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Posted

Wanted to contribute and list some of the combos I feel are pretty useful, It's been day 2 for me and these have been my go to's just starting out. Also I notated some of the combos in that dope video and made some modifications. 

 

Let me know if there are better alternatives for the ones I've listed

 

Meterless BnB's
-----------
 
2A > 2B > 2C > 6C > j.B > j.A > j.C > 3B > 214B > 2C > [22A/B]or [4C > 214B]
 
5B/2B > 5C > 4C > j.B > j.C > j.214A > 623A > 5A > 3B > 214B > 2C > [22A/B] or [4C > 214B ] (3K)
 
6B > 214A > 214B > 236B
 
j.2C > 214A > 3B > j.B > j.C > 3B > 5C > 214B > 2C > 4C > 214B (2.8K)
 
22A/B > 66 > 623A > 3B > 5C > j.B > j.C > 2C > 3C > 3B > 214B > 2C > 4C > 214B (3.1K)
 
236 > 3B > 5C > 623A > 5A > 5C > j.B > j.C > 3B > 214B > 2C > 4C > 214B (3.5K)
 

Corner only
------------
 
6B > 214A > 214B > 3C > 623A > 5A > 5C > 214B > 2C > 4C > 214B (3.1K)
 
5B > 5C > 236B > 66B > 214A > 214B > 623A > 5A > 3B > 214B > 2C > 4C > 214B (3.2K)
 
4C > 236 > 3B > j.B > j.C > j.214A > 623A > 5A > 5C > 214B > 2C > 4C > 214B (3.4K)
 
 

Metered Combos
------------
 
6B > 214A > 214B > 236B > 236C > 3C > 3B > 214B > 2C > 4C > 214B (3.3K)
 
 

Chain shift Combos
-----------
 
236B > CS > 66C > 214B > 2C > 5C > 3C > 623A > 5A > 3B > 214B (3.2K)
 
623B > CS > j.D > j.214B > 2C > 4C > j.B > j.C > 66B > 623A > 5A > 3B > 214B > 2C > 4C > 214B > 41236C (4.1K)
 
 
*edit* removed my "instant overhead" combo, j.A during the jump ascent doesn't make it an overhead. woops lol
 
Posted

Your combos look good to me, some are improvements over what I use, but I think you're giving up a lot of damage off of 5A/2A.

 

5A > 5B > 5C > 4C > 623A > 5A > 5C > 214B > 2C (2.3k, simple)

5A > 5B > 5C > j.2C > j.214A > 66B > 623A > 2A > 3B > 214B > 2C (2.6k, harder)

 

If you're having trouble with the jump cancel in the second combo, it might help to think of it as one solid motion, like 9632C 14A.

 

I think it's also important to have one good EX combo from 236B, since you'll be doing that a lot:

 

236B > 236C > 66 5C > 3C > 623A > 3B > 5C > 214B > 2C (3.3k)

Posted

236B > 236C > 66 5C > 3C > 623A > 3B > 5C > 214B > 2C (3.3k)

The one I use (or try to, at least, fuck netplay) is 236B>236C>662C>5C>3C>623A>5A>3B>214B>2C>4C>214B. Gets a bit more damage, I think 3.6 or 3.7.

 

Anyway, I was messing around a while back, and found that Orie can actually get at least some corner carry even off of 2A x n. If you do two into 5B, you lose 214B>2C, but I'm pretty sure you don't lose the hard KD from the 214B, so it shouldn't be that big a loss.

What you do is combo into 4C (2C>5C might work too, haven't tested that yet) then do delayed j.B>j.C>66C>214B. Getting the delay timing down actually isn't that hard, but it is important to consistently get that part right, since 66C is absolutely terrible to whiff; most characters have easy punishes for it if they tech after the j.C. It's even possible off of three 2As as long as you omit 5/2B and instead go straight to 5C, though the timing on the delayed j.B becomes more strict.

It does do slightly less damage than the 2C>5C>3C route, though, so that one would probably be preferable in the corner if you start with something other than 2A.

Posted

adding a 2c at the beginning of a combo will not ever get you an extra 400 damage. I don't know the difference but yeah it is not that. those combos are interchangeable really based on what you like IMO.

Posted

adding a 2c at the beginning of a combo will not ever get you an extra 400 damage. I don't know the difference but yeah it is not that. those combos are interchangeable really based on what you like IMO.

 

The combos I gave just ended in 2C with the ender being optional. red gave the combo with the full damage ender, so that's where the extra 400 comes from.

 

But yeah, I don't assume my combos are totally optimal or anything. I find myself making them up on the fly a lot more than in other games.

Posted

orie's damage difference between optimal and easy routes is pretty small....like 100-250 max it's not that big of a deal but dropping combos with her is very very very bad

 

also that's one of the combos i put in that pastebin thing i think? anything that ends with 2c goes into any other followup ender you want

Posted

Ah, right.

 

Yeah the most important thing, I think, is just to go with what you can get stable at first and go from there. you can lose 2k+ damage going for something that adds 100 damage.

Posted

Just thought of an option select block string/hit confirm that might be useful.

 

5B > OS (j.2C / 2C) > (3C/5A)

 

if the 5B hits you get closer with the j.2C (don't think it will combo though)

if blocked you get stand 2C

then follow up with 3C or 5A for on block to keep yourself safer

 

haven't tested it thoroughly but it can be deadly if the 5B hits too far and the 2C whiffs as part of the chain

i'll test and edit this post later tonight

 

besides specials are there any good followups for confirming a random 5B poke?

 

---edit----

 

it seems from max range this will whiff on hit and block, so do not use this lol

 

but 5B > 236A max range seems really good, with 236A being -4 on block, it seems very abusable. Along with it being able to be CS'd or canceled into 236C

Posted

Hey, I've been playing this character a bit. Have a few questions on things that haven't been discussed here that much, I think.

-close to corner 6b combo (too far for 214a 214b 3c), I do 6b 214a 214b 236b 3c 214b. I feel like you could get more without spending meter, any ideas? (too far for 3c j.a/b/c? at this point). I mean I could do a 6b 2a link, but I like the 6b 214a 214b frametrap, better on block.

-22c oki I feel is solid in a few situations, like after a midscreen throw. It allows you to run up and do a high/low mixup with fastest 6d j.a. Any ideas to combo off of it consistently, in midscreen or corner? I do something like late 5b 214b 2c 4c 214b (iirc, but logically that shouldn't work, maybe it's 5b 3b? anyway it seems far from optimal)

-blockstrings, I don't feel comfortable enough yet to get creative well, but I feel like general rules are (some stuff was already mentioned in Psyken's post) :

  • frametrap with 5a/2a into 5c/4c/2c or any b/c into 214a 214b 236b
  • chaining into a mixup is either 6b/4c2a/2c214a, the pause and animations are similar since the character is standing.
  • can reset pressure with 214x214b 236a/b 22c in the corner. midscreen they can backdash it. Cancelling any blocked normal into 22c is also good in the corner. If they panic and jump block you get a sweet combo. I wait for it to end, position myself, then 5c.
  • 236a/b 214c is a strange alternative, 214c seems plus and much faster, so it serves a similar purpose midscreen. Pushes them too far away to reset pressure, but incites disrespect you can beat with 236a/b?
  • I usually like starting with either 5a or 2a and keeping the other for a reverse beat whiff into potential pressure reset.
  • rising j.a is great, even if it hits mid, you can chain into j.c j.214b for frame advantage into a throw/throw bait mixup (and know how to beat the anti air/throw tech OS if they use it). bad if they have meter for a reversal though.
  • I feel like using B normals in a blockstring is kind of a waste, unless you're just trying to push them away and make yourself safe without leaving any gaps for reversals.
  • 3c seems gimmicky but you can make it whiff with the right spacing and take advantage of the confusion?

and using that, here are a few patterns that I mostly stick to :
(optional 5a) 4c 2a 5c 2c 214a 214b

  • 5a 4c will frametrap, 2a whiffs if it hits as a hitconfirm and you get a nice combo
  • 4c 2a is a nice low mixup
  • can reset pressure after the blocked 2a, blockstun is short and maybe unexpected.
  • 2a 5c is also a frametrap so if they think you'll reset, counterhit that you can hitconfirm with 2c into 214b etc?
  • you can pretty much chain into an overhead at any point, but 2a 6b, 5c 6b, 2c 6b are all slightly tricky to block if you're not predictable, since you can also do a standing low/frametrap at these points.
  • if you don't use the 5a, (ex : meaty 4c, or 22c 6da blocked 4c) you can rebeat into it later instead of 2c 214a frame trap.

2a dash 2aa 5c 2c 5a/214a
-similar concept, ppl tend to mash 2aa 5c, then easily confirmed

adding some rising j.a and j.2c j.214b into the mix, and throws to beat shield attempts, and it seems pretty solid. What patterns do you guys use, and am I missing something important? (atm I feel like I need to prepare patterns, if not I get lost in which normal I can still use, or try to delay chains too much when trying to react to whether or not there was a hit and then nothing comes out which can be really bad)

 

as an example of how this can be pieced together, I notated a long string from a jp match video :

rising j.a j.214b 2a j.2c j.214b 4c 2aa 5c 2c 214a 214b 236b 22c 6d j.a 4c 2aa 5c 5a 5a 3c whiff (?) 2c 5c 5a 6b 214a 214b 236a : https://www.youtube.com/watch?feature=player_embedded&v=GAFPsrH2dM4&t=41m28s

 

-Air to air, you guys have any advice? I hope I'm wrong and missing something, but I feel like it's not worth it to try to challenge many other characters in situations where we're both around the same height or if they're higher. Air shield is ok, but sometimes there's no way to capitalize on a successful shield, or is there something consistent? I try j.a j.c etc. but it doesn't seem solid.

 

 

Just thought of an option select block string/hit confirm that might be useful.
 
5B > OS (j.2C / 2C) > (3C/5A)
 
if the 5B hits you get closer with the j.2C (don't think it will combo though)
if blocked you get stand 2C
then follow up with 3C or 5A for on block to keep yourself safer
 
haven't tested it thoroughly but it can be deadly if the 5B hits too far and the 2C whiffs as part of the chain
i'll test and edit this post later tonight
 
besides specials are there any good followups for confirming a random 5B poke?


5b has the most range out of our normals I think, so prob not. I use 236a (then 236c on hit). Rarely actually gets blocked imo, since it whiffs on crouch. Either they get hit or nothing happens. Either way at that spacing 236a is ok on block.

Also about that OS, you can do something similar with 5a 5c j.2c j.214a etc. where 5a 5c frametraps and combos on hit, so if either of them hit you get this nice combo, and if not, delayed 2c 214a comes out, which is good on block as well. Felt smart in training mode but I haven't tried it in a match yet, lol.

Posted

I wanted to kno how do u perform the tk'd j2.C

There's not really a trick to it, just input 2C as soon as you leave the ground.

Posted

Is using j.214B for oki a good idea or just a terrible gimmick? I've started ending my combos in j.B j.C j.2C, and then delaying the j.214B as much as possible so the persona hits as they're waking up. It works wonders against mashers since they eat a CH into about 3.5k, but is this only a gimmick i should pull out once in a while or a respectable strategy?

Posted

Is using j.214B for oki a good idea or just a terrible gimmick? I've started ending my combos in j.B j.C j.2C, and then delaying the j.214B as much as possible so the persona hits as they're waking up. It works wonders against mashers since they eat a CH into about 3.5k, but is this only a gimmick i should pull out once in a while or a respectable strategy?

 

Is it hard knockdown? Does it hold up to back techs/delay techs? Can you be DP'd out of it?

Posted

Is using j.214B for oki a good idea or just a terrible gimmick? I've started ending my combos in j.B j.C j.2C, and then delaying the j.214B as much as possible so the persona hits as they're waking up. It works wonders against mashers since they eat a CH into about 3.5k, but is this only a gimmick i should pull out once in a while or a respectable strategy?

 

not something I would really try. the immediate recovery the enemy gets after j.2C is enough for them to get out for free if they're smart enough (backdash, reversal, etc). although j.214B is pretty meaty, it is NOT an overhead and has a lot of landing recovery so chances are you're going to eat a big combo if they do decide to block it. i'm not sure how you're confirming into air series, but by opting for j.C>j.2C, you're missing a lot of damage that comes from Thanatos loops (j.C>3B>214B>2C). if you really want the solid oki then whiff a 2A>22B after 2C, or get more damage with 4C>214B. both 214B and 2C are hard knockdown so it's much safer to oki off of those.

 

most j.214B usage is found in combos, usually TK'd in a combo beginning with CH, or after 623B CS. you can also use it as an anti-anti-air since it pauses Orie's air momentum. i find it to be not too good as oki, though.

Posted

i believe its a free dp because she's stuck in air for a really long time and a free roll tech also

 

and yeah it's mostly for stuff like c starters into 4c delay j.214b and the like

Posted

I feel scrubby for asking this but on ories j.A j.B j.C how to you get the dB to connect

Do you mean 3B after landing?

 

Gotta make sure they're pretty high up when you hit them so there's enough time for the 3B startup. It isn't super fast.

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