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Posted (edited)
guess I did try looking to see if someone posted this already.

2C corner"

AA 2CC>J.214D>6C>CT>5C>2CC>236C>(5A).5C>2C>236B>214B>22B [DG4238/HG 25 REQUIRE 1 STOCK, 25HEAT]

seems like you can apply the same combo pattern to both 5b and 5c AA hits, so something like catching forward/backward tech roll,

E.G

AA 5B>2CC>J.214D>6C>CT>5C>2CC>236C>(5A).5C>2C>236B>214B>22B

anyone got a strong roll catch punish lol, always looking for way to put on the pain so my opponent doesn't tech roll ^^,

part two~~

after being annoy with CP 2C, AA I quite miss CS2 2c.

Anyway, 2C on air hit/(CH air hit/CH ground hit) can be combo into the 623C> j214D>6C>CT combo path near corner.

part 3.

5b/5c > 2cc Air hit mid screen to corner, 2 stock

(J.C)>5b/5c>2cc> j236D>J214D > 6cc > 236c>214B>22b easy

5b/5c>2cc>j236D>j214D> dash (5c)2CC> IAD jcc>5c>2C>236C>214B>22B hard.

the easy path does more damage and is quite reliable, but the harder combo has been corner carry with same-ish damage

easy path extension:

(J.C)>5b/5c>2cc> j236D>J214D > 6cc > 236c>214B>22b (whiff)> 5c>2CC> j236a/air ender (jc ectera)

I guess you can use this to punish mid screen rolling into good damage, otherwise use the easy path, since it very lol easy, an air ender j236a oki is quite nice also.

Edited by zaeris
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Posted (edited)

Nice.

5C is good to punish rolls. I guess 5B would be good too because of the active frames? I'll have to test it out although it'll result in less damage than a 5C confirm. Not to mention they can be unreliable. 2B is more convenient but isn't, too hot as a starter.

Edited by Kiba
Posted
Nice.

5C is good to punish rolls. I guess 5B would be good too because of the active frames? I'll have to test it out although it'll result in less damage than a 5C confirm. Not to mention they can be unreliable. 2B is more convenient but isn't, too hot as a starter.

beside from roll, it is better as auto-air tech traps, the difference between 5b and 5c damage is not significant as far as damage goes. Anyway I'm starting to feel our air/roll punish needs to be up more, I find myself using 5b to AA sometimes, lol.

few notes that using j236d>j214d> 6c can be difficult on same character e.g. hakumen, but I assume its something to do with height and hit box, to simplify things,

5B/5C/2C>2CC>j.C>j236d>j214d> 6c is another alternative however you do lose the extension to the combo.

Posted

So I started playing around with 6c j.d and well landing recovery frames kinda sux (well it is going to go away but I guess should be explore abit), this also applies to j236a oki. anyway I was wondering what is the best route?

corner:

6c (block)> j.d> j.c >5a>5cc>22d>6c> CT> 5c>2c>236B ectera seems like standard stuff although j.d j.c I notice is quite punishable via DP and since you have landing lag, you will get hit regardless if you commit to a j.c or not.

6c (block)> j.d> j.b >j214d> 623c> j214a (delay) > 5c>2CC>236C>5a/5c>2c>236B ectera is poissble

> 5c >2C >236B>214B> 22B> 5d>5c>2CC>j236a is another route.

and finally j236a oki, I think the IAD Jb.jc>j124d>623a>j.2124a route seems to be the better one.

Posted (edited)

seems like this will be my semi final post in the combo before the new patch comes out:

After reading Airk post about SMP I kind of understood the combo system a bit more, although I wish someone had one had showed me earlier lol, maybe I should back track the thread to see what people wrote earlier. Anyway, damage aside all combo path is the same given they start with an 'N' prorate starter, since we're using the time system, most button has a value of 1 for simplicity and few moves are worth 1.2-1.5 (e.g. 6b, 3cc) instead of course you can use total frames but I will just make it simple here.

Okay for max number of action (button, falling, D cancel, ectera) for each path,

N>X>X>X>22D>6C>CT>5C>2CC>236C>5c/5a>2C>236B>214B>22B Requires 4 action,

N>X>X>623C>j214D>6C>CT>5C>2CC>236C>5c/5a>2C>236B>214B>22B. Requires 3 action using N starter is the maximum. (e.g 6a>5cc, 5b>5cc, 2bb>5c,5b2bb)

N>X>623C>delay j214D>6C>CT>5C>2CC>236C>5c/5a>2C>236B>214B>22B. Requires 2 action using N starter, factoring time to delay j214D. (e.g 5b>5c, 5cc, 2bb, 5bb, 2b5c)

N>X>X> j.214d>6C>CT>5C>2CC>236C>5c/5a>2C>236B>214B>22B, Requires 3 action e.g. 5b>2cc, 5b>jb.j,c, jb.jcc, j.c j.d jb,

in general most combo will follow these path, however shorting 6c, from 6 hit to 3 hit can help make combo easier if you have extended the time using 6b for example e.g 6a>5cc>6b 22d path doesn't seem to work, but if you shorten the time on 6c>CT it will combo.

Anyway, I'm just wondering what is the optimal path into j236a oki path.. will write more later.

Edited by zaeris
  • 3 weeks later...
Posted

You could just do 5B/5C CH>6C>46D>236D>214D>22D>6C>623C>j.236A>j.214A for 5988 or 5565.

 

So I was trying this last night, and I ran into something strange;  CH 5C > 6C > Install > [4]6D > 236D > 214D No problem, but when I do 22D, it...doesn't wallbounce?  So I can't pick up with 6C?  It works if I start with my back to the corner, because the 22D wallbounds there, but doesn't work midscreen? This is my first time trying a remotely complex combo path in CP, so I'm wondering if I'm missing something super obvious about making this work?  Do I need a full charge 22D? (i.e. am I just doing 22D too late?)  Looking at the frame data seems to support this, but frankly, I'm a little vague on the differences between the various hit states still.

 

Everything happens so fast in CP, it's really frustrating to me. -_-

Posted

Okay, so full charge is needed.  I guess I just need to do the whole thing faster, because I initially tried that and the 22D whiffed, so I guess I just didn't cancel 214D fast enough.

  • 1 month later...
Posted

6C stuffs.

 

6C Midscreen

[25%] CH 6C > CT > 6C > 236C > 214B > 22B  [4159 DM] [13% HG]

[25%] CH 6C > CT > 6A > 5CC > 6BB > 236C > 214B > 22B  [4316 DM] [14% HG]

[25%] CH 6C > CT > 5CC > 623C > j.214A(w) > 5B > sj.B > j.CC > j.D > j.B > dj.B > j.CC > j.214B [4251 DM] [14% HG]

[25%] CH 6C > CT > 5CC > 623C > j.214A(w) > Dash 5A/5C > 2C > 236C > 214B > 22B(w) > 5C > 2CC > j.C > dj.CC > j.214B [4442/4797 DM] [17/18% HG]

[25%] CH 6C > CT > 214B > 5C > 2CC > IAD j.CC > 5C > 2CC > j.C > j.CC > j.214A [4438 DM] [18% HG]

 

6C Corner

[25%] CH 6C > CT > 6A > 5CC > 6BB > 236C > 214B > 22B > 5D > 5C > 2CC > j.236A oki [4782 DM] [17% HG]

Posted

Not sure if this has been discussed before, but how come no one ever uses

6A > 5CC > 6BB > 214B > 5C > 2CC > IAD j.CC > 5C > 2CC > j.CC > j.214B?

Posted

I don't because I'm quite prone to doing the 5C too early and having to just go straight for the air combo. It's not worth the potential damage lost on a screw up for the small bit of extra damage when I get to land it. I guess I could learn the timing, but it's like the only instance of 214B>5C where you have to time them getting close to the ground. Pretty much every other instance of that the opponent is airborne so you can just do 214B>22B(w)>5C to make the timing braindead easy. 

 

Air knockdown also sucks. I tend to only go for it when I have to (jump out confirms for example), or if it's a CH/punish combo just because I want damage. 

Posted

I really don't like air enders so after a 6A confirm I like to stop after stuff > 6BB > 236C and go for a command grab

 

Or just spend one charge and use 214D so I can finish with ground ender

Posted

Yeah, we've had this discussion before. Some part of it is still lingering in past pages.
 

Air knockdown also sucks. I tend to only go for it when I have to (jump out confirms for example), or if it's a CH/punish combo just because I want damage.


Air enders have better corner carry, it's very useful midscreen. Putting you close to the opponent allows for easier pressure. Rekka enders are useful for more charge time. I also think 214D is a waste in the attempt to keep ground enders unless it's from a 5CC confirm.

 

On a side note, just gonna post out my thoughts on something. Konan normally goes for the corner throw > 623C > j.214A(w) > 5C > 2C > 236C > 214B > 22B. It's an optimal route from a throw without resources if you want to keep the ground ender (but you can also do > Delay 623C > delay j.214A which is slightly stronger but harder). Anyway, the thing about the combo Konan is using is that the oki isn't as good. If you get greedy with the charging the opponent can roll past you, so it's no different than using the air ender in the corner. At least if you stick to Corner throw > 236C > 214B > 22B your opponent can't roll past you and you can afford to get a little more greedy with charge despite the damage difference.

Posted

Been screwing around with mid-combo purple grabs and rapids recently. These are all really really dirty, but they seem to work so long as you don't use them too often. Actually, these are more of one-time-use tricks.

I'll just throw out a few examples because I am still incredibly unsure about the practicality of these combos in terms of bang for your buck and there are a ton of them.

 

[No special requirements]

6A > 5CC > 6BB > 214B > 5C > 2CC > Air Grab > 6CC > 623C > j.236A > j.214X  [4048 DM] [29% HG]

6A > 5CC > 6BB > 214B > 5C > 2CC > Air Grab > 6CC > j.CC > j.214X  [3975 DM] [28% HG]

6A > 5CC > 6BB > 214B > 5C > 2CC > Air Grab > 6CC {> 236C > 214B > 22B(w)}  [3877 {3986} DM] [27% {28%} HG]

  • Air knockback ender to create space
  • Air knockdown ender if you really want to
  • SMP on 214B in the optional ground ender causes air tech to happen fairly close to the ground
    • If your opponent is prone to neutral air teching, you can dash into a grab or a command grab after 22B(w) because of how close to them you end up
    • If they air tech backwards or forwards, you can attempt for an IAD grab in whatever direction they choose to go, but you will most likely not be fast enough
    • If used in the corner, backwards air tech no longer becomes a problem and neutral air tech into a grab no longer requires a dash, but forward air tech will leave you vulnerable if they have good crossup attacks
    • If they choose not to air tech, you'll just have to deal with whatever they end up doing on the ground
  • Ending simply with 6CC will leave you with more time to react to the direction your opponent decides to air tech at the loss of some damage and the effectiveness of neutral air tech grabbing because the distance between where the tech happens and the ground is larger without the 236C > 214B and it isn't as misleading if you have conditioned them to expect the full 236X >214B >22B to happen all the time.

 

Grab > 214B(delay) > 5C > 2CC > Air Grab > 6CC > 623C > j.236A > j.214X  [4156 DM] [29% HG]

Air Grab > 6CC > 214B > 22B(w) > 5C > 2CC > Air Grab > 623C > j.236A > j.214X  [4612 DM] [33% HG]

  • Ground enders don't work for either
  • Regular grab starter might require an air dash after 2CC depending on how well timed the 214B(delay) was
  • Adding the mid-combo purple grab to the old reliable chargeless air grab combo adds on a whopping 1200 damage and 9% heat gain
    • [Air Grab] > 6CC > 214B > 22B(w) > 5C > 2CC > j.CC > j.236A > j.214A  [3380 DM] [24% HG]

 

[Corner]

5CC > 623C > j.214A(delay) > 5C > 2CC > Air Grab > 6CC > j.CC > 214X  [4552 DM] [32% HG]

5CC > 623C > j.214A(delay) > 5C > 2CC > Air Grab > 6CC > 236C > 214B > 22B{(w)}  [4522 {4457} DM] [32% {32%} HG]

  • Distance between the ground and where an air tech can happen if you do 22B(w) is so small that every air tech option they have will leave you in a position to grab or command grab without even having to dash.
  • Starting with anything other than 5CC will just reduce the total damage and heat gain by a bit
  • Starting with 5A/2A will make any followup after 6CC whiff
  • Doing any gatling combo with more hits than 5BB > 5CC will cause the air tech window to be as early as the previously mentioned 6A starter combo

 

5CC > 236B > 214B > 22B > 5C > 2CC > Air Grab > 6CC > 623C > j.236A > j.214X  [4194 DM] [30% HG]

5CC > 236B > 214B > 22B > 5C > 2CC > Air Grab > 6CC > j.CC > j.214X  [4134 DM] [29% HG]

  • Ground ender air tech window too early to take advantage of

 

[1 charge]

5CC > 236B > 214D > 5C > 2C > 214B > 5C > 2CC > Air Grab > 6CC > 623C > j.236A > j.214X  [4492 DM] [32% HG]

5CC > 236B > 214D > 5C > 2CC > Air Grab > 6CC > 236C > 214B > 22B{(w)}  [4332 {4273} DM] [31% {30%} HG]

 

5CC > 236B > 214B > 22D > 6CC > Air Grab > 623C > j.236A > j.214X  [4366 DM] [31% HG]

 

5CC > 623C > 236D > 214B(w) > 2B > 2CC > Air Grab > 6CC > j.CC > j.236A > j.214X  [4475 DM] [32% HG]

5CC > 623C > 236D > 214B(w) > 2B > 2CC > Air Grab > 6CC > j.CC > j.214X  [4371 DM] [31% HG]

5CC > 623C > 236D > 214B(w) > 2B > 2CC > Air Grab > 6CC > 236C > 214B > 22B{(w)} [4431 {4366} DM] [31% HG]

 

6A > 5CC > 6BB > 214D > 5C > 2C > 214B > 5C > 2CC > Air Grab > 6CC > 623C > j.236A > j.214X [4406 DM] [31% HG]

 

6A > 5CC > 6BB > 214D > 2CC > j.CC(IAD) > 5C > 2CC > Air Grab > 6CC > 623C > j.236A > j.214X [4453 DM] [31% HG]

 

6A > 5CC > 6BB > 214B > 5C > 2C > 236D > 5C(dash) > 2CC > Air Grab > 6CC > 623C > j.236A > j.214X [4294 DM] [30% HG]

 

Grab > 22D(full) > 6CC > Air Grab > 6B > 623C > j.236A > j.214X  [4535 DM] [32% HG]

 

[1 charge + Corner]

5CC > 623C > j.214D > 5C > 2CC > 236C > 5A > 2CC > Air Grab > 6CC > 236B > 214B > 22B{(w)} [4824 {4795} DM] [34% HG]

5CC > 623C > j.214D > 6CC > 236C > 214B > 22B > 5C > 2CC > Air Grab [5175 DM] [37% HG]

  • Not really too much you can do after the air grab in the second version because of SMP, but it does a bunch of damage
  • I guess you can try to put out a fireball right after hitting the ground when the air grab ends to catch rolls or something

 

5CC > 22D > 6CC > 236C > 214B > 22B > 5C > 2CC > Air Grab > 623C > j.236A > j.214X  [5185 DM] [37% HG]

 

[2 charges]

5CC > 623C > j.214D(delay) > 236D > 5C(dash) > 2CC > Air Grab > 6CC > 236C > 214B > 22B{(w)}  [4951 {4894} DM] [35% {34%} HG]

5CC > 623C > j.214D(delay) > 236D > 5C(dash) > 2CC > Air Grab > 6CC > j.CC > j.214X  [4934 DM] [35% HG]

 

5CC > 22D > 236D > 5C(dash) > 2CC > Air Grab > 6CC > 236C > 214B > 22B{(w)}  [4786 {4713} DM] [34% {33%} HG]

5CC > 22D > 236D > 5C(dash) > 2C > 214B > 5C >2CC > Air Grab > 6CC > 623C > j.236A > j.214X  [4993 DM] [35% HG]

5CC > 22D > 236D > 5C(dash) > 2CC > Air Grab > 6CC > 623C > j.236A > j.214X  [4720 DM] [34% HG]

  • Dash 5C will whiff if not done from at least absolute center midscreen because of no cornerbounce from 236D after 22D

 

5CC > 236D > 214D > 5C > 2CC > Air Grab > 6CC > 236C > 214B > 22B{(w)}  [4906 {4883} DM] [35% {34%} HG]

5CC > 236D > 214D > 5C > 2CC > Air Grab > 6CC > j.CC > j.214X [4840 DM] [34% HG]

5CC > 236D > 214D > 5C > 2C > 214B > 5C > 2CC > Air Grab > 6CC > 623C > j.236A > j.214X  [5113 DM] [36% HG]

 

5CC > 623C > j.236D > j.214D > 2CC(dash) > Air Grab > 6CC > 236C > 214B > 22B{(w)}  [4941 {4863} DM] [35% {34%} HG]

5CC > 623C > j.236D > j.214D > 2CC(dash) > Air Grab > 6CC > j.CC > j.214X  [4827 {4863} DM] [34% HG]

 

6A > 5CC > 6BB > [4]6D > 236D > 6CC > 214B > 22B(w) > 5C > 2CC > Air Grab > 623C > j.236A > j.214X [5063 DM] [36% HG]

6A > 5CC > 6BB > [4]6D > 236D > 214B(delay) > 5C > 2CC > Air Grab > 6CC > 623C > j.236A > j.214X [4732 DM] [33% HG]

 

[2 charges + Corner]

5CC > 623C > j.214D > 6CC > 22D > 5C > 2C > 214B > 5C > 2CC > Air Grab [5325 DM] [38% HG]

5CC > 22D > 6CC > 623C > j.214D > 5C > 2C > 214B > 5C > 2CC > Air Grab [5350 DM] [38% HG]

5CC > 623C > j.214D > 6CC > 214D > 5C > 2C > 214B > 5C > 2CC > Air Grab [5391 DM] [38% HG]

  • Fireball is best option once again

 

5CC > 22D > 6CC > 214D > 5C > 2C > 214B > 5C > 2CC > Air Grab > 623C > j.236A > j.214X [5416 DM] [38% HG]

 

[50% heat]

5CC > 236B > 214B > Rapid > Air Grab > 6CC > 236C > 214B > 22B(w) [3664 DM] [16% HG]

5CC > 236B > 214B > Rapid > Air Grab > 6CC > 623C > j.236A > j.214X [3774 DM] [16% HG]

 

5CC > 623C > Rapid > Air Grab(dash) > 6CC > 236C > 214B > 22B [3868 DM] [17% HG]

5CC > 623C > Rapid > Air Grab(dash) > 6CC > 623C > j.236A > j.214X [3992 DM] [16% HG]

 

3CC > Rapid > Air Grab > 6CC > 214B > 22B(w) > 5C > 2CC > j.CC > j.236A > j.214X [4213 DM] [18% HG]

  • This one gets reacted to quite often so use it with caution

 

3C > Rapid > 214B > 5C > 2CC > Air Grab > 6CC > 236C > 214B > 22B(w) [4025 DM] [14% HG]

3C > Rapid > 214B > 5C > 2CC > Air Grab > 6CC > 623C > j.236A > j.214X [4145 DM] [15% HG]

 

623C > Rapid > Air Grab > 6CC > 236C > 214B > 22B [2981 DM] [10% HG]

623C > Rapid > Air Grab > 6CC > 623C > j.236A > j.214A [3023 DM] [10% HG]

  • Straight out of a successful DP, this series works pretty reliably for some reason
  • Great for when you are lacking charge or optimal screen positioning

[50% heat + 1 charge]

3C > Rapid > 214D > 5C > 2C > 214B > 5C > 2CC > Air Grab > 6CC > 623C > j.236A > j.214X [4830 DM] [22% HG]

 

There are actually a lot more of these "dirty combos" I could list, but I am much too lazy to do that. These really come in handy sometimes, but it makes me feel strange that I have to resort to using these cheap tricks in some matches in order to do big boy damage. I guess that's just Tsubaki, though.

 

Fun thing you can do if you actually get one of these off in a match is just never use them again. If your opponent anticipates that you will go for a purple air grab after, lets say, 5C > 2CC or 6CC, just drop the combo right there and they will more than likely be in a Throw Reject Miss state so you can grab them when they hit the ground.

Posted

Some people fall asleep in the middle of combos and don't pay attention so it's possible to get some silly purple grab continuations but I recommend leaving that as the near ender option and don't miss out on guarantee damage. 

 

There's just way too much time to tech a purple grab so it's impractical to use it at a above average to high level play. 

 

You're also missing out on free charge time by attempting the purple grab as a ender as well so it might not be worth it.

 

What's really good though is that instead of going for straight purple grabs, you can setup irregular enders to setup for a grab most of them involving IAD air grabs predicting certain types of air techs.

Posted

I've been able to use it against higher level people online, but I really doubt that means anything. I would never recommend using this in, lets say, an official tournament. I did state my worry about the impracticality.

 

You still have time to charge after ending with a grab. You just don't get the benefit of increased charge rate, but I'd gladly give that up for damage.

 

Oh and the irregular ender thing I guess ties in with the TRM prediction fun stuff I was talking about at the bottom. The only difference is that you just wouldn't go for an initial purple grab and instead IAD after 5C > 2CC or 6CC.

 

See, I've been looking at this from a different perspective though. I like to gamble, so I don't mind not having guaranteed damage. As long as the possibility of something exists, I want to take advantage of it even though there is not a 100% chance of it happening. For example, using Tsubaki's overhead against anyone and not getting grab/5A mashed out of, or trying to land a hit on Azrael without trading hits every single time.

 

Again, this is something I'd use maybe once or not even at all during a fight, usually in the heat of battle after doing a fair amount of pretty similar looking combos. Definitely not something to use at the beginning of a fight unless you think your opponent is familiar with the Tsubaki matchup.

Posted

Getting mashed out of an overhead is a very different example since we're talking about trying to open someone up and in the case with purple grabs, forgoing guarantee damage and overall advantage for a chance to do more damage hoping your opponent isn't paying attention. 

 

Also, being familiar with the match up and teching purple grabs have nothing to do with each other. 

 

It's never a bad thing to know what you can do off certain things, whether they come up often or not, just don't rely on it too much like some ace in your pocket because if your trump card is a purple grab, well, you're going to have a bad time outside of 1 bar online skirmishes.

Posted

Oh no this isn't something to rely on at all. Not a trump card or anything. Just something you can throw in if it feels right. Just another part of her sort of crappy arsenal.

 

I guess I shouldn't have used "familiar with the matchup". That isn't exactly what I was going for. It's like if they expect you to do things, like finishing combos a certain general way. I don't exactly know how to explain it. It's like using their predictions and expectations against them to hopefully mess up their reaction time.

Posted

Combos added to compilation:

 

5CC > 623C > Delay j.214A > 5C > 2CC > 236C > (5A) > 5C > 2C > 236B > 214B > 22B [3219 (3291) DM] [23% HG] - This should've been there ages ago.

 

[1 Charge] 5B CH > 6CC > 623C > j.214D > 5C > 2CC > 236C > 5A > 5C > 2C > 236B > 214B > 22B [3805 DM] [27% HG]

[1 Charge] 5B CH > 6CC > 623C > j.214D > 6CC > 236B > 214B > 22B [3817 DM] [27% HG]

 

[1 Charge] 5C CH > 6CC > 623C > j.214D > 6CC > 236B > 214B > 22B [4135 DM] [29% HG]

[1 Charge] 5C CH > 6CC > 623C > j.214D > 5C > 2CC > 236C > 5A > 5C > 2C > 236B > 214B > 22B [4127 DM] [29% HG]

 

[1 Charge] 6CC > 623C > j.214D > 5C > 2CC > 236C > 5A > 5C > 2C > 236B > 214B > 22B [3996 DM] [28% HG]

[1 Charge] 6CC > 623C > j.214D > 6CC > 236C > 214B > 22B [4090 DM] [29% HG]

[1 Charge] 6CC > 214D > 22B > (5D) > 5C > 2CC > 236C > 214B > 22B(w) > 5C > 2CC > j.C > dj.CC > j.214A [4267 DM] [30% HG]

Posted

Combos updated up to 3C combos. Will do the rest when I'm a little more bothered.

 

A little change I've made is replace the 236C > 5A > 5C > 2C > BBB enders with 236C > 2A instead. 2A is easier to use, same damage.

Posted

Well I actually find 2 a hard lol anyway it kinda makes you think why go the hard route of 236c 5/2 a pick up when you can do 6c twice.

Posted

What confirms are you referring to where you can use 6C twice? CT routes?

Posted

[1 Charge] 5B CH > 6CC > 623C > j.214D > 5C > 2CC > 236C > 5A > 5C > 2C > 236B > 214B > 22B [3805 DM] [27% HG]

[1 Charge] 5B CH > 6CC > 623C > j.214D > 6CC > 236B > 214B > 22B [3817 DM] [27% HG]

[1 Charge] 5C CH > 6CC > 623C > j.214D > 6CC > 236B > 214B > 22B [4135 DM] [29% HG]

[1 Charge] 5C CH > 6CC > 623C > j.214D > 5C > 2CC > 236C > 5A > 5C > 2C > 236B > 214B > 22B [4127 DM] [29% HG]

[1 Charge] 6CC > 623C > j.214D > 5C > 2CC > 236C > 5A > 5C > 2C > 236B > 214B > 22B [3996 DM] [28% HG]

[1 Charge] 6CC > 623C > j.214D > 6CC > 236C > 214B > 22B [4090 DM] [29% HG]

well i didnt want to quote this but i was refering to this, since its quite long, this is what i meant by double 6c combo

since the damage and everything else is samish lol. only thing i would change for others is who wants an easier path is 5c ch>6c> 623cj214d

because doing 6cc makings it harder to 623cj214 d to connect without using delay but would cause issue with the 6cc 236b harder to connect.

the only other difference is less untech time going double 6c path which can be quite small. and the double 6c path compared to 236c 5c 2c pick up has quite similar damage.

Posted

Did they nerf the P2 of some moves?

 

CH 5C > 6C > OD > Mugen > (421D > 236D)*2 > 623D > j.236D > j.214D > 236236D (5 charges) = 8400~ dmg instead of 9100 in 1.0

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