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Posted
....

Airk you really need to word your sentences better.

Shall try.

Errol brought up that you can combo after it and I suspected a combo using 5C after 214B would work. And it would be useful since it would allow going into air enders on most confirms. Then linked a video in the video thread of Tomo using it. Im not surprised you didnt see since they were in different threads.

Apparently I did miss it, even though I try to read all the threads here. What thread is all this in? because it's definitely not in the gameplay discussion thread that contains the only comments on this that I've seen.

I would think that its most likely to help with the timing of 5C after 214B. And for safe jumps is probably used to lessen the large amount of frame advantage your at.

It's clear enough what it's for in a safe jump sort of situation, I think, but if you're just going to combo after it, it seems odd. Must be a timing thing.

  • 2 months later...
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Posted

I'll like to mention 2 combos I stole from Ayato in the latest videos.

[4]6C Air hit > 5C > 2CC > IAD j.CC > 5C > 2C >236B > 214B > 22B - it deals 1.9k. It's kinda specific in that you kinda need to be close to get the hitconfirm and it's not exactly a BnB, but it does show you what your options are from a fireball hit. With a grounded hit, you'll probably resort to the standard BnB (5BB > 2BB > etc).

5B > 22D > 6C > CT > Dash 5C > 2CC > 236C > 5A > 5C > 2C > 236B > 214B > 22B deals 4k. That's really good from a 5B hit, and is also good if you're hitting with 5B from max range, but the hitconfirm is really demanding. 5BB > 5CC > 22D is the much easier hitconfirm, but deals 500 less damage. If you're hitconfirm is really good, opt for the former, otherwise you're better of sticking with the latter.

Posted

5B > 22D > 6C > CT > Dash 5C > 2CC > 236C > 5A > 5C > 2C > 236B > 214B > 22B deals 4k. That's really good from a 5B hit, and is also good if you're hitting with 5B from max range, but the hitconfirm is really demanding. 5BB > 5CC > 22D is the much easier hitconfirm, but deals 500 less damage. If you're hitconfirm is really good, opt for the former, otherwise you're better of sticking with the latter.

What about 5BB > 22D > same stuff? That would be an easier confirm than 5B, but it's not clear what it would do to the damage. I'd assume it would be better than 5BB > 5CC because you'd be losing less damage from the crush trigger?

Posted

Yea you basically answered your own question, heh.

Posted

Well, not really. I just ran it through the calculator, and doing it off 5BB > 22D is only like 100 damage better than doing it off 5BB > 5CC because the 5CC adds enough damage to mostly offset the proration. 5B > 5C > 22D does like 50 damage less than just confirming off 5B, and 5B > 5CC > 22D does about 50 less than THAT, so really, it's the 5BB that costs you all the damage on that hit confirm.

  • 1 month later...
Posted (edited)

Added a new combo:

[25%] 236D CH air hit > 6C > CT > Dash 5C > 2CC > IAD j.CC > 5C > 2C > 236B > 214B > 22B [4220 DM]

I'm not exactly spot on with the damage, since I can't clearly see it, but it is 4.2k for sure. I can always fix that up when CP is out.

Edited by Kiba
  • 1 month later...
Posted
Added a new combo:

[25%] 236D CH air hit > 6C > CT > Dash 5C > 2CC > IAD j.CC > 5C > 2C > 236B > 214B > 22B [4220 DM]

I'm not exactly spot on with the damage, since I can't clearly see it, but it is 4.2k for sure. I can always fix that up when CP is out.

She does so much damage *-*

Posted
Well, not really. I just ran it through the calculator, and doing it off 5BB > 22D is only like 100 damage better than doing it off 5BB > 5CC because the 5CC adds enough damage to mostly offset the proration. 5B > 5C > 22D does like 50 damage less than just confirming off 5B, and 5B > 5CC > 22D does about 50 less than THAT, so really, it's the 5BB that costs you all the damage on that hit confirm.

i wonder if this post isn't forgetting the time restriction. you probably can't do the full combo if you do 5bb>5cc.

Posted
i wonder if this post isn't forgetting the time restriction. you probably can't do the full combo if you do 5bb>5cc.

It's not "forgetting" so much as "have absolutely no way to verify one way or the other, so opted not speculate"

  • 2 months later...
Posted

I just went through all characters and did the DP whiff combo on them a few times (using 5CC starter and 5A > 2C pickup).

All characters first tested manually about 10 times each.

Then a recording that works against a Normal Timing character was made and tested against the whole cast, the characters where it whiffed against were placed in the Tight Timing group.

Then a recording was made against a Tight Timing character and tested against the rest of the Tight Timing group.

Last but not least a recording was made of a Relaxed Timing character and pitted against a Normal Timing character making sure it whiffed, then done against the rest of the cast to make sure there aren't any other Relaxed Timing characters.

Doesn't work at all:

Amane.

Relaxed Timing:

Mu

Normal Timing:

Relius, Makoto, Tao, Hazama, Hakumen, Kagura, Bullet, Ragna, Litchi, Tager, Terumi, Noel, Jin, Tsubaki, Rachel, Platinum Nu.

Tight Timing:

Arakune, Azrael, Izayoi, Carl. Valkenhayn, Bang.

Posted

Ah sorry I should have been specific. I've got this added in the first post in the CP combo thread.

Posted

Characters where CT > 5C pickup works against:

Works on:

Mu, Relius, Makoto, Taokaka, Hakumen, Kagura, Ragna, Litchi, Tager, Azrael, Noel, Jin, Arakune, Carl, Tsubaki, Rachel, Valkenhayn, Bang, Nu

Tight Timing(5C needs to come out on frame 1):

Hazama, Terumi.

Doesn't work on(but 5CC works):

Bullet, Izayoi, Platinum, Amane.

Posted
if you use 5cc can you get the 236c>5a follow up?

Yes.

All the testing above has been done using 5CC > 22D > CT > the rest. (that includes 236C > 5A > etc)

I'm not sure if it will work if you start with 5BB > 5CC or something similar to that.

Posted
Yes.

All the testing above has been done using 5CC > 22D > CT > the rest. (that includes 236C > 5A > etc)

I'm not sure if it will work if you start with 5BB > 5CC or something similar to that.

I don't know if I would ever do 22D > CT over 22D > 6C > CT though.

Posted
I don't know if I would ever do 22D > CT over 22D > 6C > CT though.

My mistake, 22D > 6C > CT, obviously. otherwise you would lose out on a shit-ton of damage :V

Posted
My mistake, 22D > 6C > CT, obviously. otherwise you would lose out on a shit-ton of damage :V

Cool, thanks. I've been using 2b because I wasn't sure. though I wonder if there isn't a catch 22 on characters like hazama? If you do it as fast as possible you'll get 5c, but if you don't do it as fast as possible they'll tech out before 5cc anyway. I haven't actually tried this combo enough...

Posted (edited)

You can do 5CC > 22D > CT > 6C, works on everyone, the combo deals a little bit less damage than 6C > CT but you won't have to go through the 5C pickup route.

Exemple : 5CC > 22D > CT > 6C > j.D > j.C > 5C> 2CC > air combo = 4175 dmg

Question : what's your best combo on forward throw midscreen and ressourceless?

Edited by Zouf
Posted (edited)

Fancy combo time (works on any character where we can connect 214D > 2CC)

214D > 2C > 623C > j.214A(w) > 5C > 2C > 214B > 2CC > IAD jCC> 5C > 2C > air ender

credits : duatra4ever

Edited by Zouf
Posted
I'm guessing you skipped the j.236A whiff in between 623C and 5C?

yeah edited sorry.

To make this combo works you have to delay the DP, it's not so hard to do and it's pretty cool

Posted

In regards to the CT > 5C not picking up amane. I'm finding if I dash 5C I still pick him up, majority of the time. I even tested it with 5B starter at the max range where I can continue the combo.

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