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Posted

Found out you can get in a 5C if you OD cancel a 6B CH. Not sure if it is worth the OD just like with the simple grab combo, but here you go.

 

[1 Charge + OD + CH] 6B > OD > 5C > 2C > 236D > 6CC > 236C > 214B > 22B(w) > 5C > 2CC > j.C > j.CC > j.214A [3555 DM] [25% HG]

[1 Charge + OD + CH] 6B > OD > 5C > 2C > 236D > 6CC > 236C > 214B > 22B(w) > 5C > 2CC > j.CC > j.236A > j.214A [3630 DM] [25% HG]

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Posted

well it says you need one charge but i just have 2 question

how easy is it to confirm 6bch and follow it up

and lastly does that one charge comes from the od or do you need one charge before hand which is the most important one lol.

Posted

Ah you actually need one charge from outside the OD. It would be neat if you didn't like for the 421D > 236D during the 5CC > 22D corner OD combo. You do end up with 1 charge and a bit more by the end of the combo, though, at 100% health. This is only because you have to use charge so early in the combo, but I can see if there is anything I can do to change that. 

 

The 6B CH confirm is normally pretty hard for me to followup with 5A usually, but from my experiences, doing the OD makes it a lot easier.

Posted

yeah, 6B OD  will make 6b CHs hurt much more. follow up with 5c instead of 5a. still not sure if I'd do it. 6B > OD when it looks like they will get hit seems reasonable though. always the chance they'll block low at the last second but you know. 

Posted

It's not worth it.

 

You can get 3.2k without OD.

Posted

It's not worth it.

 

You can get 3.2k without OD.

 

What is the minimum damage difference between an OD combo and a non-OD combo that determines efficiency? Like in the guide there is one for CT combos compared to regular combos, so I am just curious. Also there was a channel on youtube that had a bunch of OD combo videos that got deleted not too long ago so I have been trying to figure out my own. Probably why they are so bad.

 

Do you know where I can find it? I remember it was in three parts and there were a few extra videos on the side.

Posted

Well it's a personal preference but I'm looking at like 600-700 damage+. Like Tsubaki's Corner 5CC > 22D > OD stuff goes into 5k, but without OD, the combo deals 4.3k. 6B CH > OD is a pretty hard hitconfirm as you pointed out, and if you know you're going to get a CH from a strike you're better off going for 5C/6C/3C CH.

 

Bunch of OD combos you say?

 

Edit: Yeah it was by Kazu. You'll have to find the videos on nico now if they're still there.

Posted

Well it's a personal preference but I'm looking at like 600-700 damage+. Like Tsubaki's Corner 5CC > 22D > OD stuff goes into 5k, but without OD, the combo deals 4.3k. 6B CH > OD is a pretty hard hitconfirm as you pointed out, and if you know you're going to get a CH from a strike you're better off going for 5C/6C/3C CH.

 

Bunch of OD combos you say?

 

Edit: Yeah it was by Kazu. You'll have to find the videos on nico now if they're still there.

 

I have been snooping around nico but it has been a good 4 years since I used that site and the video title is probably japanese. I'll keep trying anyways.

Posted

Not sure if anyone already knew this but,
If you combine corner ball Oki with a deep Jcc Tsubaki can go into fuzzy Ja/jb.

Ja>Jc>delay>jcc>jD>jb>jc>236a>214B>22B 1.5k or

Jb>>>>>22B>5c>2CC>j236a~1.8k back into oki. 

Best combo I have is
Jb>jc>delay>jcc>jd>jb>jc>22D>6C>236c>214B>22B>5c>2cc>j236a oki~2.3k
-Shiro

Posted

i think the 236A canceling of landing recovery thing is too tight. jcc>OD>jcc or something would be easy though. if you could do jcc>od.jcc>j214c that'd be ideal. 

JB>JC gets a perfect timing for a deep jC too. I think if you do jA you might have to time it a bit better. Though JB>JC is a little bit tight (not as tight as EX).

 

tho on the other hand I'm guessing if you whiff either a j.A or j.B you'll eat a wakeup DP, orb cover or not.

Posted

it can probably add more damage if you add rc or charges to fuzzy guard. how about a safe jump fuzzy guard would that be a better alternative?

btw i have trouble seeing the above combo since adding jd and landing into special seem either tight or not human. or does special ignore the landing recover of j.d

Posted

you can cancel landing recovery into a special. but to cancel the landing recovery with a special is like a 1f tight link. 

Posted

The 236a link isnt really a 1f link, its extremely consistent so long as you have the proper timing with the jb>jcc.The timing on the Jb>jcc>>> is much more difficult.
As an alternative, 
Jb>jcc>j214D>22D>6c>236c>214b>22B>5c>2cc>j236a

In regards to the DP issue, because you are cancelling the forward dash into a 8jump your momentum is carried forward, if one were to DP... it should go right past her.. Havent tested it, but this same thing applies to a few other characters and their setups.

~Shiro

Posted

you know it didn't really occur to me before but with people delaying tech to avoid j236A oki, they can only delay it to a point or they'll get hit by the orb. It should be pretty possible to set up a safe jump that works if they try to delay tech the orb. the safe jump can then go into the fuzzy. Not sure if this is what you were saying. 

 

Maybe even the same timing? If they just techs and blocked, orb covers you, if they delay tech, safe jump? something to look up. 

Posted

If your talking about me i meant any safe jump set up since it gives you the deepest jc point on block so it should be able to go into fuzzy set up. Eg any 3cc corner ender.

Also to me the orb oki is a way to replenish stocks and allows for mix up, I probably won't sacrifice my charging time. I'm curious but in your scenario how much charge time do you get? Since my tsubaki theory is she wins by charging lol since stock is everything to her and safe charging is the way to play her.

Posted

if you don't do a short charge after j236A> JD> JC, you'll let rolls pass. you can do it if you know they won't roll. 

 

any j236A ender tends to give you a good chunk of charge no matter what. I think solid mixup is more important than a bit more charge. 

Posted

if you don't do a short charge after j236A> JD> JC, you'll let rolls pass. you can do it if you know they won't roll. 

 

any j236A ender tends to give you a good chunk of charge no matter what. I think solid mixup is more important than a bit more charge. 

 

If orb oki is done 5c>2cc>tkj236a 

It will also catch rolls. The only oki were you need to use Jd>jc is with 

5c>2cc>7jc>j236a oki~Jd>jc

Take a look

https://www.youtube.com/watch?v=nz4Q9vhIdX0#t=1m11s

~Shiro

Posted

tk.236A is nice, but I want to point out that 5C > 2CC > tk.236A is not universal. It doesn't work against Litchi or Azrael (lol) for instance.

 

So you can do 5C > 2C > tk.236A instead!

Posted

As long as we're on the topic of oki, how do you guys feel about 5C > 2CC > j.5C > j.236A? I first saw it here: https://www.youtube.com/watch?v=4BqtPaNzh9Y&&t=4m54s @ 9:17. My only concern is that it may not be as effective, because it takes the orb longer to reach the opponent.

It's probably better if it was midscreen or near corner the extra orb time is good for those situation although I should watch that vids to see lol

After seeing the vid, it has two purpose against hakumen,

One it's easier to do, where general tk7236a method doesn't work against him, I believe it was written as step back 5c or 5b can't remember

And function 2 was to make hakumen miss timing on wake up 2d reversal, since it's not a meaty in a sense with large gaps and 2d active frames are like 2 frames or something it whiff and got punish instead probably timing and counter for him would had been harder. The hakumen player probably didn't know it was different from. Normal set up and thought 2 d would work as a wake up reversal.

Think its fine as a anti hakumen tech lol.

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