><

Posted
My post prior to that one had the combo in it:

My posts do seem rather chronologically out of order, don't they.... ><

Wow, that was a superfast response, lol. I just noticed I had already taken it down in my notes, but you had already replied by the time I was done deleting the post :sweatdrop:

Thanks regardless though.

Posted

A quite easy 6.9k combo on red axe (actually can be performed at all levels)

j.B>5A>5B>2AB>214A>236236C>OMB>214B>236236D (6980red/5910yellow/4540green/3928blue/3250gray[100heat + OMB])

Posted

Since I'm a duck and iora keeps wanting people to do 25 meter combos...

What are your favorite 25 meter combos on AIRBORNE opponents? Preferably off reasonable starters like 5A/2B

Posted

shit into 236x-6-ab, but usually i go for simple into 214x ender.

i'll post when i can training mode and get some solid notation for you.

Posted
Since I'm a duck and iora keeps wanting people to do 25 meter combos...

What are your favorite 25 meter combos on AIRBORNE opponents? Preferably off reasonable starters like 5A/2B

*assuming red axe*

off of 5A

5A > 214A+B > 22A/B > 5A > 5B > 66 > [b+D] > 5AAAA [2.3K ; 25 SP]

5A > jc. > j.BB > jc. > 214B > [ground-bounce] > 5A > 214B > 22B > 5A > 5B > [b+D] > 5AAAA* [3.0K ; 25 SP]

*Amazing corner carry but hard link in the beginning and won't work properly if you're too close to corner for [b+D]. Also not worth using 25 SP for 300 more damage.

FC 5A > [b+D] > 5A > [b+D] > 5A > 214AB > 22A/B > 5A > 2B > [22A/B hit] > [5B] > Oki [3.1K ; 25 SP]*

*Just the stereotypical [b+D] combo but sacrifices 400 damage for oki and waste 25 SP.

honestly the starter I always hit on airborne opponents is FC 2B

FC 2B > 214AB > 22B > 5B > 22B[hits] > 66 > [b+D] > 5A > 2C > [b+D] > 5AAAA (4.1K ; 25 SP)

If you're too close to the corner

FC 2B > 214AB > 22B > 5B 22B[hits] > jc. > delay > j.BB > 66 > 2B > sjc. > j.BB > j.C > j.214B (4.1K ; 25 SP)

I dunno can't think of much, I only use meter if I'm gonna go all in.

Posted

@Transient:

If the opponent is too high for anything else, you'll just have to settle for 5A > j.A > j.A > j.C > j.214B instead of any 25 meter combos. If they're lower down or you're in red axe or yellow axe, you can usually combo into 236A/B > 6 > A+B followup. In yellow and red axe, you can combo off of that with 2B > hj.B > j.C > j.214B. In green axe and below, you usually have to combo it into j.A > j.C > j.214B.

In the corners, you get other options off of the SB followup, but it's typically not worth it, since you can combo off the A followup in the corner anyway.

*assuming red axe*

off of 5A

5A > 214A+B > 22A/B > 5A > 5B > 66 > [b+D] > 5AAAA [2.3K ; 25 SP]

5A > jc. > j.BB > jc. > 214B > [ground-bounce] > 5A > 214B > 22B > 5A > 5B > [b+D] > 5AAAA* [3.0K ; 25 SP]

*Amazing corner carry but hard link in the beginning and won't work properly if you're too close to corner for [b+D]. Also not worth using 25 SP for 300 more damage.

FC 5A > [b+D] > 5A > [b+D] > 5A > 214AB > 22A/B > 5A > 2B > [22A/B hit] > [5B] > Oki [3.1K ; 25 SP]*

*Just the stereotypical [b+D] combo but sacrifices 400 damage for oki and waste 25 SP.

honestly the starter I always hit on airborne opponents is FC 2B

FC 2B > 214AB > 22B > 5B > 22B[hits] > 66 > [b+D] > 5A > 2C > [b+D] > 5AAAA (4.1K ; 25 SP)

If you're too close to the corner

FC 2B > 214AB > 22B > 5B 22B[hits] > jc. > delay > j.BB > 66 > 2B > sjc. > j.BB > j.C > j.214B (4.1K ; 25 SP)

I dunno can't think of much, I only use meter if I'm gonna go all in.

Those combos are basically all not worth doing. At red axe, there's no real reason to go from 5A into SB Guillotine, since you can save the meter, gain a ton of meter instead, and still get great damage by simply going into FC loops. Not trying to be mean here or anything, just felt like it was something I had to correct.

Some examples:

Midscreen:

  • (if opponent is high up) 5AA > 5AA > delay 2C > FC B+D > dash 5A > 2C > FC B+D > dash 2A > 2B > hj.B > j.214B (3092 damage, 36 meter gain)
  • (if opponent is lower) 5AA > (delay if needed) 2C > FC B+D > dash 5A > 2C > FC B+D > dash 5A > 2C > FC B+D > dash 2A > 2B > hj.B > j.214B (3721 damage, 42 meter gain)
  • FC 2B > j.B > j.C > 5A > 2C > FC B+D > dash 5A > 2C > FC B+D > dash 2A > 2B > hj.B > j.214B (4088 damage, 40 meter gain)


    Corner:
    • FC 2B > 2C > 214B (Girokasu) > 2A > 2B > hj.BB > j.C > j.214B (4321 damage, 37 meter gain)
    • FC 2B > j.B > j.C > 5A > 2C > 2C > 2C > 2C > 2C > j.BB > jc j.B > j.C > j.214B (4406 damage, 47 meter gain)
    • (easy version of above combo) FC 2B > j.B > j.C > 5A > 2C > 2C > 2C > 2C > hj.BB > j.C > j.214B (4106 damage, 40 meter gain)



      Full-screen carry combo:
      • (opponent low to ground) 5AA > 2C > FC B+D > dash 5A > 236B > 6 > A followup > 236A > 6 > delay A followup > dash 5AAAA (3015 dmg, 46 meter gain)

    2/3rd-screen carry combo:

(opponent higher up) 5AA > 5AA > 2C > FC B+D > dash 5A > 236B > 6 > A followup > dash 5AAAA (2661 damage, 43 meter gain)
Posted (edited)

no offense taken, I totally agree. It's just 25 SP combos were requested so I went into training mode and tried them out. Can't really think of much for 25 SP and as mention there's not many situations where it's worth it(if any).

NOTE: I did not know about those last two combos, gonna go mess with them.

Edited by Labrys
Posted (edited)

@last two combos: I just thought of those recently, so I hadn't posted them up yet. Got the idea from someone here mentioning that 236x loops were possible on FC starters and that they carried the opponent really far. The 2/3rd combo can obviously also be done from a grounded 5A starter.

Also, pretty much unrelated, but if anyone wants to be really flashy, the jp wiki actually has a mid-screen double girokasu combo that involves SB guillotine for one of the two girokasu:

JB>(dash)5A>2B>2C>SB girokasu>B tsurugi(hold)>2B>B girokasu>(tsurugi hit) full charge B+D or partial charge 5B(>sweep)(3800・D moujuu〆6600)

Not any real reason to use that combo, either, lol.

Edited by Tari
Posted

I'm assuming everyone here is aware of it already, but Labrys can combo 2A to 2B on crouching confirm.

Apologies to anyone who wasn't already aware, because I keep forgetting to mention this. It's actually pretty useful, as it allows her to do around 200-300 extra damage in green axe midscreen.

Posted

i did not know that

can you 2a 2a 2a 2b? or like how many at most can you do? (im fucking awful at crouch confirm lol)

Posted
Yeah, you can do multiple 2As into 2B.

Sweet this boosted my pressures with her.. too bad 2As don't generate axe level, still it's really useful. thanks again tari :)

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