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Posted

Has anybody been working on Chain Shift conversions or extensions? 

 

Off the top of my head:

 

Command Grab Conversion

j.214B x CS > 2C x 214B x 6 into gun loops (2C(1) x 22B > 66C x 22B > 66C x Reload)

 

You can end gun loops with 66C x 22B x 623C x CS > 623C to squeeze a little bit more damage in.  Might be worth investigating the rate at which you gain meter from CS to see what's necessary for some versions.

 

I came up with a 2C 5[C] x 214B x CS conversion yesterday but I'm not sure if the range was appropriate for a full combo conversion or if it just let you get more Cs into another whip knockdown.  I'm going to assume most conversions are easier to do with 214C but it might be worth knowing both for situations where you don't have meter.  Also might be worth forgoing the damage increase from Vorpal and saving the meter for a 623C ender but this is also probably dependent on how much meter you'd get from CS.  I'm at work right now or else I'd confirm what the full conversion was but wanted to get thoughts on how people were using CS in combos.

 

Side question: I'm having some trouble with the last rep in gun loops.  Does using the 2A whiff cause less hitstun deterioration than the 2C pickup?  Or am I just not consistent enough and it's generally the same timing as the previous loops?

 

Timing is the same to me for the 66C loops.

 

 

Something odd is happening when you try to whiff cancel a 2nd 421B during a combo and the opponent has vorpal...

 

Doing this combo:

2A>2C>5[C]>421B>j.BC>66C>421B>5A whiff>2C>22B>66C>Reload

 

Works fine when I set GRD to default or myself getting vorpal.  When I set it to the opponent having vorpal, the 421B>5A whiff doesn't cancel at all...

 

Conversely, when I do:

Assault j.C>2B>3C>j.BAC>66C>421B>5A whiff>2C>22B>66C>Reload

 

Works fine whether the opponent has vorpal or not.

 

Is there some property of vorpal I'm unaware of...like when the opponent has vorpal you can't cancel a special the 2nd time you use it or something weird

 

 

 

Edit: 

Looking more carefully at GRD, the reason seems to be that the second 412B>5A whiff consumes 2 GRD blocks and when your GRD is empty you can't do the combo. 

In that case,

2A>2C>5[C]>412B>j.BC>66C>22B>66C>22B>66C>Reload

might be the better combo as it does about the same damage and doesn't consume any GRD (but does require more bullets)

 

Right now I believe the combo you listed is the second most damaging and so far I think it is universal. If you can't do the 421B > J[C] route  then this combo should be the go to if you can execute it. 

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Posted

 

Timing is the same to me for the 66C loops.

 

 

Yeah, I went back in training mode today and didn't have any problems with it.  Just spent too much time practicing yesterday, I guess.   Thanks!

Posted

Why the fuck DOES 421B 5A whiff take GRD anyway? Do any other characters have this? I tried with Linne where you do 214B~A at the beginning, then tried to do 6CC 214B~B 5A whiff at the end and doesn't consume anything.

Posted

May I be added to the Skype group? my user name is usgamer.

Posted

I don't know if it's been mentioned yet, but you can..

 

623a(2hit) > CS > 5B > 5[C] > 421B > 6 > 2C(1) > 22B > 66C > 22B > 66C > Reload for a little over 3.3k

Posted (edited)

I am posting for the skype!

NitoriMacgyver.

 

Hah my acount had a picture, and I never set it. Must have had an account here ages ago. I wonder...

Edited by moku
Posted

How is everybody here dealing with Merkava flying around in the top/corner of the screen?  I'm stumped.

Posted

testing more frame data right now

 

On whiff from what? 5C?

yeah from 5c

 

 

so 214a is pretty cool, on block from the top of their head its plus, but if they shield it its negative

but doing it off 66b its always plus shield or not.

 

i do see senaru use meaty 66b > 214a quite a bit in videos so thats pretty good oki, but there is a tiny delay imbetween the 66b and 214a, if you do it too early it whiffs, so you can actually mash shit imbetween the two like eltnums 5a which is pretty fast (like 6 frames) so you cant do it everytime but i think its still good if you think they wanna mash on 2a / think they will try to tech your meaty throw you / respect you on block

 

time to start doin 214a > 2b

Posted

Hahaha these combos are silly.
 

5B>2B>2C>j.[C] works
2A>2B>2C>5[C] works
5B>2B>2C>5[C] drops
2A>2B>2C>j.[C] drops
 

Yeah meaty 66B>214A is really good.

66C is also really good, it crushes low pokes, and is a very fast overhead, and beats assaults ohh jeez.  With CS it's pretty easy to safe jump it too.

Posted

Damn, them 421B corner combos. Time to learn this~

 

Note:

I will add people to skype later today

Posted

Lol those corner 412B 5A whiff loop combos cost a ton of GRD and do less damage than the normal route.

Posted

623a(2) > CS > 2C > j[C] > xxx works as well. You need to delay the 2C a bit to get both hits depending on your CS timing though.  Another thing I was messing around with is.. rising jA > j214A. Depending on your spacing the j214A will hit on the other side. I don't think it's super useful or anything, but against someone with no reversal it's fun to do at the very least.

Posted

I'm SmellTheJava1 on Skype. Could you add me to the group, please? 

I can't add people atm, I think someone else in the group can add tho.

Here are some names that also want invites iirc:

 

NitoriMacgyver.

umaicake

silverhydra_fgc

usgamer.

Posted

6B > 2C > 5[C] > 421B > 6B

 

You're gonna get 5B cause game stores inputs

 

solution?

You get 5B because you've already used 6B in this chain.  I use 421B x w5A > 66C

Posted (edited)

6B > 2C > 5[C] > 421B > 6B

 

You're gonna get 5B cause game stores inputs

 

solution?

Just don't go for 6B do the version that works on smaller characters.

6B 2C 5[C] 421B j.B j.C d.C 22B d.C 22B d.C reload  2276 damage

6B 2C j.[C] j.Awhiff 5B 5[C] 421B 6 22B d.C 22b d.C reload 2277 damage

 

Edit: the second combo is counter hit only, forgot to turn it off. The first one works fine so use that one

Edited by NewFace
Posted

Just don't go for 6B do the version that works on smaller characters.

6B 2C 5[C] 421B j.B j.C d.C 22B d.C 22B d.C reload  2276 damage

6B 2C j.[C] j.Awhiff 5B 5[C] 421B 6 22B d.C 22b d.C reload 2277 damage

 

word.

Posted

Hahaha these combos are silly.

 

5B>2B>2C>j.[C] works
2A>2B>2C>5[C] works
5B>2B>2C>5[C] drops
2A>2B>2C>j.[C] drops

 

Not sure what you mean here, each of those strings work just fine into her usual combo routes. Perhaps you're not inputting 5[C] and J{C} cleanly.

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