Jump to content
Dustloop Forums

Recommended Posts

  • Replies 348
  • Created
  • Last Reply

Top Posters In This Topic

Posted (edited)

Not bad damage off of crossup divider

Crossup ID > 66 3C > 22C > DS > d.c > 5C > j.c JC > BE > 5C > 5D(2) > DID - axe kick =

4358 damage, 15 heat gain and of course requires 50 meter for the RC

https://www.youtube.com/watch?feature=player_detailpage&v=_Gx4JNfEfjs#t=167s

Also is it me or is GH becoming more practical in combos?

Edited by Fistmaster049
  • 4 weeks later...
  • 7 months later...
  • 3 weeks later...
Posted
yes

°§ç°§@#@!!!!

optimal combos from 2D RC?

also grounded CID p1 is nerfed..no more worth rcing it unless you gonna kill

Posted

so why the damage is so bad?I think you cant break 2.5k of a ground CID rc in the corner...I guess this is because of the new combo engine where each starter has a "timer"

  • 4 weeks later...
Posted

any tips to get 6A tk BS? I dont know why the opponent goes behiend me 90% of the time after he got hit by BS

is this related to a normal jump cancel or a superjump cancel?

Posted (edited)

^depends on how close you are and how high they are when you hit the 6a, j.2147 usually gets it correctly or 27j.214

some basic combos

midscreen:

5b>(5c)>6a>hf>delay 5b>5c>5d(2)>gh>followup>6a>tk bs>dash 5b>5c>5d(2)>DID kick 3289/23, with 5c: 3572/25

-6a>hf doesn't work on amane, nu. mu, bullet, izayoi, makoto, bang, and tager

5b>(5c)>6a>gh>5a>5b>5d(2)>delay hf>(dash)5b>6a>tk bs>dash 5b>5c>5d(2)>DID kick 3032/21, with 5c: 3337/23

-6a>gh>5a doesnt work on tager, arakune, hakumen, carl, and relius if too close so throw in a 5c or something

5b>5c>j.a>j.c>j.d>5b>5c>j.a>j.c>j.d>dash 5b>5c>j.a>j.c>j.d>dash 5b>3c>madao>hf followup/DID kick 2967/21, 2977/21

-tager special can replace first rep with delay j.c>delay j.d>dash 5a for more damage

5b>5c>delay j.c>delay j.d>dash 5a>3c>madao>dc>dash 5c>hf>dash 5b>5c>DID kick 3409/22

-tager, hakumen, amane, and relius only

crouching 5b>5c>6c>6d>air bs>dash 5b>5c>5d(2)>delay hf>dash 5b>5c>5d(2)>DID kick 4154/29

5b>5c>2d>rc>(dash)6c>delay 6d>air bs>dash 5b>5c>5d(2)>delay hf>dash 5b>5d(2)>DID kick 4320/19(-50)

-universal?

5b>3c>madao>dc>dash 5c>hf>5b>5c>hj.b>j.c>dj.c>j.d>DID kick 3879/23

-don't exactly how character specific madao>dc>dash 5c is

5b>3c>madao>dc>dash 5c>hf>(dash)5b>6a>tk bs>dash 5b>5c>5d(2)>DID kick 3945/24

-more of everything

near corner-corner:

5b>5c>3c>DID delay punch>dash 3c>madao>ds>delay 2c>5c>5d(2)>hf>followup 4056/27

-possible from 2p position

crouching 5b>5c>6c>6d>air bs>dash 5b>5c>j.c>dj.c>be>dash 3c>madao>ds>5b>DID kick 4488/30

-possible from 2p position

5b>5c>hf>followup>rc>dash 3c>madao>ds>5c>j.c>be>5c>5d(2)>DID kick 4515/26(-50)

-possible from slightly beyond 2p position

5b>5c>2d>rc>dash 3c>madao>dc>ds>dc>delay 2c>5c>hj.c>be>5c>5d(2)>hf followup/DID kick 4771/24(-50), 4822/25(-50)

-possible from 2p position

corner:

5b>3c>madao>ds>delay 2c>5c>j.c>dj.c>be>5c>5d(2)>hf followup/DID kick 4458/29, 4513/28

5b>5c>6c>[6d>jc] or [hj.c>dj.c]>be>dash 3c>madao>ds>delay 2c>5c>5d(2)>hf followup/DID kick 6d route: 4497/30, 4548/30 hj.c route: 4394/30, 4405/29

5b>5c>6c>6d>air bs>madao>ds>5c>j.c>be>5d(2)>hf followup/DID kick 4365/29, 4410/29

Edited by xlolxlolx
Posted (edited)
any tips to get 6A tk BS? I dont know why the opponent goes behiend me 90% of the time after he got hit by BS

is this related to a normal jump cancel or a superjump cancel?

It's related to height and positioning, whenever the opponent does that.

Midscreen (crouching, works on everyone)

5B > (2C)* > 5C > 6C(2) > 6D > 214D > dash 5B > 5C > 5D(1) > 214B > delay 214D > dash 5D(2) > 623D > 236C > 214D

Damage: 4067 (4140)

Heat: 28/29

*Only include if 5B hits point blank, if spaced out then omit.

Corner variation (crouching, works on everyone)

5B > 5C > 6C(2) > 6D > j.214D > 22C > 236D > 5C > j.C > j.214C > 5D(2) > 623D > 236C > 214D

Damage: 4410

Heat: 29

Edited by LuminAbyss
Posted
It's related to height and positioning, whenever the opponent does that.

it seems to me that its related to wich direction you use to TK the move. You are force to use 7 after the 6A :/ I always used 9 to tk GH in CS2/EX

^depends on how close you are and how high they are when you hit the 6a, j.2147 usually gets it correctly or 27j.214

I dont get why you are force to use that direction...should'nt the move cancel during the prejump frames?The game should not care about the direction you give

Anyway I get it down by using 7214

Posted

Corner variation (crouching, works on everyone)

5B > 5C > 6C(2) > 6D > j.214D > 22C > 236D > 5C > j.C > j.214C > 5D(2) > 623D > 236C > 214D

Damage: 4410

Heat: 29

This combo doesn't work if you start it with a J.C you can tech before the j.214C connect

You can combo 2c 5C 5D HF fo after the dead spike(3800dmg) but there is no reason to do the crouching only since you can do more damage using 5B 3C 22C 236D 2C 5C j.C jc j.C 214C 5C 5D HF (4000)

Posted

1. Every bit of damage is better

2. It's easier to confirm then point blank 5B > 3C

so if they're crouching, why wouldn't you go for an easier combo? I'm also aware it doesn't work off j.C, a lot of longer combos don't work off extra starters like that.

Posted (edited)

Corner combo on crouchers

5b, 5c, 6c, 6d, bloodscythe, 5b(delay slightly) 5c, JC, JC, Berial Edge, dash, 5c, 5d, 22c, Hell's Fang

4338 dmg +30 heat

5b, 5c, 6c, 6d, BS, 5b,delay, 5c, JC, JC, BE, 5d, 22c, HF

4223dmg, +30 heat

Those are the two best corner combos I've found so far. They net the most damage and heat for pretty minimal effort provided you get the right starter.

You could probably throw crush trigger in there somewhere to get a little more damage too.

Edited by capsuletoyco
Posted
1. Every bit of damage is better

2. It's easier to confirm then point blank 5B > 3C

I think you can go point blank using micro dash after j.C because crouching still give you more frame to do that(cant test it now)

it should be basic hitconfirm like j.c 5B 6A tk GH in cs2/ex

Posted
Can someone see how much damage they can get off of midscreen 6B>5D(2)>OD>5C>2D>dc etc. at full health?

I got 3496 off 6B>5D(2)>OD>5C>2D>Dc>5C>5D>214A>5B>5C>jc>J.C>jc>J.C>J.214C>5D(2)>22C>623D ender

However, I got 3960 off the same by using 6B>5D(1)>OD instead, which also allowed me to use 5C>5D(2) after J.214C at the end of the combo rather than have to go straight into 5D.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...