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Posted

I don't know much about this character or what's optimal, but corner 5B>3C>22CC...>5B>5C>2C>5D>6D>5B>5C>3C>236D is 3.8K 67 meter

 

But that combo is not easy to confirm, the second 5B needs a character-specific delay and the third 5B needs another hard delay. The combos that I posted on the wikia were with low execution and netplay in mind.

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Posted

But that combo is not easy to confirm, the second 5B needs a character-specific delay and the third 5B needs another hard delay. The combos that I posted on the wikia were with low execution and netplay in mind.

It's a simple combo. You'll only be using this as a punish most of the time. This route only works off 5B/2B>3C, 3C itself(Inputting 22C>5D/2D makes 3C confirm itself on hit, and goes into one of the gatlings on block), and fatal 6B. There might be more. Maybe roll punish with 5B>5C.The only characters that require a delay on the 5B after 22C are Mu, Noel, Bullet, Bang and Tsubaki. Just learn the timing for the 5B after 6D. It's not hard.

Posted

I am also working on a basic combo video of some of the optimal combos i use in fights. I should be done soon.

Posted

The 6D nerf also wrecks the heat gain and damage in corner. In 1.1 I usually do at least 3.6K and 72 heat from a 5B, in 2.0 is like 3.3K and 51 heat.

You can still net the same amount of damage and heat gain on corner combos in 2.0 but it's not that easy anymore.

Posted

what song did you use? And good stuff!

It was at the end of the video.......

But the first song was Hades: the end by Yousei teikoku

The second song was existance from the sound alive soundtrack

Posted

It was at the end of the video.......

But the first song was Hades: the end by Yousei teikoku

The second song was existance from the sound alive soundtrack

oh.. well thanks. And my bad.. didn't see the whole video yet

Posted (edited)

I finished the combo video i was working on this is basically covering basic combos in certain situations and optimizing your damage based on the resources you have.

https://www.youtube.com/watch?v=8Soc0IOe5Is

 

You did the 6D; 5C > 3C > 5D > 236 link?! YEEEEEEEEEEEAAAAAAAHHHHHHH

 

How hard is j.B > j.C . . . 6D in the j.D loops?

 

And to finish: Could you test these corner combos and tell me what do you think about them?

 

1. 5/2A > 5C > 3C > 22C lvl 1; 5B > 5D > 6D > 236D

 

2. 5/2B > 5C > 63214B; 22C lvl 1 > 5C > 2C > 5D > 6D > 236D

 

3. 6B > 63214B > 22C lvl 3 > 5B > 5D > 6D > 236D

 

4. FC 6B > 5B > 5C > 63214B; 22C lvl 1 > 5B > 5D > 6D > 236D

 

5. FC 6B >  dash cancel > OD > 623B > 5B > 6D > OD ends; 5B > 5D > 6D > 236D (The dash cancel evades the "Overdrive cancel" so the overdrive lasts longer)

 

6. FC 6B > dash cancel > OD > 623B > 5B > 6D > 236D (This one works Midscreen too)

 

And the 6D; 5D > 236D link.

Edited by heavymetalmixer
Posted

You did the 6D; 5C > 3C > 5D > 236 link?! YEEEEEEEEEEEAAAAAAAHHHHHHH

How hard is j.B > j.C . . . 6D in the j.D loops?

And to finish: Could you test these corner combos and tell me what do you think about them?

1. 5/2A > 5C > 3C > 22C lvl 1; 5B > 5D > 6D > 236D

2. 5/2B > 5C > 63214B; 22C lvl 1 > 5C > 2C > 5D > 6D > 236D

3. 6B > 63214B > 22C lvl 3 > 5B > 5D > 6D > 236D

4. FC 6B > 5B > 5C > 63214B; 22C lvl 1 > 5B > 5D > 6D > 236D

5. FC 6B > dash cancel > OD > 623B > 5B > 6D > OD ends; 5B > 5D > 6D > 236D (The dash cancel evades the "Overdrive cancel" so the overdrive lasts longer)

6. FC 6B > dash cancel > OD > 623B > 5B > 6D > 236D (This one works Midscreen too)

And the 6D; 5D > 236D link.

I will get to that as soon as i finish downloading this game.

J.B(2), J.C is the easiest variant imo but it is character specific (beware of celica, amane, izayoi, and the smaller hitboxes.)

J.B(1), J.C is a little harder but i found it very consistant.

J.B(1), J.C, 5D imo is a pain in the ass. However my execution isn't top tier but this also gains the most heat. If you have good fingers, go for this.

Posted

You did the 6D; 5C > 3C > 5D > 236 link?! YEEEEEEEEEEEAAAAAAAHHHHHHH

 

How hard is j.B > j.C . . . 6D in the j.D loops?

 

And to finish: Could you test these corner combos and tell me what do you think about them?

 

1. 5/2A > 5C > 3C > 22C lvl 1; 5B > 5D > 6D > 236D. 2557 damage 63 meter

 

2. 5/2B > 5C > 63214B; 22C lvl 1 > 5C > 2C > 5D > 6D > 236D. 4401 damage 61 meter gain

 

3. 6B > 63214B > 22C lvl 3 > 5B > 5D > 6D > 236D. 4875 damage 65 meter gain

 

4. FC 6B > 5B > 5C > 63214B; 22C lvl 1 > 5B > 5D > 6D > 236D 4443 damage 64 meter

 

5. FC 6B >  dash cancel > OD > 623B > 5B > 6D > OD ends; 5B > 5D > 6D > 236D (The dash cancel evades the "Overdrive cancel" so the overdrive lasts longer)

 didn't get to

6. FC 6B > dash cancel > OD > 623B > 5B > 6D > 236D (This one works Midscreen too)

didn't get to

And the 6D; 5D > 236D link.

I can't do the loops at all, but that's some of the damage and meter. They weren't hard and still nets you + meter. Didn't get to the overdrive ones cause of work

Posted

I can't do the loops at all, but that's some of the damage and meter. They weren't hard and still nets you + meter. Didn't get to the overdrive ones cause of work

Thanks for starting those in my place. I passed out last night. I'll get the rest.
Posted

5. FC 6B > dash cancel > OD > 623B > 5B > 6D > OD ends; 5B > 5D > 6D > 236D (The dash cancel evades the "Overdrive cancel" so the overdrive lasts longer)

6. FC 6B > dash cancel > OD > 623B > 5B > 6D > 236D (This one works Midscreen too)

And the 6D; 5D > 236D link.

5. Needs 80% or lower health, 46 heat at the start, corner only, gains 86 heat, does 5289 damage.

I'd would abuse this.... Alot!

6. Same requirements as #5, 236D whiffs midscreen due to how high up 6D sends them, only allowing 4573 damage and 42 heat gain.

Yeah this is corner only for me.

7. The 6D, 5D-236D link only works if you land OD 6D (that one didn't get nerfed). getting the opponent in maximum height after 6D without OD and doing any normal slower than 5C or 3C is either too slow or impractical imo.

Posted

has anyone found a legit combo after de command grab and after an overhead j,2D ? 

 

Command throw can only be canceled with distiorions and RCs. j.2C can be comboed meterless with 2A on crounching opponents and the lowest height (something that Terumi almost never gets the chance to do).

 

5. Needs 80% or lower health, 46 heat at the start, corner only, gains 86 heat, does 5289 damage.

I'd would abuse this.... Alot!

6. Same requirements as #5, 236D whiffs midscreen due to how high up 6D sends them, only allowing 4573 damage and 42 heat gain.

Yeah this is corner only for me.

7. The 6D, 5D-236D link only works if you land OD 6D (that one didn't get nerfed). getting the opponent in maximum height after 6D without OD and doing any normal slower than 5C or 3C is either too slow or impractical imo.

 

80% or lower health? Was the OD nerf su nasty? I can do this with full heath in 1.1 : /

 

And what do you think about the other first four combos? IMO they're very practical, the only thing more-or-less difficult to do is 63214B after 5C because of the timming.

Posted

Command throw can only be canceled with distiorions and RCs. j.2C can be comboed meterless with 2A on crounching opponents and the lowest height (something that Terumi almost never gets the chance to do).

80% or lower health? Was the OD nerf su nasty? I can do this with full heath in 1.1 : /

And what do you think about the other first four combos? IMO they're very practical, the only thing more-or-less difficult to do is 63214B after 5C because of the timming.

I actually use #1 as my main short starter corner combo.

#3 i never used before but it's a great corner combo and very meter effiecent.

2 and 4 however i honestly don't think they're a good idea. You give up quite a bit of damage for a very marginal heat gain increase (2 to 4 points of heat) which you can get very easily by making them block. I would only recommend orochi into cleaving only if you OD before the cleaving link to keep them from bursting.

Posted

has anyone found a legit combo after the command grab and after an overhead j,2D ?

It's also not really worth to RC the command grab cause you won't get much off of it.

My inputs suck.... So I still can't do drive loop. But I think you might be able to get a loop from a overhead j2b. Can someone test it who can?

I'm just sitting hear practicing the drive loop...

Posted

It's also not really worth to RC the command grab cause you won't get much off of it.

My inputs suck.... So I still can't do drive loop. But I think you might be able to get a loop from a overhead j2b. Can someone test it who can?

I'm just sitting hear practicing the drive loop...

You can't get a driveloop off of j.2D. It's a short start and canceling into messenga takes up too much time.

On a different note what part of the driveloop are you having trouble with? I might be able to help.

Posted

You can't get a driveloop off of j.2D. It's a short start and canceling into messenga takes up too much time.

On a different note what part of the driveloop are you having trouble with? I might be able to help.

Really? I got messenga out pretty easily after the j2D but couldn't get anything to connect the loop cause I can't do it. I also used 5B after the air messenga although it's kind of a pain to hit and I'm pretty sure is character dependent.

I can't seem to get the timing down and always with the 2nd 5C. So I stop here usually. Messenga > 2A > 5c > jc1 > j5d > 5c

I am a lot more likely to hit it if I start by going 6C > RC route

Posted

Really? I got messenga out pretty easily after the j2D but couldn't get anything to connect the loop cause I can't do it. I also used 5B after the air messenga although it's kind of a pain to hit and I'm pretty sure is character dependent.

I can't seem to get the timing down and always with the 2nd 5C. So I stop here usually. Messenga > 2A > 5c > jc1 > j5d > 5c

I am a lot more likely to hit it if I start by going 6C > RC route

When it comes to starters you want to stick with the normal level starters like 5B, 5D, and j.D into either 6C rapid or messenga. You can also start it with CH 6A to 2D or 6B.

Remember to use J.C near the peak of your jump and very slightly delay j.D so it comes out right before you land you can connect 5C.

When you finish the 1st rep things get harder or easier depending on the starter and screen position. The general rule is that the closer you are to the corner, the easier it gets since you can simpify the combo greatly ( if you are close enough to the corner you can go straight to lvl 1 stomps and finish it there) midscreen you have alot more to worry about.

Anyway just be sure to take it slow. It took me some time to learn this too. So don't expect to get it immedietly.

Posted

On side note, i just tested terumi's crush tigger, i can't punish it anymore on normal barrier. You have to instant barrier now for a punish.

Posted

When it comes to starters you want to stick with the normal level starters like 5B, 5D, and j.D into either 6C rapid or messenga. You can also start it with CH 6A to 2D or 6B.

Remember to use J.C near the peak of your jump and very slightly delay j.D so it comes out right before you land you can connect 5C.

When you finish the 1st rep things get harder or easier depending on the starter and screen position. The general rule is that the closer you are to the corner, the easier it gets since you can simpify the combo greatly ( if you are close enough to the corner you can go straight to lvl 1 stomps and finish it there) midscreen you have alot more to worry about.

Anyway just be sure to take it slow. It took me some time to learn this too. So don't expect to get it immedietly.

I'm slowly getting it. I actually find that all the reps following easier than the first. The first is the hardest part for me.

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