Jump to content
Dustloop Forums

Recommended Posts

  • Replies 707
  • Created
  • Last Reply

Top Posters In This Topic

Posted

There is frame data for dash in furinkazan. It's the move noted as nail dash. 16f total, invincible from frames 7-10, can pass through opponents from frames 1-10. Level 3 moves (2b, 2c) leave you at neutral ground, and guarded d moves leave you with frame advantage.

Posted

So if an opponent did a move 17 frames and slower i should be able to dash up and attempt to punish right after super freeze from Furinkazan? And also if i strike the opponent with a 2b both players are even so i can try to beat them out with a furinkazan super afterwards into a 5 frame startup 5a correct would that work? Edit: You mean to tell me that with furinkazan after u get the +2 after it starts up that i couldn't punish an already incoming slow axx 16 frame over head or slow fierce attack with lots of recovery from the opponent with a 5a afterwards and go into combo? It just seems the most practical way to use furinkazan outside of 100 tension setups in this way in fact I've seen dora attempt something similar to boot.

Posted

What I mentioned concerning frames assumes you're already in bang install. Going in to bang install and then punishing gives you an extra 2f to work with, as you can move before your opponent. As an example, you can bang install and then punish ragna attempting to 5b you with your own 5b (both have 8f startup), assuming he swung with 5b in response to the super flash. Not an ideal scenario, but the point is still made.

Posted

Ok cool thats what i wanted to make sure was possible thank you very much for the input. Like i said before it just seems like an interupt attempt with a 5b or 5a on an incoming attack after getting the +2 from furinkazan and getting a nearly 4000 damage punish to finish the match or just about finish it would be the way to go outside of 100 tension. I just wish there was a list of what i could interrupt with 5a or 5b without using the dash after going into furinkazan and what i could interrupt if anything after dashing in furinkazan.

Posted

inspired by nezu's setup (unfortunately, he doesn't complete the combo in the vid) any chain into 2C, dash cancel, [2D, 9-dash j.D, 2-dash, \/, 2D, 9-dash j.D, 3-dash j.D, \/, OTG 2C. 3791 damage. resembles 10stars' 2D combo, just a normal setup for it.

Posted

Idea I got from watching Nezu. no meter or nails :o 3221 damage BNB against Arakune 5A 5B 2B 6C j.623B \/ d.5B jc j.A j.B j.C j.623B mid screen combo. edit: Found a better one doing 3460 damage against Arakune 5A 5B 2B 6C j.623B \/ 2B 6C j.B j.C 623B 3460 is really good for bang without any D attacks, nails or meter o_O

Posted

Idea I got from watching Nezu. no meter or nails :o

3221 damage BNB against Arakune

5A 5B 2B 6C j.623B \/ d.5B jc j.A j.B j.C j.623B

mid screen combo.

edit: Found a better one doing 3460 damage against Arakune

5A 5B 2B 6C j.623B \/ 2B 6C j.B j.C 623B

3460 is really good for bang without any D attacks, nails or meter o_O

Yeah, the only normal combos off the top of my head that do more are off counterhit j.D. Thanks Rei.

Posted

Those combos do not work if Arakune is crouching, instead you can do 5A/2A 5B 2B 623B d.5B jc j.A j.B j.C j.623B which is 2880/2060 damage. for 1 seal and using 1 nail, you can do 2651 by doing 5A 5B 2B 2C 2369C \/ d.2D jc j.B jc j.B j.C j.623B

Posted

thx reioumu, i'll add those later. just realized you can save a shuri on the ragna & haku standing BnB, as daioucho showed in that one vid: after the second 6C,j.D, just land, OTG 5C,623B. you have to be close and it's quite tight, i guess.

Posted

Heys I saw something interested today online guys. By shamedHero I think you can combo bang's command grab into his super. I you have to RC on the fourth hit and wait until your opponent fall toward the ground then combo into super. I think that was quite the trick their Shamedhero pull off.

Posted

@Strider Chipp: The various ways to combo into the distortion from an RCd command throw have been went over. The max damage version of ground command throw rc is 623c > rc second hit > instant backwards air dash > land > daifunka. The max damage version of the air command throw is j.623c > rc second hit > 6a > 623b > daifunka.

Posted

Tager: 6a, 6-6c, j.d, 6-j.d, 6-j.d, v, 2b, 6c, 9-dash, j.b, 3-j.d, 2-dash, j.d, v, 2c. 5472.

Posted

do you have time to hit confirm the 6C after the 6A? sounds kinda dangerous if he (for some reason) gets hit while crouching.

Posted

Yep. If you don't want to risk it you can go for the 2c, 6-2d combo. But 5400 off of a low is very sexy. I merely started using 6a more since it gives me a tricky low after 2b in bang install. It's been working out rather well.

Posted

Does anyone know how many invul frames Bang's dash has? I'm positive he has at least a few (I've evaded attacks and gotten the white invul whiff circle while dashing).

Posted

There is frame data for dash in furinkazan. It's the move noted as nail dash. 16f total, invincible from frames 7-10, can pass through opponents from frames 1-10. Level 3 moves (2b, 2c) leave you at neutral ground, and guarded d moves leave you with frame advantage.

QFT

Posted

Hey guys, I need some help. I've thoroughly read through this thread (post by post) and i'm trying to organize all the combos as to which ones I need to have down and which aren't really that necesarry/applicable. There are over 30 combos in this thread, but not all 30 are used. On top of that, it's hard to make time to master over 30 combos and try to remember a specific one in every match. Can anybody help me organize myself please?

Posted

Hey guys, I need some help. I've thoroughly read through this thread (post by post) and i'm trying to organize all the combos as to which ones I need to have down and which aren't really that necesarry/applicable. There are over 30 combos in this thread, but not all 30 are used. On top of that, it's hard to make time to master over 30 combos and try to remember a specific one in every match. Can anybody help me organize myself please?

You know I was actually doing the same thing myself. I was trying to arrange them in terms of difficulty for myself and within that I had em organized by the first attacks and just made notes about character or location specific stuff.

I did it this way because there are some combos that I just cannot do consistently in training mode so i can't even imagine trying them online. Of course it just means I need more practice but the point still stands until I do. Then when looking at it by first attack I could realize "Ok if this hits then I can follow up with this." And as I practice I try and absorb the info and know what I can and can't do. Then I could also easily see what the damage was and know by looking at the difficulty which combos I should be doing on certain characters.

Unfortunately I gave up twice trying to organize everything i've gathered from the threads on here, the wiki, and the japanese wiki info off the zetaboards thing. So good luck.

Posted

i know it isn't easy to keep track of all the combos in all situations, since the first post is so full of info. basically, there are 2 ways how you can organize combos: 1. sort them by character. + playing a lot against char X? just look him up on the list. - lots of duplicate combos 2. sort them by opener. + better for advanced players who care for the situation - bad if you need to find ALL situational combos for a specific character. i did the latter. i suggest you just start learning combos for those situations that you encounter the most - to give some examples: corner combos, 2D counter hit combos, combos against big chars. maybe a combo after throw. and so on and so forth.

Posted

Thanks a lot guys, really aprpeciate it. Once I organize these combos i'll b on my way. AtTheGates, you said you "did the latter". What does that mean?

Posted

Thanks a lot guys, really aprpeciate it. Once I organize these combos i'll b on my way. AtTheGates, you said you "did the latter". What does that mean?

The 2nd one or last example.

Posted

Honestly, the second post is the best place to start. Combos Listed that work on Noel and taokaka will usually work on everyone, Carl and arakune excluded. Just mainly get used to launching from 2c or trying to combo into j.d to get your more damaging combos and setups. And the throw combo listed is universal, except for Carl and arakune, again.

Guest
This topic is now closed to further replies.

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...