Jump to content
Dustloop Forums

Recommended Posts

Posted

2b, 6c, 9-j.d, 2-dash, v 6a, 623b, dashing super. 6452 damage. Now if only I could find a while standing punish on cat 1 or 2 chars that starts with 2b. :(

  • Replies 707
  • Created
  • Last Reply

Top Posters In This Topic

Posted

Triple post, but I was testing out some newish combos more thoroughly... 2D>j.D>2B>623B>d.6C>j.B>j.C 3295 damage for Rachel/Tao/Noel/Bang since d.6C>623B doesn't work on them. j.D>2B>623B>d.2B>623B>d.6C>j.C 3715 damage as an alternative to the triple crash that works on Rachel/Tao/Noel/Bang 623B CH>d.2B>623B>d.6C>j.B>j.C 3292 damage, same deal as the others. I should really start using 623B to punish things more when it's guaranteed...

Posted

my new favorite mixup: 2C, 2D, j.D, 2B, (623B, daifunka) OR (6C, j.B, j.C) dont have damage cause im posting this at school and i found these last night. random 2C is such a dangerous move only true heroes of justice throw it out randomly. so far ive been pretty successful throwing it out after a j.4C this beats comboing into daifunka directly from 2C which I actually used to do. probably doesnt hit everyone but it hits jin

Posted

thx smym, i updated the 2D combos with some more BnBs, inspired by your stuff, fixed some errors & improved descriptions. in a lot of cases, it feels kinda silly adding the same enders for all starters, but i guess i'll have to stick to this layout, i can't think of anything better right now.

Posted

this beats comboing into daifunka directly from 2C which I actually used to do. probably doesnt hit everyone but it hits jin

it doesn't hit noel (i learned that the hard way)!

Posted

it doesn't hit noel (i learned that the hard way)!

yeah i dont think it hits carl either but im not sure about the better way i posted. ill be testing that later today.
Posted

against noel and carl, you gotta j.2369C, land, super after the 2C, see first post. a better alternative damage wise is combo into 623B, RC, dash, 2D,j.D, land, relaunch. but it's spacing specific, not that easy and can be bursted.

Posted

okay tested my 2C 2D j.D 2B 623B combo and on noel: 2C 2D doesnt work on taokaka: 2B 623B doesnt work (can air tech) on carl: 623B completely whiffs on rachel: as far as i can tell you cant 2D j.D her The rest of the cast this hits and does 4137 with daifunka tacked on and 3127 with d.6C 623B for no heat (cat1s only) or d.6C j.C for 3055 damage against cat2s

Posted

So after seeing Rei do j.C>j.D today, I checked it out in training... j.C CH>j.D>2B>whatever j.4C CH>dj.D>2A>whatever Kinda gimmicky but looks awesome.

Posted

that was actually nearly the first combo I ever used haha...it doesnt need to be a CH surpisingly but the j.C needs to hit the opponent in the chest so bang lands soon enough out of j.D to 2B. but yeah a CH is safer. edit: baw im a liar. what i was thinking of with the "chest hit" is just necessary for comboing into 2B after the j.D. is this unnecessary with a CH on j.C? doesnt seem like that would work

Posted

the easiest application of this is CH 2D anywhere 6321478963214D you technically dont need to jump as the 9 in the input will give you your jump as soon as the animation for 2D finishes. the game will recognize the astral heat with the 789 added in and its much easier to input this way

I swear... I shall PULL THAT ASTRAL OFF IN RANK!

Posted

double post, for once i might have actually found something useful *gasps* AtTheGates shot down my shitty double rapid combo a few pages ago with just simply: 6A 623B RC daifunka. I thought this looked stupid and there should be something else you can do. 6A 623B RC d.5C 6A 623B daifunka. 5323 damage the first 6A can be omitted for 5601 damage the first 6A can be replaced with 2B for 5406 damage you can start it with 5B but it does shit damage. you cant start it with 5A 5B at all this works against everyone but carl. but for cat3s the timing on the 5c is stupidly hard this only works if 6A/2B is point blank though as the space is too large after the rapid f you poke them edit, in retrospect this combo is fucking hard to execute and 90% of the time would probably just make the opponent burst. BUT... its does more damage =] edit2: this combo is actually really easy to execute if you start it with 623B and you CAN poke them with this attack.

Posted

Just found something for all you triple crash combo fans: d.2B DOESN'T HAVE TO BE DASH. OR EVEN ANYTHING. JUST 2B. AMAZING. Just tested it on all the cat1/cat2s and Jin. Timing is easy for all of them but Nu and Ara who are damn hard to pull off. For Rag/Tag/Hak/Jin though, it's as easy as 1,2,tons of damage.

Posted

are you referring to BnB in 623B, or another setup? its cool either way ^^ you can also 2B,623B without the dash after the BnB if you have a certain distance to the corner, hard to describe. if you have an eye for it, it's quite easy to pull off.

Posted

You still have to dash from certain distances, as atg said. And if you don't do a d.2b the d.6c is extremely hard to hit with at the end. Better to just learn the timing and always go for d.2b.

Posted

Double posting is the coolest. Throw, rc on 2nd hit, 2b, 6c, j.d, v 6a, 623b, d.6c, j.623b, v 2c. 3348 damage on cat 1 chars. Throw, rc on 2nd hit, 2b, 6c, dj.d, v 2b, 623b, d.6c, dj.c. 2893 damage on cat 2 chars. On cat 3 chars the airdash j.d combo deals more damage, but you can opt to three-seal everyone and you can four-seal tager.

Posted

are you referring to BnB in 623B, or another setup? its cool either way ^^

you can also 2B,623B without the dash after the BnB if you have a certain distance to the corner, hard to describe. if you have an eye for it, it's quite easy to pull off.

I meant j.D>2B>623B>2B>623B>d.6C>623B>(2C)

The only distances the standing second 2B doesn't work with are when you're in the corner facing out and when you're facing the corner too far in. It works midscreen and personally I find d.6C much easier to do even with the slightly harder timing than the d.2B so I might just opt for this from now on against those characters.

Posted

Oh. You've got all the time in the world to do a d.2b if you start with a j.d, 2b launch. The timing isn't hard at all and there's been plenty of times when I've done the second 2b too early, dropping the baby as a result. I thought you meant from either 5c/6a or Gatling into 2b, 623b.

Posted

Oh. You've got all the time in the world to do a d.2b if you start with a j.d, 2b launch. The timing isn't hard at all and there's been plenty of times when I've done the second 2b too early, dropping the baby as a result. I thought you meant from either 5c/6a or Gatling into 2b, 623b.

Yeah, I make the exact same mistake...doing a quick d.2B like you would for a bnb d.2B link will make the 623B whiff, done that too many times to count. The reason I like doing the standing 2B for this is because I can really concentrate on the timing of the 2B (waiting for the opponent to almost reach the ground) without worrying about the dash as well. Just personal preference, really.

Posted

Man I'm just in love with double posting today. Cat 1&2 chars (exclude j.d ender on arakune) throw, 3-dash before kick connects, v 2b, 6c, 9-j.d, 3-j.d, v 2b, 6c, 9-dash j.b, 6-j.d, 2-dash j.d, v 2c. 4216 damage. On tager: throw, 2-dash before kick connects, v 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. 4515 damage. EDIT: throw combo with 9-dash j.b, 9-dash j.b, j.623b ender (for arakune) is 3894 damage, just to document it. EDIT EDIT: holy crap damage: throw, 3-dash before hit, v 2b, 6c, 9-j.d, 2-dash, v 6a, 623b, dashing super. 5228 damage.

Posted

Personally, not to say the combo is really that hard at all, but I find the 2b timing odder than the 6C since the 6C you can do almost asap, where as the 2b has to be delayed.

Posted

Hey guys (and gals?) I was wondering if anyone had been trying to squeeze FRKZ into anything other than pre daifunka? I was thinking that in a situation where you will gain 4 seals and 50% heat during a combo, mid combo FRKZ activation into followups (6a 6c 9dash j.b 6dash j.d ect.) would be a nice alternative to using 623b/whatever -> daifunka (if the daifunka won't kill). My problem is im not sure if it can really be done. I was trying 2d, j.d, \/, FRKZ, 2b/6a, 6c, air combo of choice. I could get the 2b to connect, but never the 6c. I have terrible execution, so I don't really trust my own failure as it not being possible. Anyways, I guess most importantly im wondering if people consider this practical to begin with. It's theoretically less damage than using daifunka, but more than a heatless combo and gets you into FRKZ (plus flashy as hell, gotta love that). Thoughts?

Posted

2b, 6C is a link, so i don't think execution is the problem. unless you are doing 6 dash instead of the 6C*. if you are whiffing the 6C because they recover, i don't think you'll get it to hit. this is just my thoughts on the matter. i'm at work, so i can't test it out =\ *if this is the case, i have trouble with this on pad too (FRKZ is easier when using stick IMO). normally you probably input this like 2B[6]C, where you hold the 6 right after you press B. This won't work in FRKZ cause the 6 is an input for dash cancel. as you hear/see the 2B hit, you gotta press 6&C at the same time there. as for the practicality, putting yourself in an advantageous position is worth more than doing (a certain amount) more damage. if you are awesome with FRKZ, then by all means, go for it, it'll probably be your to your advantage as the round goes on. and since FRKZ is too freestyle i don't think there's a "right" answer here. you just gotta be aware of the match-up, how you think your opponent will react, and how confident you are with FRKZ.

Posted

Hey guys (and gals?) I was wondering if anyone had been trying to squeeze FRKZ into anything other than pre daifunka? I was thinking that in a situation where you will gain 4 seals and 50% heat during a combo, mid combo FRKZ activation into followups (6a 6c 9dash j.b 6dash j.d ect.) would be a nice alternative to using 623b/whatever -> daifunka (if the daifunka won't kill).

My problem is im not sure if it can really be done. I was trying 2d, j.d, \/, FRKZ, 2b/6a, 6c, air combo of choice. I could get the 2b to connect, but never the 6c. I have terrible execution, so I don't really trust my own failure as it not being possible.

Anyways, I guess most importantly im wondering if people consider this practical to begin with. It's theoretically less damage than using daifunka, but more than a heatless combo and gets you into FRKZ (plus flashy as hell, gotta love that). Thoughts?

The problem is that enemies can tech sooner the longer the combo is. FRKZ adds time to your combos so they can tech sooner. You said 2B works, but then they can tech REALLY fast afterwards because FRKZ made the combo take such a long time. 6A can't be comboed into since it's a slower attack. It works with 623B FRKZ DFK because they can't tech until they hit the ground anyway from 623B so the extra time added by FRKZ doesn't really matter.

Guest
This topic is now closed to further replies.

  • Upcoming Events

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