Jump to content
Dustloop Forums

Recommended Posts

Posted

5B>5C>Jc>J.A>J.C>J.D>Dash 5B>5C>6A>214B>214D>6A>J.214D>Dash 5B>5C>5D(2)>214A>214D

Requires: -

Damage: 3073

Heat Gain: 22

Notes: Tager only

Slightly better, but not any more practical version of the Tager only from mid-screen. Mid-screen in this case being from one corner to the other. From P1 starting position we can get a lot more out of this. It might be worth noting that you can do this combo by doing 5B>5C>Delayed J.C>Delayed J.D>Dash 5A instead(Same for the one listed for about 2 reps of the loop), and doing so will up the damage by almost 100 at the cost of much harder execution.

I don't know why I bothered with this tbh because nobody ever uses Tager only combos like this.

  • Replies 348
  • Created
  • Last Reply

Top Posters In This Topic

Posted (edited)
I don't know why I bothered with this tbh because nobody ever uses Tager only combos like this.

I definitely don't lol, though I haven't played the game enough yet to really get to the point of using character-specific combos instead of universal things I can mash out with pure muscle memory.

Some random crap I was diddling with this weekend, will have more later:

Throw Starters

B+C > 214B > 214D > hj J.B > J.C > jc J.C > 214C > 5D(2) > DID

Damage: 2996

Heat Gain: 21%

Works Mid~Near Corner & Corner

B+C > 214B > 214D > 214A > 2B > 5B > 5D(2) > DID

Damage: 2861

Heat Gain: 20%

B+C > CT(slight charge) > 22C > 236D > 5C > 5D(2) > 214Axx214D

Damage: 3828

Heat Gain: 19%(44-25)

Requires: 25% Heat, Corner

Mid Starters

5B > 5C > 6C(2) > delay > 214A > 5B > 5D(1) > 214B >214D > small dash > 5D(2) > DID

Damage: 3584

Heat Gain: 25%

Requires: Crouching

Low Starters

2B > 5C > 5D(1) > 623Dxx236Cxx236C > 3C > 22C > 236D > 5C > 5D(2) > 214Axx214D

Damage: 3299

Heat Gain: 22%

Requires: Corner

The first two throw combos there are both kind of finicky for my liking.

I also made a gimpier version of KayEff's FC BS combo since I have crappy execution, I don't remember the damage/heat exactly so I might be slightly off on the numbers there but not by much.

FC 214D > dash > 2C > 5C > 6C(2) > 214D > 5B > slight delay > 5C > 5D(1) > slight delay > 214A > 5B > slight delay > 5C > 5D(2) > DID

Damage: 4054~

Heat: 29%~

Edited by Callisto
Posted

You can get more damage off of the Throw>CT combo if you add a 3C before 22C and replace 5C with 2C. Tested on Bullet since she is my personal punching bag so idk if char specific, but the issue I had if I was using 5C was lack of untechable time so doubt it.

You can also add a 5C after 5B after HF on the 5B>5C>6C crouching mid-screen combo for extra damage. You can get EVEN more damage AND life steal if you TK a blood scythe after the GH and skip the 5D(2).

If you add a 2C before the second 5C at the 2B corner combo, you can get almost 100 extra damage.

Didn't try to optimize the other ones.

Posted (edited)

Awesome, thanks. I still am not really confident in my TK BS consistency to really mess with it in matches; most of the combos I use are kind of balanced for my shitty execution as opposed to optimization, lol :(

Edited by Callisto
Posted

lol same, I can't TK that shit properly to save my life. They always fall behind me even though I TK it by jumping backwards(Obviously I do it until I get it right when confirming combo optimization such as in this case though). It's either distance specific(which I'm sure it is at least in certain cases) or I suck at this.

Posted

i have more trouble with dash 5b than TK BS nowadays w

7214d works for most applications it feels like. 8214d works too.

Posted

My 5C keeps whiffing on Bang if I don't delay it after 5B in this combo: "5B > 6A > Gauntlet Hades > Follow-up > 6A > tk Blood Scythe > dash 5B > 5C > ..."

Also whiffs later on after the Hell's Fang hit if I don't delay it. Am I doing something wrong, or is it just necessary to delay it? :psyduck:

I don't remember ever having to delay 5C before!

Posted

5C's hitbox got smaller (supposedly), so there's gonna be cases where delay 5C is necessary

also if you hit too high with HF you will have to omit 5C in its entirety

Posted
5C's hitbox got smaller (supposedly), so there's gonna be cases where delay 5C is necessary

also if you hit too high with HF you will have to omit 5C in its entirety

Ah, well, that'd explain it. I am somewhat saddened by this change. No more mashing 5ABCD all the time. :(

yeah, half the cast basically needs delay 5c after 5b in most combos, might as well get into a habit of doing it

Guess I'll have to get used to that delay.

Posted

I've been trying to get in the habit of just doing it always, since it still connects just fine in a standing string with the exact same delay. Coming from SF4 I figured I would have an easier time with link-like timing on strings, but as soon as I play a game with chains my ability to do links goes out the window, lol.

Posted

I find myself delaying 5B after air HF every time so that it combos into 5C consistently. I do delay it a little but I often don't need to when I delay 5B unless the air hit was really high up.

Posted

Really the main thing I've been trying to get used to the delay for is so that I stop dropping 5B > 5C when I'm pressuring someone and they jump out, get hit by 5B and the 5C whiffs, that's been killing me so far.

Posted

I just omit it entirely unless I know for sure it will hit with no delay needed. In the long run, it's only a small amount of damage you end up missing.

Posted

Can anybody explain to me how people are cancelling from 5B,5C and 5B,5C,6C into overdrive, and NOT getting an overdrive cancel penalty to the OD Gauge? I've seen it in a few videos now. And the players aren't using RC either?...

Posted

I'm assuming you're talking about players jump cancelling a move into OD. If you do a jump cancellable move and input a jump before inputting OD, it will count as a normal OD instead of an OD cancel. This is because the game registers you as doing OD from a jump, rather than as a cancel from a move.

You won't see the jump actually come out, as you end up cancelling the jump startup into the OD if you do it right.

Posted
I'm assuming you're talking about players jump cancelling a move into OD. If you do a jump cancellable move and input a jump before inputting OD, it will count as a normal OD instead of an OD cancel. This is because the game registers you as doing OD from a jump, rather than as a cancel from a move.

You won't see the jump actually come out, as you end up cancelling the jump startup into the OD if you do it right.

That's exactly it. Just tested it out in training mode. Thanks a lot for the info.

Posted

That's pretty cool, was able to get it off of 6C but kind of having a hard time finding a worthwhile followup.

Posted

I don't like doing it off 6C just because of 6C's proration, it really bothers me. I have some ideas that I plan to put to the test tonight as far as an optimal JCC OD combo route goes.

Posted

I was having trouble actually linking a move after 5C trying it...I came up with 5B > 5C > 6C(2) > JCOD > 214A > 5B > 5D(1) > 623D > 236C > 214D > falling J.D > 214B > J.D > 214D > CS, did about 5239, could do from 60%~ health, didn't try with higher health. 5.2k seems pretty crappy for an OD combo but it was easy to do and if I accidentally get a jumping OD you can still do more or less the same thing if you just DID right after the OD and go from there. Either way it's a pretty cool mechanic.

Posted

it's not possible after 5C, the OD startup is too long with 5C's hitstun. you can only do OD cancel off of 5C.

also you can do 6C jc OD GH for a followup

Posted
I was having trouble actually linking a move after 5C trying it...I came up with 5B > 5C > 6C(2) > JCOD > 214A > 5B > 5D(1) > 623D > 236C > 214D > falling J.D > 214B > J.D > 214D > CS, did about 5239, could do from 60%~ health, didn't try with higher health. 5.2k seems pretty crappy for an OD combo but it was easy to do and if I accidentally get a jumping OD you can still do more or less the same thing if you just DID right after the OD and go from there. Either way it's a pretty cool mechanic.

I find the timing for 5B>5C or linking attacks in general after 5B>5C>JCOD pretty strict.

The most I've been able to net from 6C is 6400 at around 30-40% health.

Altogether, his OD damage still kinda makes me shrug when compared to his Blood Kain damage with Extend Ragna. Sigh...

Posted
I was having trouble actually linking a move after 5C trying it...I came up with 5B > 5C > 6C(2) > JCOD > 214A > 5B > 5D(1) > 623D > 236C > 214D > falling J.D > 214B > J.D > 214D > CS, did about 5239, could do from 60%~ health, didn't try with higher health. 5.2k seems pretty crappy for an OD combo but it was easy to do and if I accidentally get a jumping OD you can still do more or less the same thing if you just DID right after the OD and go from there. Either way it's a pretty cool mechanic.

Slightly more dmg at 70% health:

[Midscreen/Crouching] 5B > 5C > 6C (2) > JcOD > 66 5D (1) > 214B > delay 214D > 66 6B > 236D dc > 5D dc > 5D > 632146D

Does 5735

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...