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Posted

5DA in that combo and even [4]6 A mid screen are really character dependent on timing too. If I'm against Jin I'll always go for it because it's so lenient. Against Hakumen? I won't ever go for it, too wonky.

Also, with Kagura's fairly good heat gain, would you guys say its worth it go do 3C RC>6C midscreen for corner carry?

 

 

I've never even tried/seen that. I want to now. In my mind this sounds great because yeah, he does usually have a lot of heat readily available.

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Posted

Corner:

5CCH(Airhit)>CT>2C>5C>6D~C>2D~C>4~6B>5C>6D~C>5D~A>66>3C(Crossunder)>5D~C>6C>ODc>2D~A>5D~28D

That's gotta be around 7.5-8K?

Posted

Soooooo....I can't do his challenge that starts with CH 6D~C. The one the goes

 

CH 6D~C > 6C > 6D~A > A orb > 5C > 6D~C > 2D~C > B orb > 2C > 5C > OD > 5C > 5D28D.

 

I ALWAYS end up right on the outside of his distortion's range, no matter how close I get with 2C. WTH do you do?

Posted

If I remember correctly, I think you have to do a microdash 2C (which you make it sound like you're doing). I had a few issues getting that challenge done as well when patch first dropped. Also I think there might be another microdash after thr OD cancel.

Posted

It may be the micro dash after OD that I'm missing, but the timing feels so tight, I guess I never figured  you could fit one in. 

Posted

I think the midscreen combo route starting from CH 6C >2C > Stance 5A > Stance 2A > Stance 6A  Does not seem to work on Jin or Valkenhayn because of their hitbox on the slide from 2C.

The corner variation works on them so I assume this is just a midscreen issue for these two.

Posted

For the love of God, I can't get 5da consistently after 2dc. The opponent usually emergency techs. When do I go into the stance and when do i press A?

And the second i post this i figure it out. Lol. I need to press the buttons closer together and before the second hit.

Posted

Two simple CH 2C combos in the corner.

 

2C(ch)>6DA>5DA>44>3C>CT>2C>5C>6DC>2DC>[4]6B>5C>6DC>2DA>j.1DD>3C>Super 7542DMG

2C(ch)>6DA>5DA>44>3C>CT>5C>6DC>2DC>[4]6B>5C>6DC>2DA>j.1DD>3C>cOD>6C>Super 8215DMG

 

5C adds 100 extra damage to each, but needs to be done much closer to the opponent. Can probably get more damage from the second one I think.

 

 

 

6C(ch)>2C>5DA>2DA>6DA>5B>3C>2DC>6DC is around 4.2k with your back to the corner

 

6C(ch)>2C>5DA>2DA>6DA>5B>3C>6DC>2DC>[4]6B>2C>2DB is about 5.2k midscreen + corner carry.

 

Thanks for the 6C combos btw, About your 2C CH ones tho, the opponent seems to tech after the second 5C, because I can't get the 6DC to hit. Should I omit it and go for 2C instead?

Posted

I assume you mean the first CH2C combo? It pretty much needs to be done as quick as possible for the 6DC to hit after the second 5C, but you're better off just ommiting the 2C after the CT, only lose 100 damage from doing so I think.

Posted

So I found out you can do 6A > 5A and it'll combo against tager and hakumen, so you can do:

6A > 5A > 3C > 6DC > 1DC > B orb > 5C > 2DA > 6DA > 5DA > 44 > 3C > 6DC > 2DB

3790 27 meter gain

  • 2 weeks later...
Posted

Valk style IOH RC combos

Midscreen

j.C>RC>j.C>j.D>5B>3C>2DC>5DA>[4]6A>5B>3C>6DC>2DB 3102 DMG

Corner

j.C>RC>j.C>j.D>5B>3C>6DC>2DC>[4]6B>5C>6DC>2DA>1DD>3C>6DC>2DB 4301 DMG

Making use of j.D landing recovery cancel.

Posted

Kagura Corner combo with 5B>B starter:

5B B >3C > Stance 6C > Stance 2C > Stance 5A > [4]6B > 6B > 5C > Stance 6C > Stance 2A > 1DD(air stance cancel) > 3C > Stance 6C > Stance 2B (Fire ball oki)

Damage: 4052

Heat Gain: 29

Works on Kokonoe and Tager.

Able to break 4K meterless 5BB confirm.

Posted

Remove the 6B and you get 4055. A whole 3 damage more!

 

It's a universal combo anywho.

 

Also easy 7K from 5C in the corner:

 

5C>2DB(1)>rc>2C>5C>6DC>2DA>(delay)5DA>66>6B>5C>6DC>2DC>[4]6B>6C>6DC>Zangaoushou 7093DMG. Builds 19 meter.

 

Need to delay the 5DA so it comes out immediately on the ground, real easy to get used to. You can apply this route to a few other combos too.

Posted

You can do 1DD or 4DD since during the combo both 6D stance and 2D stance are used so both 1 and 4 inputs are read as the 5D input.

The timing is tight, once you do Stance 2A just hold 1 or 4 and just mash D so you can recover as soon as possible.  You don't have much time to catch them with the 3C so you have to do the stance cancel after Stance 2A as soon as you can.

If you have trouble doing it a more online friendly combo exists for a corner combo starting from 5BB:

5BB > 3C > Stance 6C > Stance 2C > [4]6B > 6C > Stance 2A > Stance 6A > Stance 5A > 44 > 3C > Stance 6C > Stance 2B > [4]6A (oki)

It is around 3.8K and doesn't require having to the air stance cancel from Stance 2A.  It does around 200 less damage and builds 2 less heat though from the earlier corner combo.

  • 1 month later...
Posted

Silly corner combo from a 6DB with you starting in the corner. Mainly used when you're going for a mixup while they're blocking [4]6B.

 

6DB>2DC>5DA>44>dash6B>5C>[4]6A>6C>6DA>[4]6B>5C>6DC>2DA>j.1DD>3C>6DC>Super 6007DMG

 

Timing on the dash 6B differs depending on character size, some are a bit more lenient than others, but overall it's not really difficult to do.

Posted

Is there any particular reason why the B-Midscreen starters all use 5DA>dl[4]6A?

The timing on that is tricky to boot; I find either I do it too early or miss it entirely. 

Posted

Its better damage and even at max 5B range it will pretty much always connect.

You can delay the [4]6A longer than you might think, just be aware that it doesn't work on Hakumen for reasons.  Hakumen has a different route that actually results in more damage (this route only works on him).

I guess the reason is that it is because it is optimal so you can get around 2.4K with [4]6A oki midscreen on the cast.

  • 1 month later...
Posted

Im trying to do this combo:

 

  • 5B>B>3C>2DC>5DA>dl[4]6A>5B>3C>2DC>6DC/Super/[2]8C 2583DMG/3611DMG/3013DMG DOES NOT WORK ON HAKUMEN

what does dl mean?

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