AchedSphinx Posted December 10, 2013 Posted December 10, 2013 The only problem I see is ending with 236C. You'll be pretty close to the opponent when they tech, so they can DP you or something. Though I suppose you could end with 22A > 214A and IAD back, that's a good option. You can probably optimize the combo by adding TK crescent to it. It can be optimized further with gravity. I'm thinking Dia 2B > 6B > 5C > 236D > 6A > 6B > 623C > 2DD > 2147D > 6A > 6C > 236D > 236C could work. I can test it out later if you want.
someonewhodied Posted December 10, 2013 Posted December 10, 2013 (edited) Well if you want damage over ease j.2C>6A>TK Crescent>3C>236D>22A>6A>6B>623C>5DD>2DD>6C>236D>236C>22A>Jump should work. The only problem I see is ending with 236C. You'll be pretty close to the opponent when they tech, so they can DP you or something. Though I suppose you could end with 22A > 214A and IAD back, that's a good option. You can probably optimize the combo by adding TK crescent to it. It can be optimized further with gravity. I'm thinking Dia 2B > 6B > 5C > 236D > 6A > 6B > 623C > 2DD > 2147D > 6A > 6C > 236D > 236C could work. I can test it out later if you want. Someone is slow You missed my safejump setup huh? Its dp safe and hits with a high attack on opponent tech. Also this is the rollpunish combo. so 2B>6B>5C>236D will be pretty hard to do off of a j.2C rollpunish :3 Edited December 10, 2013 by someonewhodied
AchedSphinx Posted December 10, 2013 Posted December 10, 2013 I just assumed X meant 2B to catch them rolling out. My bad.
someonewhodied Posted December 10, 2013 Posted December 10, 2013 If you are doing a 2B roll punish, I'd say: 2B>2C>TK Crescent>3C>236D>22A>5DD>2DD>214D>66B>623C>2DD>6C>236D>236C>22A>Jump I do the same catching larger characters rolling with 6B so im not sure if 2B still works. I'll test it after class.
AchedSphinx Posted December 10, 2013 Posted December 10, 2013 I'm a bit iffy on using Dia 3C if we're going for damage. The difference in damage is probably minor though.
someonewhodied Posted December 10, 2013 Posted December 10, 2013 If you like to live on the edge, you can do 2B>6B>2C>TK>236D, but then you can't get the spike chaser off of 5DD>2DD
Nedel_3773 Posted December 10, 2013 Posted December 10, 2013 Dia j.2C (1) - 3C -236D - 22A - 6A - 6B - 623C - 5DD - 2DD - 6C - 236D - dashing 6B - 236C 3.1k, 21 heat Gives roughly 7 more heat than without the extension and adds about 300 damage. The timing is [obviously] a bit strict for the 5DD to connect though, so that's a risk. Otherwise, I was able to determine that you don't have to time your j.2C to be exactly 1 hit to be safe. When I'd normally get 3 hits, I'd IB the DP. Oh and it punishes late tech for a brand new combo. This setup is so good <3
someonewhodied Posted December 10, 2013 Posted December 10, 2013 Dia j.2C (1) - 3C -236D - 22A - 6A - 6B - 623C - 5DD - 2DD - 6C - 236D - dashing 6B - 236C 3.1k, 21 heat Gives roughly 7 more heat than without the extension and adds about 300 damage. The timing is [obviously] a bit strict for the 5DD to connect though, so that's a risk. Otherwise, I was able to determine that you don't have to time your j.2C to be exactly 1 hit to be safe. When I'd normally get 3 hits, I'd IB the DP. Oh and it punishes late tech for a brand new combo. This setup is so good <3 Try this one: j.2C>3C>22A>6A>4B>2DD>214D ~ 22A>236D~C>22A>6A>2C>623C>2DD>6C>236D>236C>22A> Jump Dunno if it will work.
Nedel_3773 Posted December 10, 2013 Posted December 10, 2013 Guess I'mma have some fun tonight with this. I'll happily get back to you.
someonewhodied Posted December 11, 2013 Posted December 11, 2013 Ok damage wise, the best one is j.2C>3C>236D>22A>6A>4B>2DD>214D>5C>6C>236D>66B>236C>22A>Jump Really just swapping the 623C for 214D
Nedel_3773 Posted December 11, 2013 Posted December 11, 2013 doing X - 4B - 214D... instead of 623C seems to only add about 50 damage. I guess it's still easier on the execution though. After messing around, here's what I found out: j.2C - 3C - 236D - 22A - 2C - 5C - 4B - 2DD - 214D - 5C - 6C - 236D - 66B - 236C - 22A 3.2k, 23 heat It's easy enough and deals the most damage out of everything I tried.
AchedSphinx Posted December 11, 2013 Posted December 11, 2013 doing X - 4B - 214D... instead of 623C seems to only add about 50 damage. I guess it's still easier on the execution though. After messing around, here's what I found out: j.2C - 3C - 236D - 22A - 2C - 5C - 4B - 2DD - 214D - 5C - 6C - 236D - 66B - 236C - 22A 3.2k, 23 heat It's easy enough and deals the most damage out of everything I tried. Try this. j.2C > 6B > 236D > 22A > 5DD > 2DD > 6C > 236D > 236C > 5C > 2C > 623C > 22A. Does 3.6K. You can tweak yours a bit if you're doing the 623C extender. 6B just has a lot more P2 than 3C.
someonewhodied Posted December 11, 2013 Posted December 11, 2013 So 6B is better. j.2C>66B>236D>22A>6A>4B>2DD>214D>66A>2C>623C>2DD>6C>236D>236C>22A>jump
Nedel_3773 Posted December 11, 2013 Posted December 11, 2013 Such gatlings Many hitstun Much possibilities Wow This is getting pretty interesting <3 I guess I'll post values later today.
Nedel_3773 Posted December 11, 2013 Posted December 11, 2013 Try this. j.2C > 6B > 236D > 22A > 5DD > 2DD > 6C > 236D > 236C > 5C > 2C > 623C > 22A. Does 3.6K. You can tweak yours a bit if you're doing the 623C extender. 6B just has a lot more P2 than 3C. I only get 3.3k? 23 heat is getting interesting though. So 6B is better. j.2C>66B>236D>22A>6A>4B>2DD>214D>66A>2C>623C>2DD>6C>236D>236C>22A>jump Only does 3.2k, sadly. j.2C - dashing 6B - 5C - 236D - 22A - 6B - 5C - 4B - 2DD - 623C - 5DD - 2DD - 6C - 236D - dashing 6B - 236C 3.6k, 26 heat While 5C can ''shorten'' the combo because of it's length, it's still 1000 base damage, so it really makes it one of the best combo tools when going for damage. Safejump also works on sickle oki, you just have to delay your jump in a bit. With the right timing, it's possible to leave a small gap between the last wheel hit and the first j.2C hit (if he thinks it's air tight and doesn't hold back, you'll score combo), and all the other good stuff already mentioned. If he keeps blocking, free blockstring my friends.
AchedSphinx Posted December 11, 2013 Posted December 11, 2013 (edited) The max meterless damage you might be able to get with this combo is j.2C > 66B > 236D > 22A > 3C > 214B > 6B > 2C > 2147D > 6A > 6C > 236D > 236C > 5C > 2C > 623C > 22A It does about 4.3k. But you have to use gravity, so it's a good option I would say. @Nedel, you might be ending your hits too early. Max damage I got was 3.6k. Oh yeah, I forgot to mention I tagged 3C at the end. After the 623C. Okay I screwed up that combo a bit. It was supposed to be j.2C > 6B > 5C > 236D > 22A > 5DD > 2DD > 6C > 236D > 236C > 623C > 3C > 22A Also, it seems if you don't hit the 236C on the right hit during the wheel, you'll lose a few hundred damage. Okay, I think I discovered the most optimal meterless, gravity-less version. j.2C > 66B > 236D > 22A > 6A > 2C > 2147D > 6A > 6C > 236D > 236C > 5C > 2C > 623C > 3C > 22A It does 4k. This combo isn't that hard to do either. Pretty neat find. Here's another version that got me 3.8k. j.2C > 66B > 5C > 236D > 6A > 6C > 236D > 236C > 5C > 2C > 623C > 3C > 22A Of course tagging on 3C at the end is optional. And here's a pretty good Luna version. [Luna] j.2C > 66B > 5C > 3C > 214B > 6B > 2C > 2147D > 6A > 6C > 236D > 236C > 5C > 2C > 623C > 3C It does about 4.6k Edited December 12, 2013 by AchedSphinx
HexaNoid Posted December 12, 2013 Author Posted December 12, 2013 Okay, since my Christmas break starts from tomorrow, I'm finally gonna get around to fixing this place up a little. To-Do List Add Critique ThreadFix/Create New Combo ThreadCompile Information For Nu Guide Thanks for being so patient guys. I have a month of (sort of) free time, so if there's any other changes you wanna see around here now is the time to ask! @Hexanoid, add this to your guide as well. What to do when they don't tech oki, i.e 236D. What to do when they don't tech at all. And maybe add a few methods to get the 623C combo extenders to work. Noted. Also, something else of note. 236B > dashing 2A > 3C is possible, but you can't do much else after 3C aside from dropping the wheel. So I guess it's something to think about if you want to stay in Luna after doing 5DD > 236B and go straight into oki. On characters with larger hitboxes (Hakumen, Azreal, Bang etc.) you can actually go 23B > 662A > 3C > 214B > combo. 2B can replace 2A in this case too for better damage (and 6B works against Hakumen!) Doesn't work on Tager though, oddly enough. Such gatlings Many hitstun Much possibilities Wow Hype doge pls go. Also, good work on the safe jump stuff guys. I'll make sure I add that to the guide too.
someonewhodied Posted December 13, 2013 Posted December 13, 2013 Oh hex, values on the wiki are off. They are only the luna values. Dia mode attacks have lower proration than luna ones. Someone find the exact values please.
toanenadiz Posted December 13, 2013 Posted December 13, 2013 (edited) The proration values are the same for drives regardless of form. However, Luna drive moves do deal more damage than Dia drive move. Edited December 13, 2013 by toanenadiz
someonewhodied Posted December 13, 2013 Posted December 13, 2013 (edited) Im talking about normals. All of her luna C normals have better proration than her dia C normals. It looks like all of her normals are better in luna period Edit, im stupid, its the 20% bonus damage in luna mode. Its messing with my brain. In my defense it is late. Edited December 13, 2013 by someonewhodied
Nedel_3773 Posted December 16, 2013 Posted December 16, 2013 Precision on the safejump setup: Jin can 623B. It's startup is ridicoulusly small.
ElegantShadow Posted December 16, 2013 Posted December 16, 2013 Okay, since my Christmas break starts from tomorrow, I'm finally gonna get around to fixing this place up a little. To-Do List Add Critique ThreadFix/Create New Combo ThreadCompile Information For Nu Guide Thanks for being so patient guys. I have a month of (sort of) free time, so if there's any other changes you wanna see around here now is the time to ask!. Well, I've been wondering as to when This will be updated? It's just that some people, myself included, find it very helpful in understanding what each Normal, Special, Drive Move, and DD is used for and when to use them, so it would be nice if it had some information in it, even just the bare minimum would be a vast improvement, honestly.
toanenadiz Posted December 16, 2013 Posted December 16, 2013 Anyone could do that. We don't need Hex to update that. Hex already has a lot to do. We shouldn't make him do everything.
someonewhodied Posted December 16, 2013 Posted December 16, 2013 Precision on the safejump setup: Jin can 623B. It's startup is ridicoulusly small. The timing is to start your jump as soon as they start sliding down the wall. I can safejump 623B just fine. Anyone could do that. We don't need Hex to update that. Hex already has a lot to do. We shouldn't make him do everything. Nah man, he wanted the mod position All dis work and expectation is why i wouldn't pursue the position even if I could get it. (i mean i'd totally be down for a mod position if I could just be lazy about all the work )
ElegantShadow Posted December 16, 2013 Posted December 16, 2013 Anyone could do that. We don't need Hex to update that. Hex already has a lot to do. We shouldn't make him do everything. I honestly wasn't aware that just anyone could do it. Though, I wasn't saying that s/he specifically should do it, I was asking as to whether or not there are plans to update the place any time soon. Nah man, he wanted the mod position All dis work and expectation is why i wouldn't pursue the position even if I could get it. (i mean i'd totally be down for a mod position if I could just be lazy about all the work ) I couldn't agree more. XP
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