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Posted

For 5D, I just do what Dora does. 5D>j.B>623B>5A>5B>j.A>j.B>623B It also works nicely on smaller characters, which can be a headache for the 5B>2B in the other combo. I should probably work on the 5D>j.D stuff on some characters though. On a semi related note, been messing around trying to find a better bnb for Rachel but the only thing that consistently works and still sets up oki is 5A/2A>5B>2B>623B>d.2A>5B>j.A>j.C which only does 100 more than the standard bnb....ah well, at least it looks cool. I feel like 5A>5B>2B>623B>d.5B>2B>j.B>j.C is the most practical bnb for crouching cat1/cat2 characters and for Tao/Noel/Jin/Bang. It does 19 less than the sj.A>sj.B>sj.C finisher but it doesn't let them air tech and I'll gladly pay 19 damage for oki any day.

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Posted

Something I've noticed lately is that I've stopped doing BnBs so much. People are too used to it and making people afraid of bumpers is also great too. If they expect me trying to use bumpers (like Nu using 6D) I'll just jump up to the bumper 3-dash and 3C has caught several people off guard since they're expecting the high. Kinda risky, but definitely great for mix up, awesome if you get that CH 3C as well :3

Posted

You're taking a big risk if you opt to reduce damage output in exchange for more mixup from bumpers, especially considering how easy it is to interrupt bumper mixup. I'd rather tack bumpers in during pressure strings than give up damage. Personal choice of course. If you've got them scared to swing then bumpers are nice tools.

Posted

I don't stop doing them all of the time, but if you have a few bumpers set out, you have a great way to move around and you're given more options. 5A 5B 2B 2C 214B d.2A 5B jc j.A j.C j.236D[whiff] does 2124 damage and gives you a bumper + 3 way mixup. That's only if they do a quick recovery, if they sit on the ground they eat nails and you still have oki :psyduck: I usually try to have at least 2-3 different bumpers out per match. Also, bumper combos deal quite a good amount of damage and chain into daifunka nicely. Or even A-nail gliding with bumpers is viable, though gimmicky.

Posted

My problem with that setup is the resource requirement. 4 nails for 3 way mixup isn't that impressive. If they don't tech you've wasted three nails and your setup. Yes, you still have oki. But you've invested a third of your nails into nothing.

Posted

against ragna, blocked SRK (he's in counter hit state and has a lot of landing recovery, easy as hell) j.D(CH), \/, 2B,623B, 2363214C 50% heat, fullscreen 5183 damage j.D(CH),j.2369C, \/, [d.6C,j.D,j.2369C,\/]x2, d.6C,623B,\/,OTG 2C 3 Seals, 3 shuris, fullscreen 4006 damage j.D(CH),j.2369C, \/, 6C,j.D,j.2369C,\/, d.6C,j.D,\/, 5C,623B 3 seals, 2 shuris, anywhere not point blank corner 3796 damage

Posted

against ragna, blocked SRK (he's in counter hit state and has a lot of landing recovery, easy as hell)

j.D(CH), \/, 2B,623B, 2363214C

50% heat, fullscreen

5183 damage

j.D(CH),j.2369C, \/, [d.6C,j.D,j.2369C,\/]x2, d.6C,623B,\/,OTG 2C

3 Seals, 3 shuris, fullscreen

4006 damage

j.D(CH),j.2369C, \/, 6C,j.D,j.2369C,\/, d.6C,j.D,\/, 5C,623B

3 seals, 2 shuris, anywhere not point blank corner

3796 damage

You can do j.D CH \/ 6A 623B 2343214C. I'm pretty sure we said that one awhile ago since 6A 623B does more than 2B 623B but only works if you do j.D CH while they're in the air.

Posted

didnt know its possible after CH, just thought after 6D,j.D, but whatever. both combos are hella damaging. edit: and there's a problem, sometimes you'll hit ragna when he's in landing recovery, and then you gotta use 2B. it's the safe option.

Posted

j.D>2369C>6C>j.D>6A>623B>d.6C>623B>2C 4176 damage on Ragna/Hakumen. Can't get the 2C to land on Tager but it still does 3921 on him for only one nail. It does 5210 if you daifunka instead of d.6C. j.D doesn't have to be CH. If only Bang could combo everyone like he can combo cat1s...

Posted

tried the j.D against ragna SRK again yesterday, if it's a C srk, which i used for the example, you can't hit him with j.D airborne, period. even if it whiffs. so, no way to go into 6A right after the 6D. you'll hit him during his landing recovery, then you gotta use 2B.

Posted

5A 5B 2B 6C j.623B \/ 2B 6C dj.BC 3211 damage Works on all Category 1 & 2 characters while standing. You can add on a j.623B against arakune for 3460 damage no seals or nails though.

Posted

Thanks. I just tested 5D non-CH on everyone. These are my results for max damage without heat or nails. 5D /\ j.AAB dj.BC - 2038 damage 1 seal Carl 5D /\ j.B623B \/ 5B /\ jAAB j.BC - 2904 damage 1 seal Rachel 5D /\ j.623B \/ 2B 6C j.C - 2943 damage 1 seal Nu + Jin 5D /\ j.623B \/ 2B 6C j.C623B - 3259 damage 1 seal Arakune + Tager 5D /\ j.D 2B 623B d.2B 6C j.C 3233 damage Taokaka (I can't land j.BC for some reason... I'm guessing she floats a little higher or something, but I've tried to delay the 2B 6C as much as I can) 5D /\ j.D \/ 2B 623B d.2B 6C jBC - 3367 damage 2 seals Litchi + Bang + Ragna + Noel 5D /\ j.D \/ 2B 623B d.2B 6C jBC623B - 3606 damage 2 seals Hakumen God dammit Carl :(

Posted

5A 5B 2B 6C j.623B \/ 2B 6C dj.BC 3211 damage

Works on all Category 1 & 2 characters while standing.

You can add on a j.623B against arakune for 3460 damage

no seals or nails though.

Can I ask what your Training mode settings are on? I actually tried and got those to work some time ago, unfortunately, changing one setting, I forgot which, screwed it all up.

I'm guessing that we should have Emergency Roll disabled? The training dummy seems to tech out of combos that it shouldn't otherwise sometimes.

Posted

Can I ask what your Training mode settings are on? I actually tried and got those to work some time ago, unfortunately, changing one setting, I forgot which, screwed it all up.

I'm guessing that we should have Emergency Roll disabled? The training dummy seems to tech out of combos that it shouldn't otherwise sometimes.

No, a combo is a combo. Should work regardless of settings. Maybe it's the timing on your first 623B. You can't do it too early, you need to delay it slightly.

Posted

No, a combo is a combo. Should work regardless of settings. Maybe it's the timing on your first 623B. You can't do it too early, you need to delay it slightly.

Ah, that's probably it! I did not delay it at all when I was doing it. >_> I'll be sure to try it that way, thanks.

Also, really quick. Did that combo do more damage than the usual 5A 5B 2B 6C j.D 2B 6C j.B j.C? I know the super after the j.D 2B/6A makes it do 4000+, more damage obviously, but is there any reason to do the one you mentioned instead? Maybe if it has more reach if you happened to have hit with Bang's 6C farther away than normal?

Real quick: Can't you also hit Tager with a j.623B after the ending j.C? Not just Arakune? I think I could hit Ragna with the j.623B sometimes too, though that might've been in a different way.

Posted

those are the misc. 5D combos i already edited in a while ago:

MISC:

category 1 and category 2 (except V-13 & Litchi) & Jin:

[*]5D/5D(CH), j.B,j.623B, \/, 5B,2B,6C, j.C (j.623B*) [Category 1 & 2 & Jin only, fullscreen]

3054 /3329 Damage

*= Hakumen, Jin, Tager, Arakune, XX only

this combo works after the same principle than the combos against the category 1 and category 2 characters - juggle with 5B,2B,6C. I was skeptic at first whether it is ok to end a combo with j.C that high, but since dora does it, it must be ok i guess.

Alternative for V-13 & Litchi*:

[*]5D/5D(CH), j.B,j.623B,\/, 5B,2B, j.B, dj.B,dj.C

3057 damage

*= have to juggle Litchi with 5B,2B a little earlier than V-13, or the dj.B will whiff.

against carl, you can use 5D, sj.B,j.623B, \/, relaunch.

Posted

ok, here is a finisher if you accidentally throw out a 6A in the corner (didnt see anyone messing around with 6A combos so this one is the best I got. had to come up with something for when I throw it out on accident =p) 6A 623B RC 5C 6A 623B RC 5C 6D 6239B someone needs to test out the last hit because i suck at that input and the opponent might be able to tech out, but if your opponent has bursted and you have 100 heat there is no way they will survive this as it does well over 5K to a bursted opponent. if they havent bursted chances are this will make them burst =] If no one's found this yet, I call it rei-Taijutsu. note: I only tried this on jin but i expect it should work on all characters. Also a little less useful but when using a throw against hakumen, tager, and ragna rather than doing throw, on hit j.623B, RC, airdash, j.D, 2B 6C j.B j.C you can rapid right after grabbing the opponent and use the stun time to do 2B 6C j.D ... w/e. does more damage this way but I bet this is old news. Thats all I got for this post, if someone can try out the last hit in my 100% heat finisher that'd be helpful

Posted

you call it rei-taijutsu, i call it combo with unknown damage and 100% heat ^^ btw, i thought 5C-6A was no chain? how do you even combo that? is your recovery switched to off? anyway, i'd rather do 6A,2C and a corner combo from there, without the heat. and yeah 2nd combo is old news, its in the list on the front page.

Posted

man, cut me some slack recovery off? if i was that bad i wouldn't be posting here. anyway 5C to 6A works because the 5C is hitting them in the air (might be corner only but this whole combo is corner only), ill find the damage later but of course i cant add the last hit

Posted

Tested it on Ragna. Deals 4009 damage total. Also, if you do 6B > RC quick enough you can sneak in a j.B as you fall to the ground against the Cat 1's, then do your 2B > 6C > Aircombo or 2B > 623B > d6C > aircombo for just a bit of extra damage. It'll connect on Cat 2's but you'll miss the 2B and it wont hit the rest of the cast.

Posted

so you were able to hit with the 6239B at the end? i didnt know it got all the way up to 4000, not too shabby i expected 3800-3900 personally i think its worth the 100 heat because generally when i fail at dash canceling and a 6A flies out the opponent is just as surprised as i am as they were preparing to guard a normal pressure string and if I have 100 heat 4000 would usually be the end of it and oki if its not over

Posted

Random note... While 5C, 6A doesn't chain, (CH)5C, 6A does chain. (CH)5C, 6A, 2C, 6D, 623B can be a nice little 2.4k and you can still d.5B after the 623B for a longer combo (haven't tried it yet, so they might be able to tech out before a 2B after that d.5B). Edit: 6A 623B RC 2363214C does 4832 for 100 heat. May as well just do that one. Works mid-screen and corner.

Posted

Rei: Yeah, it took a few tries. The spacing is kinda strange to hit the last 5C > 6D. If you're too close the fall behind you. But it certainly worked. I'm working on new chains out of a 6B RC because I find myself landing 6B as a mixup pretty often but there's not a lot so far for me to chain it off.

Posted

Random note...

While 5C, 6A doesn't chain, (CH)5C, 6A does chain. (CH)5C, 6A, 2C, 6D, 623B can be a nice little 2.4k and you can still d.5B after the 623B for a longer combo (haven't tried it yet, so they might be able to tech out before a 2B after that d.5B).

Edit: 6A 623B RC 2363214C does 4832 for 100 heat. May as well just do that one. Works mid-screen and corner.

thats minutely depressing because i thought my combo was cool. at least my combo still works if you start the combo around 90 heat =[

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