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Posted

Hey man with this combo, done on ragna, the damage im showing is 3379?

You definitely must be missing part of the combo. I double checked since I was currently in training mode when I was looking over the topic, and the combo does 3499 before you even hit them with 2C.

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Posted

Of all the combos to have trouble with.

[5A/2A/j.C/j.4C],5B,2B,623B, d.5B,2B, sj.A,B,C, optional A-shuriken [midscreen only]

Where i run into problems is right here

,623B, d.5B,2B,

Im confident i could put the entire thing together if i could get that dash in after the 623B. Its not just something i couldn't do at first try either. I've been working on this for a while and its just not coming out. I need to know is it just me, or is there something im missing in this arrangement that is throwing people off?

That being said the screen orientation isn't it as ive been working in training mode over and over spacing things perfeclty (or trying to)

Posted

the combo works. practice more. buffer the first "6" motion of the dash before 623B ends, and the second "6" once you can move again, then let go of the stick (probably pad for you), then 5B. edit: this is quite easy compared to d.2B, which is quite hard, and very unreliable online due to input lag.

Posted

Figured out a new bumper loop while messin around in trainin mode. This combo only works on standing opponents in the corner. Place a C bumper in the corner then you do 5A, 5B, 2B, j.C, 3bumper, 5A, 5B, 2B, j.C, 3bumber, 5A, 5B, 2B, 2C, 6D, 623B. I can't recall the exact damage at the moment but it's about average Bang damage. The timing between hitting the bumper and 5A is a lil strict but the combo is very doable. I don't have recording equipment so if someone wants to make a vid showing this combo that would b great. Just give me my credit :) Call it....The Boss Bang loop!

Posted

HA! ok, thanks bro. Just got the d.5B to connect. Not often, but its coming. Far better than I was doing a few days ago.

I do have a stick actually but this is my 2nd 2D fighter to play using it. Still building that sense of what im doing when im doing. Also the 2nd 2D fighter I've taken any kind of seriously.

Also interesting combo note if your not afriad to waste the 50% bar on it, RCing after the seventh hit during 2363214C can give you an air throw if your really fast. I got this by holding 9 for about a second then putting in the rest of the motion very quickly. It takes some timing but im confident better players than myself would be able to do this with regularity.

Edit: the throw after the RC was meant as Bangs air command throw 623C.

Posted

You actually get that same loop midscreen, except you can omit the last 5a. I'd mentioned it earlier in the combo thread if I'm not mistaken. The midscreen variation deals 3281 damage. Adding the 5a in the corner Version bumps it up to 3300.

Posted

I think it might be worth noting that: j.623C, RC right before the third hit, 2D,j.D,j.2369C, \/, 2363214C works without the 2D,j.D,j.2369C because by the time I actually have 100% heat I usually am out of shuriken (Optional: 6C) -> j623b -> RC Before the 3rd hit > 2363214c deals 5397 [4959 without the 6C] Works on everyone.

Posted

I think it might be worth noting that: j.623C, RC right before the third hit, 2D,j.D,j.2369C, \/, 2363214C

works without the 2D,j.D,j.2369C because by the time I actually have 100% heat I usually am out of shuriken

(Optional: 6C) -> j623b -> RC Before the 3rd hit > 2363214c deals 5397 [4959 without the 6C] Works on everyone.

No reason to use either of those variations on anyone but Carl.

air 623C>RC 3rd hit>6A>623B>daifunka does 5324.

Posted

added a new bumper section.

note to 10stars and everyone else that knows his shit: please let me know if something obvious is missing or wrong. thx!

The Bumper Section

Introduction:

Rule 1: using 2147A/C (= very low jumping placement) will place those bumpers closer to the ground than if you would do 214A/C.

Rule 2: B and D Bumper are placed close to the ground to begin with, if you want to place them higher, you need to 2147, delay(!) B/D.

typical Bumper patterns

  • far away, 2147,delay D, \/, 2147C, 2147A.

    row of 3 bumpers. The D-Bumper is optional. Dora uses those eg. against Carl or Rachel (mainly C and A), Nezu against Tager.

  • Corner BnB in OTG2C [or standard BnB in corner into 6D] ,2147, delay C

    a relatively safe way to set up a bumper in the corner, you have to be quick after it and react to your opponent's tech roll, though.

  • BnB a litte outside of the corner, 214B:

    If you are a bit outside of the corner, you can do 214B and it will place a bumper very close to the screen's edge and relatively low. Good for iad.j.C, then bumper dash mixup.

Bumper Mixup

  • after BnB into palm thrust in the corner: place a B-bumper right inside of the corner (don't use the C-Bumper - it won't work). If the opponent recovers into the corner, continue pressure into 2B, iad.j.C, then:

    a.) iad.j.C, then link a 6-bumper-dash j.C (hits overhead) or land and go for a low. Saw this used by DORA BANG vs. Souji Arakune a couple of times.

    b.) jump, 2 or 3-bumper-dash, land, 2A, combo. you can also use this setup without the iad.j.C before it. If you use this setup outside of the corner with a 3-bumper-dash, you will cross your opponent up if you are close enough.

    c.) jump, 2 or 3-bumper-dash, land, 5A, continue pressure.

    you can also use this setup without the iad.j.C before it. If you use this setup outside of the corner with a 3-bumper-dash, you will cross your opponent up if you are close enough, see below.

  • midscreen Blockstring into 2B, jump, then:

    a.) 3-Dash, \/, 2A into combo behind opponent

    Bumpers to use: midscreen: any TKd A,C,D Bumper, Corner: TKd C-Bumper (no crossup except Tager or after 623B wallbounce)

    A very nice setup - it's an almost instant low crossup. There's a gap of course, so use it with caution.

    b.) 6-dash, j.C crossup, \/, d.5A or B, combo

    Bumpers to use: see above

    The overhead crossup option for this 2-way mixup. As with the 2A setup, there's a gap, also it is quite spacing dependant - if you start from too close, your j.C will whiff. Best used when opponent is barrier guarding or you started your pressure string from a little further away.

    c.) 2-Dash, land, 5A (repeat pressure from beginning)

    Basically a way to keep up the pressure until your opponent's guard breaks or he finds a way to escape.

Bumper Combos

  • 5A,5B,2B, [instant 9-j.C, [3-Dash, \/, 5A,5B,2B] x2, 2C,6D,6239B [standing opp. only] <-- thx to Boss Bang for this one!<br/>

    2891/3300 damage

    Bumpers to use: midscreen: standard A,C bumper or j.B/D bumper. Corner: C-Bumper.

    Pretty damaging combo compared to the standard BnB. Especially useful against chars that are hard to combo otherwise (eg. Noel).

  • Chain into 2C, Jump, 2-dash or 3-dash, \/, 2B,623B, 2363214C: [50% Heat]

    does a laughable amount of bonus damage compared to 2C into super (only 40), but gives you more heat gauge, 15% instead of 11%.

    Slightly more useful against Noel, since the 2C, Shuriken into Super combo does 3278, the bumper combo 3508 Damage = 230 more and no shuriken needed (not counting the bumper).

Posted

Nice one, that should be useful since I personally have seen them made use of by other bangs, but with my level of knowledge of them, they were like fu rin ka zan before reioumu and 10stars made the guide, I could use them, but it could go either way. Anyways I had an idea. It may be useful to have a table of contents to this thing. I mean the guide is insanely huge, so if somebody were to want to find specific information it would be useful to have something indicating its placement in the guide, just a thought.

Posted

Every tk'd bumper is placed at the same height, so they'll all appear in a row provided you do them all with the same timing. I've been using tk c and a bumpers with successful results, but I really prefer to save my c bumper for more on the fly positioning, such as getting a corner knockdown. That said, I sometimes use b and d bumper sets, then run directly under b bumper and tk an a bumper. Gives you the same 3 bumper setup, but saves c bumper for later use.

Posted

I didn't see this anywhere, sorry if it's been said already but you can do 632B > RC > Daifunka for 5014 damage. Not very practical by itself but you can do it out of a throw BC > 623B right before or after the throw would hit > RC into Daifunka If you do the 623B BEFORE the throw hits, it's 4101 damage. If you connect with the throw it's 3660 but easier to land. The BC > 623B will whiff on Carl [At least I wasn't able to land it at all] but if you cancel the BC and just do the 623B you can still catch him with the RC > Daifunka Not too useful, but it did win me a match last night :P

Posted

added a new bumper section.

note to 10stars and everyone else that knows his shit: please let me know if something obvious is missing or wrong. thx!

You just saw my video today :( you should know what's missing lol

5A 5B 2B 2C 214B d.2A 5B /\ j.A j.C 236D -> 3-way bumper mixup

The mixups are

6-dash behind them j.C (yields the most damage with the follow up) [high hit behind]

6-dash in front of them j.C (Gives you another BnB) [high hit in front]

3-dash 2C (not a lot of damage, but if you hit, you can follow with 6D and follow up with a TK A-bumper which will be in great alignment with your B-Bumper. [low hit in front]

The 236D will whiff if they emergency roll. if they don't they get hit by the nails.

Posted

Every tk'd bumper is placed at the same height, so they'll all appear in a row provided you do them all with the same timing.

no, it is different for A and C as opposed to B and D. if you tigerknee both those 2 groups at the same height, they will be placed a little differently.

Posted

I dont know if anyone knows about this trick I just figured out, but I'm going to post it, this is a copy of my post from the gamefaqs boards. This trick makes the 4 seal combo allot easier and also makes jin and characters that usually bounce to high to combo j.D from 2D easier to hit. Here is my post. " If you do 2D then do a high jump instead of a regular one, you go to a height perfect for the 4 seal combo ( since you need to go higher so you can delay the C nail ). Also this trick is very useful for characters like jin, since normally its next to impossible to combo j.D off of normal hit 2D. However this lets you travel high enough to pull it off. "

Posted

I dont know if anyone knows about this trick I just figured out, but I'm going to post it, this is a copy of my post from the gamefaqs boards. This trick makes the 4 seal combo allot easier and also makes jin and characters that usually bounce to high to combo j.D from 2D easier to hit. Here is my post.

" If you do 2D then do a high jump instead of a regular one, you go to a height perfect for the 4 seal combo ( since you need to go higher so you can delay the C nail ). Also this trick is very useful for characters like jin, since normally its next to impossible to combo j.D off of normal hit 2D. However this lets you travel high enough to pull it off. "

Old as time.

Posted

I have a question about one of the blockstring combos (5A,5B,2B, j.4C behind enemy/iad.j.4C behind enemy) Isn't there enough time for your opponent to react when you jump over them? I never seem to pull this one off

Posted

I have a question about one of the blockstring combos (5A,5B,2B, j.4C behind enemy/iad.j.4C behind enemy)

Isn't there enough time for your opponent to react when you jump over them? I never seem to pull this one off

They have tons of time to react with normal j.4C, usually by jumping out. If they do that, air command throw them.

Posted

updated the 5D combo section a bit, some bugfixes, some minor new info. might add this "universal" combo soon: 5D, j.B,j.623B, \/, 5B,2B, sj.A,B,C. gotta test it more, though, doesn't work against carl, for example.

Posted

updated the 5D combo section a bit, some bugfixes, some minor new info.

might add this "universal" combo soon:

5D, j.B,j.623B, \/, 5B,2B, sj.A,B,C.

gotta test it more, though, doesn't work against carl, for example.

Though that's good for general universal use. For Carl, i think the best one to use would be 5D jB jBC... only like 2k damage or something like that, but you really don't have options. If you do 5D j623B d.5B 2B then you'll have a worse oki setup and the damage still sucks.

As for 5D combos. Arakune one is nice <3

5D sj.D 2B 623B d.2B 6C j.BC623B 3606 damage

Though whoever you can hit with 5D sj.D you can get great damage off of, or even use C-nails.

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