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Posted

You mean the bomb after the 2c OTG? Are you getting the bomb off but 2a doesn't connect? If you're getting the 2c OTG hit then the timing on the drill shouldn't be the problem, try practicing 2c into bomb cancels by themselves to get it as early as possible, it's not especially tight or anything but it does have a timing.

 

For assault you have to go straight into 2c 5c after the aerial and then do delay j.B(H) A drill into the ender of choice.

2c 5c delay j.A j.B(H) also works with the ender above but adds too much proration for a few others.

The OTG I'm fine with, I mean the bomb for oki, I keep getting thrown/jabbed before I have recovered to jab the bomb. Not sure if it is because I am just releasing the bomb too late or there is some positioning I should have before releasing the bomb.

 

Not sure where I should be looking for all the enders haha, I'll trawl through this thread.

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Posted

@ TheArm: Excuse me but what does " ff(9)" mean in the preferred combo you posted? 

Force Function (B+C) while up-forward charging presumably.  That's actually a pretty interesting use for it and I'm surprised I hadn't tried doing that yet.

Posted

The OTG I'm fine with, I mean the bomb for oki, I keep getting thrown/jabbed before I have recovered to jab the bomb. Not sure if it is because I am just releasing the bomb too late or there is some positioning I should have before releasing the bomb.

 

Not sure where I should be looking for all the enders haha, I'll trawl through this thread.

 

Oh that part? That part is just hard haha, I still can't get it 100% either but I think doing the j.C A drill as low to the ground as possible helps.  If you're getting jabbed/thrown before you try to 5a then your timing is probably off, if the problem is the 5a, I've seen a Japanese Vatista player do j.A to activate the bomb and beat throw/mash but that way obviously loses to reversal DP.

 

https://www.youtube.com/watch?v=iDkn984ENSo @1:03:35  Anyone have any luck tagging 2C after a crystal launch?  I can't seem to nail it, CH or no.  It'd help Vatista's oki so much if that could be done consistently.

 

I've been practicing this for a few days, got it a few times but it's pretty hard, CH only as far as I can tell.

 

Edit: Starting to get it a bit more consistently, make sure your 2b is only 1 hit and do the 2c a bit earlier than you would think.

Posted

In general I avoid double crystal combos where I need to stand on the first crystal...going to 4 or 6 negative edge is way too inconsistent for me off the 2C OTG.

Also is Byakuya the only character where 2C won't hit raw off B drill in the corner?

Not sure if I'm mistiming or it's just him being weird.

 

The OTG I'm fine with, I mean the bomb for oki, I keep getting thrown/jabbed before I have recovered to jab the bomb. Not sure if it is because I am just releasing the bomb too late or there is some positioning I should have before releasing the bomb.

 

Not sure where I should be looking for all the enders haha, I'll trawl through this thread.

In terms of crystal oki enders, yeah there's a lot of variations that different Vatistas use, they range from manageable to really freaking hard, but most involve lasers to set off double crystal instead of 2B/5B so that they can end in a 2C ender into crystal.

Posted

Turns out I was wrong and you can get bomb -> 2c into double bomb oki from a non-ch 2c starter, damage is ~3100 and the timing is actually not that hard. Still unsure if you can get this from any other starters.

 

Edit: works from j.C 2c as well (non-assault)

Posted

Turns out I was wrong and you can get bomb -> 2c into double bomb oki from a non-ch 2c starter, damage is ~3100 and the timing is actually not that hard. Still unsure if you can get this from any other starters.

 

Edit: works from j.C 2c as well (non-assault)

So what is the setup for this?

Posted

So what is the setup for this?

 

(j.C) 2c 5c j.A j.B(hold) A-drill 2c OTG (hold), release B (standing), 2a 2b B-laser (hold B), release C (crouching), (dash if not in the corner), wait for them to fall, 2c, release B (crouching).

Posted

Wow I can't get the 2C to hit at the end, seems really tight.

 

This character is interesting, most of her combos aren't necessarily difficult you just have to retrain your fingers to do all these crazy things.

Posted

For VO combos, delay 2c > 5b against Merkava/Gordeau/Vatista/Linne. Doesn't work at all against Eltnum or Chaos.

Posted

Loving Vatista, she's pretty fun for a charge character.  I'm working on this one 2C combo that I'm just doing for damage, anything I can do to add more?

 

2C > 5C > delay j > [8]2[A] > 2C > 2]A[ > 2A > 5C > 2]B[ > [6]4A[2]8C

Posted

With at least 100 meter with 2C I do something like:

 

2C > 5C > jc[9] > j.A > j.B > [A] Drill > [3][C] > crouch Fragmentum A > [3] A > A Laser (detonate) > crouch Fragmentum C > [2]B > EX Somersault

 

 

4.1k dmg

Posted

For VO combos, delay 2c > 5b against Merkava/Gordeau/Vatista/Linne. Doesn't work at all against Eltnum or Chaos.

The delay 2c>5b part works on Eltnum and Chaos just the j.82c part drops midscreen randomly (lame).  If the drill part takes them into the corner it doesn't drop and the combo works fine though.

 

Also if you have vorpal you can make it work midscreen by delaying the ff > j.82c cancel until they get blasted down from the ff. Then chain shifting the ground spin kick into 64c 41236d.

 

Might be too risky to go for in a match though.

Posted

The delay 2c>5b part works on Eltnum and Chaos just the j.82c part drops midscreen randomly (lame).  If the drill part takes them into the corner it doesn't drop and the combo works fine though.

 

Also if you have vorpal you can make it work midscreen by delaying the ff > j.82c cancel until they get blasted down from the ff. Then chain shifting the ground spin kick into 64c 41236d.

 

Might be too risky to go for in a match though.

 

Yeah it doesn't work on Eltnum or Chaos because they drop out of the EX transvolans.

 

Anyway, I'll post the entire list of VO combos that I came up with. Take VO as 5b release A (standing orb) 5a 5bb release c (crouching orb) VO j.c j.FF j.[8]2c ([6]4c or not depending if he's in corner) IW.

 

5b/2b/j.c 2c 5c j.b j,[8]2a 2c VO. Same for starting from 2c. Off j.c starter you won't be able to get IW at the end so do j.[8]2c 5b IW (or straight IW if you aren't in the corner).

 

5c AA j.b j.c land j.a j.[8]2a 2c VO.

 

Air to air j.a j.b j.[8]2a 2c VO.

 

Air to air j.b j.c land j.a j.[8]2a 2c VO.

 

Air to air j.c j.b land j.a j.[8]2a 2c VO.

 

j.[8]2b 66c CS (hold a) j.b j.c VO.

 

[2]8b CS airdash j.a j.c land j.a j.[8]2a 2c VO.

 

66c FF CS j.b j.[8]2a 2c VO. Same starting from FF.

 

66c AA 5a j.a j.b j.[8]2a 2c VO.

 

Corner j.[8]2b (hold a) 2c VO.

 

Corner VO combos from other starters are a lot more difficult because you need to push yourself far away from the corner so the VO doesn't hit. Unstable and generally shouldn't be used.

Posted

So, and hopefully not too random a question, but is there any point and/or advantage to doing instant-air Lumen Stella or Mico Ruceo?  

Posted

So, and hopefully not too random a question, but is there any point and/or advantage to doing instant-air Lumen Stella or Mico Ruceo?  

 

Helps massively in the Merkava matchup since his 214a (ground hand grab) never hits airborne opponents. Other than that generally just making more space doing instant air Lumen Stella is rather useful on its own. Especially when they are going to try to poke you with lows.

Posted

Helps massively in the Merkava matchup since his 214a (ground hand grab) never hits airborne opponents. Other than that generally just making more space doing instant air Lumen Stella is rather useful on its own. Especially when they are going to try to poke you with lows.

That's good to know.  In case you couldn't tell I'm fairly new to this game so I was also wondering if [6]4B (ground version) was useful in this particular matchup as well?

 

after B flashkick you can do a low-to-the-ground A Lumen before landing

Good to know.  Thanks.

Posted

Man this character is goign to take me a while to get used to but I love learning her neutral / doing my own thing for it.

 

Truthfully her combos are the most boring part about her (and most bothersome). Still can't do one bomb combos yet, oh well. 

 

What's basic stuff I should be learning though? Like-

 

Normal bnb -

Bnb off of bomb -

5a anti air bnb -

Bnb off of [8]2a mix up landing -

bnb off of [8]2b landing - 

 

I mean that's it atm for me. You guys learn stuff / get it down pat so fast lol

Posted

I'll list mine. They do good damage and are fairly easy.

 

(b) means hold b

]b[ means release b

I have the different enders seperated out in parentheses.

 

Normal BnB bad starter - (assault) j.C 5a 2c 5c j.(b) j.c j.82a 2© 2]b[ 2a 2b 2]c[ ( 2b 28b/c or j.b j.c j.82a bomb oki)

 

Normal BnB good starter - 2c 5c j.(b) j.82a 2© 2]b[ 2a 64a 2]c[ ( 64a 28b/c or j.b j.c j.82a bomb oki)

 

5a anti air - 5a j.a j.(b) j.82a 2© 2]b[ 2a 2b 2]c[ ( 2b 28b/c or j.b j.c j.82a bomb oki)

 

bomb starter same as 5a anti air combo just run up 5a j.a j.b etc

 

Idk what you mean by 82a mix up tbh

 

82b midscreen 82b dash c 5a j.abc j.ab j.82a (2a 28b/c or bomb drop)

 

82b corner 82b hold a 2© 2]a[ 2a 2b 2]c[ ( 2b 28b/c or j.b j.c j.82a bomb oki)

 

My ender I choose based on the character I'm fighting and whether or not I can kill.  You can super instead of flashkick ender if you need a little more damage to put them down as well.  Most of the time I go for bomb oki though since it gives you so much freedom to mixup (or just hits them for mashing).

Posted

I'll list mine. They do good damage and are fairly easy.

 

(b) means hold b

]b[ means release b

I have the different enders seperated out in parentheses.

 

Normal BnB bad starter - (assault) j.C 5a 2c 5c j.(b) j.c j.82a 2© 2]b[ 2a 2b 2]c[ ( 2b 28b/c or j.b j.c j.82a bomb oki)

 

Normal BnB good starter - 2c 5c j.(b) j.82a 2© 2]b[ 2a 64a 2]c[ ( 64a 28b/c or j.b j.c j.82a bomb oki)

 

 

 

 

I literally can NOT (and I mean this) get down the timing for j.B and then the dive kick. I just can't.

 

It's crucial that I do because the rest of her stuff hinders on it but when do you start charging for the dive kick? After the 5C? During the 5C? How late do you delay the j.B AND the dive kick?

It's killing me lol

Posted

You start as soon as you press 5c then delay your j.B a bit then delay your j.82a a bit. Both 5c and j.b have more hitstun than you expect just try delaying each followup.

 

Also in the bad starter combo you can do j.b j.c j.82a instead if you can't get the timing down for the j.b j.82a part. It is significantly easier its just slightly less damage.

 

It isn't crucial as long as you aren't going for 2x laser or Veil Off combos. You can usually add j.c after j.b and still be fine.

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