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Posted
22C > astral won't work in most cases.

Care to share which one's will not? I've seem to hit a ton of characters with 22C > Astral in the corner w/o issues. I'd like to know them because I'd rather not waste meter on the situations that won't guarantee me the game.

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Posted

some big punish combos at 50% hp

fullscreen: ch 2c/5c>ct>OD>(dash)5c>2d>dc>5c>5d(1)>gh>delay followup>(dash)6b>ds>dc>dash 5c>DID kick>j.d>air bs>cs 7581/7848, can start at 41/40 meter ch 5c>ct requires crouching

midscreen/near corner: ch 2c/5c>ct>OD>(dash)5c>2d>dc>madao>(dc)>ds>(dc)>5c>5d(1)>gh>followup>j.c>DID kick>j.d>air bs>cs 7794/8067, can start at 43/42 meter ch 5c>ct requires crouching, omit j.c if you do madao>dc>ds and requires ~2 more meter

Posted

So I'm having issues with doing GH > BS > DID midscreen combos against certain characters. For example, same combo timing and choosing whether to dash at certain parts (aside from dash 5B after BS) against Jin is completely different than Valk or Hazama. Is there some sort of trick? If so, I can't seem to find it or it's voodoo magic. The part that is always dropping for me is after the BS. :|

Posted

are you doing gh midcombo or as a starter?

for gh>followup>6a>tk bs you almost never need to dash because youre already up next to them

some characters float a little differently so you'll need to make the adjustment based on how you hit them, like say 5d(1)>hf, alot of the times they'll float slightly differently, if theyre too far away then you dash so 6a will hit and for them to float higher after the bs, if theyre to high and close up then you delay the 5b without dashing, if that makes sense to you haha

Posted

that one's just a day 1 combo i messed with to see if cs type stuff was still doable, the go-to bnb now is probably just 5b>6a>gh>followup>6a>tk bs>dash 5b>5c>5d(2)>hf>dash 5b>5c>5d(2)>DID kick

Posted

I have several practical(see: I have bad execution so they're easy, TKBS is too finicky for my taste midscreen so none are really using that) that I've been recording videos of during this week but I haven't had time to sift through, write down the damage/heat and cut videos. Mostly focusing on meterless stuff and also trying to come up with decent combos off of a BS fatal for the Kokonoe matchup. I'll try to post some stuff this weekend.

Posted (edited)
Should we write down some practical combos that can be added in then? :|

Sounds like a good idea lol. I don't even bother reading the OP for the most part since most of the combos are outdated as hell. I digged up some combos after wasting about 30 minutes on training mode but I don't know how optimal they are. All tested on Bullet, so changes may be required.

5B>5C>2D>RC>5C>5D(1)>214A>(Delay)5B>5C>jc>J.C>jc>J.C>J.214C>Dash 5C>5D(2)>22C>236D>623D Ender

Requires: 50 Heat

Damage: 4662

heat Gain: 20\-30

Lifesteal: --

5B>5C>214A>RC>6C>214B~214D>6A>J.214D>5B>5C>SJC>J.C>J.D>J.214C>5D(2)>623D Ender

Requires: 50 Heat

Damage: 3619

Heat Gain: 17\-33

Lifesteal: --

623C>236C>236C>3C>22C>236D>DC>3C>214A>214D

Requires: Close to corner

Damage: 2515

Heat Gain: 17

Lifesteal: --

5B>5C>OD>5C>2D>DC>623D>236C>214D>J.D>J.214B~214D>214214D

Requires: 50% Health, 50% Heat

Damage: 5357

Heat Gain: 27\-23

Lifesteal: --

Edited by Lucalibur
Posted

corner to corner BS fatal combo

FC 214D > dash 6D > j.D w > 2C > 5C > 5D(1) > 214B > 5B > (delay) 5C > 5D(1) > delay 214A > 5B > (delay) 5C > hjc j.B > j.C > jc j.C > j.D > 623D >> 236C >> 214D

Damage: 4402, Heat: 31

with CT:

FC 214D > dash AB > 6D > j.D w > 2C > 5C > 5D(1) > delay 214B > 5B > (delay) 5C > 5D(1) > delay 214A > dash 5B > 5C > 5D > 623D >> 236C >> 214D

Damage: 5094, Heat: 23-25 = -2

i've only tested this on hazama so far. lemme know if this doesn't work for anyone else.

Posted (edited)

i'll do it when i'm done with the quarter, unless fu does it before me. so please be patient with me as i fail in my college studies

Edited by KayEff
Posted

Might wanna throw this in there too

requires CH,crouching and corner

CH 5C- CT - 5B - 3C - 22C - DS - 5C - j.c j.C - BE - 5C - 5D(2) - D ID into axe kick = 5457 damage

Uses 25 meter and builds 24

Posted (edited)

You're just doing j.D really low to the ground after 6D. In other words, slightly delay the j.D.

6D puts you in the air anyway, so you're just pressing D.

Edit: Here's an example. Probably not the best since this is during pressure and not during a combo, but it illustrates 6D > j.D whiff. Go to 6:22 if the timestamp doesn't work.

Link.

Edited by Elochai

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