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Posted

Been looking at the utility of 236C, I think it's huge against matches like Nanase, or anyone with a DP or good anti airs

In the air it'll always do the grounded version that will wallbounce and it causes you to change your jump trajectory backwards. Great for anti air bait.

 

This is a combo I came up with to use if it connects

 

j.214C > delay 66 > j.B > j.C > 214A > 623A > 5A > 3B > 214B > 2C > 4C > 214B
 
I delay the dash until they are close to hitting the wall, so that they are as low as possible in the air
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Posted

hey guys i have a couple questions about her 41236d super.

 

im just wondering how many hits does it actually do?

.

for example raw super would net around 12 hits point blank midscreen or corner, but 2c into super would make it do 13 hits? also having the opponent near but not in the corner would net fewer hits.

 

just wondering if someone can provide insight of how you would optimize this super by getting all of its hits (combo routes,positioning, etc). thanks!

Posted

hey guys i have a couple questions about her 41236d super.

 

im just wondering how many hits does it actually do?

.

for example raw super would net around 12 hits point blank midscreen or corner, but 2c into super would make it do 13 hits? also having the opponent near but not in the corner would net fewer hits.

 

just wondering if someone can provide insight of how you would optimize this super by getting all of its hits (combo routes,positioning, etc). thanks!

Honestly I don't think it's a great super to use for combo enders, unless it'll kill.

 

But some things I do know about the super is that no matter where you are, it'll always put you midscreen somehow. If you hit them with it in the corner, it'll change the background and place you midscreen to make sure it doesn't do the Marvel vs Capcom magneto problem.

Posted (edited)

hey guys i have a couple questions about her 41236d super.

 

im just wondering how many hits does it actually do?

.

for example raw super would net around 12 hits point blank midscreen or corner, but 2c into super would make it do 13 hits? also having the opponent near but not in the corner would net fewer hits.

 

just wondering if someone can provide insight of how you would optimize this super by getting all of its hits (combo routes,positioning, etc). thanks!

 

Hi! So, I've decided to take the liberty of testing this for you. This may help others though with optimal ends if this isn't already know though, so here we go with this explanation.

 

First Question: It is /SUPPOSED/ to do 13 hits. Problem is, there is a minor hitbox problem with the actual sword swing Tanatos (the Persona) does. Apparently, only the last half of the sword when she swings down has an actual hitbox and CAN ONLY obtain a maximum of 13 hits midscreen with the use of STUFF > 2C > 41236D. This also nets the most damage. 

 

2B > 2C > 4C > j.C > j.B > 214A >(Land) 623A > 5A > 5C > 214B > 2C > 4C > SUPER = 4045
 
2B > 2C > 4C > j.C > j.B > 214A >(Land) 623A > 5A > 5C > 214B > 2C > SUPER = 4161
 
This is the combo I used to test it (My BNB) It's only really an extra 116 Damage, but hey, whatever we can get sometimes, right? 
 
Any other combination besides just the 2C>Super ends up with less damage, so yeah, we should probably just do 2C>Super to end on it from now on.
 
Member iFaiska blew my shit out of the water and thanks to it, 2C>236B>41236D is the most optimal damaging version of the above combo. The full combo damage is now 4348.

 

I made a little informational Album about it here, on imgur so you can have my findings found. If you have any other questions, I will do my best to get back at you and explain them. Bye Bye~

 

http://imgur.com/a/77xiX

 

 

Honestly I don't think it's a great super to use for combo enders, unless it'll kill.

 

But some things I do know about the super is that no matter where you are, it'll always put you midscreen somehow. If you hit them with it in the corner, it'll change the background and place you midscreen to make sure it doesn't do the Marvel vs Capcom magneto problem.

 

 

You are mostly correct. Orie should actually spend her meter converting far range pokes into damage out of Thrust, which is more useful, IMO. 

 

And yeah, the reason it repositions her is so it can get the full wave. If you recall in BB, Jin's wave Super will deal less damage the closer you are and you have to be a full ranged 3C away for it to do full damage. Same concept, except this game fixes it itself (In all but one case as I've pointed out) so you get as much damage possible from it. It's pretty nice, yeh?

Edited by MarkusArx
Posted

Any other combination besides just the 2C>Super ends up with less damage, so yeah, we should probably just do 2C>Super to end on it from now on.

2c, 236b, ultra.

Posted

2c, 236b, ultra.

 

Whoops, you're right. It gives about an extra 187 Damage. I never thought to use 236B that late since I thought it would drop with it, since you have to be really quick to get the chain from 5A>5C to work on the combo. Will edit with the info for a cohesive post and give you credit!

Posted

Thanks guys for giving such great inputs. I've had games with a friend where he lived with a magic pixel from a combo with super, so I wanna milk it for what it's worth lol

Posted

Whoops, you're right. It gives about an extra 187 Damage. I never thought to use 236B that late since I thought it would drop with it, since you have to be really quick to get the chain from 5A>5C to work on the combo. Will edit with the info for a cohesive post and give you credit!

Just be careful of doing it when doing the 236b wallslam combo. The ultra will miss.

I was doing the "2c, 4c, ultra" before i saw your post(the the difference is only 13 damage, but is a up nonetheless).

"236b wallslam combo" variations:

All in Corner

236b(Slam), 2c, 5c, 3c, 623a, 3b, 214a, 214b, 3b, 214b, 2c(if you 236b the ultra will miss), Ender/Summon.

5c, 236b(Slam), 2b, 3c, 623a, 3b, 214a, 214b, 3b, 214b, 2c(236b, ultra will miss), Ender/Summon.

j214b, 2a/5a, 5c, 236b(Slam), 2b, 3c, 623a, 3b, 214a, 214b, 3b, 214b, 2c(236b, ultra will miss), Ender/Summon.

Posted

Nope, the combo page is still outdated from what I recall. If it's alright with xlolol, we should probably just copy/paste his notes since he made an extensive combo guide.

  • 2 weeks later...
Posted

My go-to confirm is 3B, j.B, j.C, j.214A, land, 623A, 5A, 5C, 214B, 2C, (ender of choice) 

Posted

anyone got a veil off chain shift combo that hits 6k?

 

i hit someone with 236>CS>2C5C>j.B>j.A>j.C>land>2C>5C>214B>2C>236B>236C>41236D for 5978.

 

 

needless to say they were quite upset.

Posted

anyone got a veil off chain shift combo that hits 6k?

 

i hit someone with 236>CS>2C5C>j.B>j.A>j.C>land>2C>5C>214B>2C>236B>236C>41236D for 5978.

 

 

needless to say they were quite upset.

Nice,

 

But I think the real question is, is it possible to do a veil off midcombo somehow? lol

probably not though. Only instance I could think would be to CS a DP and veil off, but still seems sketch. VO will probably have too much startup/recovery to work

 

or even Raw 22C > CS > VO

Posted

Nice,

 

But I think the real question is, is it possible to do a veil off midcombo somehow? lol

probably not though. Only instance I could think would be to CS a DP and veil off, but still seems sketch. VO will probably have too much startup/recovery to work

 

or even Raw 22C > CS > VO

.

http://www.nicovideo.jp/watch/sm24118751

there is one VO combo at the end, you do need chain shift.

http://www.nicovideo.jp/watch/sm24383202

There is another here too at the start.

Dunno if they are any good. have to see if they are usable with 100 meter and stuff.

Posted

combos from anti-air 3b?

I know this was asked a while ago, but I just noticed this.

 

AA 3B > j.B > j.C > 2C > 3C > 66B > 623A > 5A > 3B > 214B > 2C > Ender works as well. Does a little more damage than the j.214A > 623A route, corner carries more, and also works from slightly further away. It's a good deal harder though.

Posted

I was playing a match earlier against yuzu and she entered stance from full screen, so I threw out 22C -> CS and she teleported behind me during the CS. I grabbed her and threw her to the opposite corner(behind me). If I had thrown her the other way, would I have been able to throw her into 22C?

Posted

I was playing a match earlier against yuzu and she entered stance from full screen, so I threw out 22C -> CS and she teleported behind me during the CS. I grabbed her and threw her to the opposite corner(behind me). If I had thrown her the other way, would I have been able to throw her into 22C?

you should test it for us in training mode and let us know. But I have a feeling she would get thrown into 22C and take the hits. Since some characters can combo off of throw, I don't think the opponent has invul when they are thrown

Posted

Yes, you can throw the opponent into 22C hits. You can even combo off the 22C if you do 22C > Immediate back throw in the corner. It's really hard and impractical to get the combo off 22C here, but it does work.

Posted

Anyone else have an issue getting 41236C instead of ex divine thrust? Or am I a scrub =[

Posted

Anyone else have an issue getting 41236C instead of ex divine thrust? Or am I a scrub =[

I used to, but I'm getting it more consistently. It's just execution, so practice doing 236 without any extraneous directions, and it shouldn't take you that long.

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