rei-Scarred Posted October 3, 2009 Posted October 3, 2009 on Rachel: 2d, 8-dash j.d, 3-j.d, 4-j.d, 6-j.d, v 4-5d, 9-dash j.b, 6-j.d, 3-j.d, 4-j.d, 6-j.d, 4-j.d, v 2c. 5685 damage. This game is absurd sometimes. But so lol. i dont think youve posted a 6D one yet: 6D 9-j.d 4-j.d 6-j.d 4-j.d v 4-5d 9-j.D 3-j.D 4-j.D 6-j.D also works. Not bothering posting damage cause i bet it can be optimized, but here's something to start with.
WUT Posted October 3, 2009 Posted October 3, 2009 In response to epicdamage's corner Rachel loop: midscreen: 5d, 9-dash, j.d, 3-j.d, 4-j.d, 6-j.d, v 2b, 6c, 9-dash, j.b, 3-j.d, 2-dash, j.d, v 2c. 5095 damage. Start with 2d and the damage is 5179. With 6d, 4639 damage. Not the same combo, but going in the general direction. Considering the combo in quotes started with 2D does 5179 and the revised combo does 5685, I would assume a 6D starter is right around ~5000 or so damage. Which is great, considering 6D's utility. As a side note, Bang install seems easier to implement against Rachel than the other top tiers. While she's ridiculously hard to 4-seal, there are numerous 2/3-seal combos that are Rachel/Tager only. You can even net a corner 3-seal on her, which is something of a rarity against most of the cast unless you go into the 2D, j.D early in the combo. Rachel's 3-seal combo doesn't have such a restriction, which is very nice.
jak d ripr Posted October 7, 2009 Posted October 7, 2009 Eh guys, i know its probably been asked, but how do you nail bangs dash combos, i just cant get the hang of em.
LAMG Posted October 7, 2009 Posted October 7, 2009 i wonder if they will keep allowing to input daifunka as 2624D instead of 2363214Din CS
ShoMeYaMoves Posted October 8, 2009 Posted October 8, 2009 Eh guys, i know its probably been asked, but how do you nail bangs dash combos, i just cant get the hang of em. Practice. Lots of it.
jak d ripr Posted October 8, 2009 Posted October 8, 2009 Practice. Lots of it. lol, not the answer i was hoping for, i understand i need practice, but i dont even know where to start, like how do i guage when i should dash? Are there any visual or audio signals you looks for? Sorry if i come off as lazy im just curious.
faultydefense Posted October 8, 2009 Posted October 8, 2009 are you talking about his 5b 2b 6236 b d.5b... to get it down first figure out just how long the recovery is on 623B, you have to know for yourself as its all about feeling it out. Once you figure it out you want to start trying to run a tiny bit sooner than you'd think you can. If you mess up you wont move, but its better than doing it too late as it won't help your timing. to land a d.5b don't wait to see your run, you have to know got the run, wait just a second and push it before you think the 5B will reach them, bang will slide into it, you really only need a very minimal run in most cases (eceptions include rachel/arakune)
jak d ripr Posted October 8, 2009 Posted October 8, 2009 Aight thanks bro, the combo in particular i wanna get is 5b>2b>623b>2b>623b.... but thanks for the tips ill try them out, just find a way to make a mental note of when i can dash.
Lord Cruxis Posted October 8, 2009 Posted October 8, 2009 Aight thanks bro, the combo in particular i wanna get is 5b>2b>623b>2b>623b.... but thanks for the tips ill try them out, just find a way to make a mental note of when i can dash. For that combo...you can relax you don't need to dash against another Bang or Tager.
Timotee Posted October 8, 2009 Posted October 8, 2009 Well, I was messing around with 6b and didn't see this one anywhere, so I'll post it and if it's duplicate I'll kill my dog in apology: 6b RC 236c jd 2369c jd 2369c 5d sj jc about 3k damage, 3 needles, 3 symbols. Not too great except against carl, or if you're going for install. Need to do the 1st needle immediately after RC, or it won't legit combo and you'll have wasted 50 heat and a needle =(
Blackblurr Posted October 9, 2009 Posted October 9, 2009 I posted this in the Ongoing Bang Shishigami Guide: but I thought it was worth mentioning here too. I was messing around in training just now and did something pretty cool by accident. Has anyone else noticed that you can double jump out of a j.4c hit. If you space it right you can do j.4c, dj.c on a blocking opponet for a nifty little double crossover. And on counter hit you can double jump straight into a j.d and otg combo. It seems like it could be sorta useful if used sparingly. Dunno if this is old though. I would've tried searching for it but it would be kind of hard to search for something like that i would guess. Plus I've never seen anyone do it, and I've watched quite a few bang videos. Any thoughts? edit: I've been playing around with it for a few minutes now, and the different possibilities are crazy... Made a quick video http://www.youtube.com/watch?v=ikXmc6Y-sbE Quality isn't spectacular but it's tolerable.
ShoMeYaMoves Posted October 9, 2009 Posted October 9, 2009 I posted this in the Ongoing Bang Shishigami Guide: but I thought it was worth mentioning here too. I was messing around in training just now and did something pretty cool by accident. Has anyone else noticed that you can double jump out of a j.4c hit. If you space it right you can do j.4c, dj.c on a blocking opponet for a nifty little double crossover. And on counter hit you can double jump straight into a j.d and otg combo. It seems like it could be sorta useful if used sparingly. Dunno if this is old though. I would've tried searching for it but it would be kind of hard to search for something like that i would guess. Plus I've never seen anyone do it, and I've watched quite a few bang videos. Any thoughts? edit: I've been playing around with it for a few minutes now, and the different possibilities are crazy... Made a quick video http://www.youtube.com/watch?v=ikXmc6Y-sbE Quality isn't spectacular but it's tolerable. Really old. It's usually only good against big characters though since the second crossup (preferably with a j.b) is pretty slow otherwise.
Blackblurr Posted October 9, 2009 Posted October 9, 2009 Ah, I see. I've never seen anything about it before though.
seventwenty1 Posted October 9, 2009 Posted October 9, 2009 i wouldnt put it down like that, it has its uses, I know sometimes you can hitconfirm a counter hit into j.D on people who like to mash, if nothing else you can use shurikens to set up some neat mix-ups afterwards
Blackblurr Posted October 9, 2009 Posted October 9, 2009 i wouldnt put it down like that, it has its uses, I know sometimes you can hitconfirm a counter hit into j.D on people who like to mash, if nothing else you can use shurikens to set up some neat mix-ups afterwards Yea, I do some of that in my video.
rei-Scarred Posted October 11, 2009 Posted October 11, 2009 lmao i just found out you can 6D tiger knee command throw anywhere in FRKZ. did not know that:eng101:
jak d ripr Posted October 11, 2009 Posted October 11, 2009 lmao i just found out you can 6D tiger knee command throw anywhere in FRKZ. did not know that:eng101: But wont it be a purple throw? Just asking.
ShoMeYaMoves Posted October 11, 2009 Posted October 11, 2009 But wont it be a purple throw? Just asking. Yes.
DaiAndOh Posted October 11, 2009 Posted October 11, 2009 But wont it be a purple throw? Just asking. If I may play theory fighter, a throw break in FRKZ may gave you an oki opportunity. Depends how fast you can move after the break.
WUT Posted October 11, 2009 Posted October 11, 2009 If I may play theory fighter, a throw break in FRKZ may gave you an oki opportunity. Depends how fast you can move after the break. It does, just like a corner 2c, command throw gives you an oki setup if they break. The problem is that you're giving up alot of damage to do 6d, command throw for the tech trap, since you'll only have enough untechable time for 6d to combo early on.
rei-Scarred Posted October 12, 2009 Posted October 12, 2009 what lol? I didn't mean do this after a random 6D hit that would be a waste seeing the combos that can be done off of a random 6D. im thinking more along the lines of j.C 3-dash v 5A 5B 2B 2C 6D 9-Dash 623C
WUT Posted October 12, 2009 Posted October 12, 2009 You're still giving up way too much damage there, considering j.c, 2-dash, v 2b, 2c, 4-5d launch works on most of the cast. It really can't be justified unless you're playing people who are unable to break throws.
WUT Posted October 13, 2009 Posted October 13, 2009 On litchi, bang, nu, Jin, and Carl: if you do any normal Gatling string Into 2c in the corner you can pick up a 3-seal combo. Ex: 2a, 5b, 2b, 2c, 2d, sj.d, late 2369c, v 2d, sj.c. 1982 damage. Start with 5a, damage is 2770. Start with j.c, v 5a, damage is 3113. Tip: use 8 or 7 for your super jump, so your c nail won't miss. EDIT: also, don't know if it's common knowledge or not, but you can 3-seal Rachel with A corner combo. Just end the above combos with v 5c, 5d, sj.c instead of 2d, sj.c.
seventwenty1 Posted October 14, 2009 Posted October 14, 2009 Was tryin to find the most damaging bang combo...with 10stars 6500~ in mind couldnt do it =/ but got j.D > 6A > 623B > 2B > 623B > 623B > Daifunka RC > 6D > 9236D = 5950~dmg j.D > 6A > 623B > 2B > 623B > 623B > FRKZ activate > daifunka > 5B = 6150~dmg food for thought if these arent known all combos work on the entire cast except bang and carl, timing is really tight on ara and tager for bang you can do somethign goofy like j.D l> 623B (while they're bouncing from a j.D counterhit...lol)> 2B > 623B > daifunka
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