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Posted

You can get a 6A there? :D And yeah, it combos to Daifunka, good if you have meter, but taking a 4.5k non-meter is great for mid game or even early.

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Posted

I haven't seen this posted before, so Im sorry if this is a repeat.

you can do 2d, j.d,\/,2a,5b, [air combo].

the air combo can be something like j.a,j.b,dj.a,dj.b -> 234a

Just a few comments on this:

1) My execution inst constant enough, so it goes between black and red combo

2) I haven't gone around the cast yet to see if it works on everyone. The ones that I have tested this on is: Ragna, Noel, Carl,Jin, and Bang

3) the total damage on this with j.a,j.b, command throw is around 4.8k but that is with the throw combo-ed into, so there is a chance for a throw break. It may possible to turn this in to a tech trap (?).

Also, first post on the Bang forum :sweatdrop:

Welcome!

This is already known and is good to use if you accidentally jump too high with j.D. Better than whiffing 2B :eng101:

Posted

You can get a 6A there? :D

And yeah, it combos to Daifunka, good if you have meter, but taking a 4.5k non-meter is great for mid game or even early.

I meant the old 623B punish combos to daifunka for more:

CH 623B>d.6C>j.D>6A>623B>daifunka does 5.7k iirc.

or CH 623B>d.6C>j.D>6A>623B>d.6C>623B>(2C) does 4.2 (4.4)k

Posted

Oh, I see. So off of a counter hit 623B there are better things to do. So probably the most practical applications are below; (jC/j4C) 2B 623B 2B 623B d.6C 623B d.6C 623B (5B or allow knockdown) (2C whiffs on Tager) 5C 623B 2B 623B d.6C 623B d.6C 623B (5B or allow knockdown) 6A 623B 2B 623B d.6C 623B d.6C 623B (5B or allow knockdown) The timing is really rough, but there's a nice visual aid; you want to hit Tager's right hand as it goes beneath his body, that's the only time his hitbox extends downward so that you can hit him high enough to get another 6C All the wall bouncing is pretty hype too. :v:

Posted

I don't think those combos work... unrelated: Is it possible to 2D CH -> jump cancel steel rain? I know it's a legit combo with a rapid and I know you can jump cancel into daifunka and FRKZ, but I can't get the timing right on this one. If it works someone should make a video of it please =]

Posted

I don't think those combos work...

unrelated: Is it possible to 2D CH -> jump cancel steel rain? I know it's a legit combo with a rapid and I know you can jump cancel into daifunka and FRKZ, but I can't get the timing right on this one. If it works someone should make a video of it please =]

http://www.youtube.com/watch?v=gYXoDV1MLHg#t=4m32s

Is that what you mean? Cause i've tried it in Training Mode, and it is crazy hard for me personally to get that off in time as shown in the video. If you mean something else then please ignore me. EDIT: Although I think at the time I wasn't trying to jump cancel it....but either way it is still probably hard for me.

Posted

They do work, apparently. You have to delay the 623b after both the 2b and the first d.6c, j.623b, with the j.623b being reeeeally delayed. Using quadruple fire punch with 6a starter is 3969 damage. 5c starter is 3622 damage. No knockdown on either. You get either a 2b or 623b starter into quadruple fire punch for 3998(2b) or 3982(623b) damage. Ragna and tager only. EDIT: tager only, slightly further than halfway to the corner: 5a, 5b, 2b, 6c, j.d, v 2b, 623b, d.6c, delay j.623b, v 6c, j.623b. 3822 damage. For the lolz: 5a, 5b, 6c, j.d, v immediate 5a, 5b, j.a, j.b, dj.a, dj.b, dj.c, dj.623b. 3302 damage.

Posted

They do work, apparently. You have to delay the 623b after both the 2b and the first d.6c, j.623b, with the j.623b being reeeeally delayed. Using quadruple fire punch with 6a starter is 3969 damage. 5c starter is 3622 damage. No knockdown on either.

5a, 5b, 2b, 6c, j.d, v 2b, 623b, d.6c, delay j.623b, v 6c, j.623b. 3822 damage.

When I was doing it, I just delayed the 623B after the 6C. Does the 2B>623B delay make it more lenient?

Also, you could probably throw in dat 6A to bump it to 4kish.

Posted

When I was doing it, I just delayed the 623B after the 6C. Does the 2B>623B delay make it more lenient?

Also, you could probably throw in dat 6A to bump it to 4kish.

The delay after 2B is minor and doesn't really impact all that much, just gives you more time to get a deeper d.6C.

And you can't replace 2B with 6A in the 5A combo. 6A's lack of forward momentum prevents you from getting a deep d.6C.

Posted

http://www.youtube.com/watch?v=gYXoDV1MLHg#t=4m32s

Is that what you mean? Cause i've tried it in Training Mode, and it is crazy hard for me personally to get that off in time as shown in the video. If you mean something else then please ignore me. EDIT: Although I think at the time I wasn't trying to jump cancel it....but either way it is still probably hard for me.

Awesome, yes that's what i meant.

Guess i need to go try these quad crash combos in training. Can't believe they didn't surface until now.

Posted

The reason they didn't show up until now is the timing is aggravating and it only works because of Tager's absolutely huge hand hitbox. Lol.

  • 4 weeks later...
Posted

unrelated: Is it possible to 2D CH -> jump cancel steel rain? I know it's a legit combo with a rapid and I know you can jump cancel into daifunka and FRKZ, but I can't get the timing right on this one. If it works someone should make a video of it please =]

funny that i didnt read this before....

i was just trying that since i accindently did 2D > JC > 2D in furinkazam mode (lol double CHESTOH! and it does 2045 ).

i am uploading a video about this (with the input display on) to my youtube account

edit:

the video is up!

http://www.youtube.com/watch?v=Zbpyahiw4Co

the 2D> Furinkazan>daifunka is a black beatcombo becouse the 2D was not a CH

Posted

funny that i didnt read this before....

i was just trying that since i accindently did 2D > JC > 2D in furinkazam mode (lol double CHESTOH! and it does 2045 ).

i am uploading a video about this (with the input display on) to my youtube account

Input for 2D CH>steel rain is 2D>2142147B. It's pretty easy when you do it that way...I just wish it hit the enemy a little lower so you could daifunka them afterwards as well.

Posted

As it is, if you 2D CH someone, you're better off Daifunka-ing.. twice the damage, no nails lost. Lol. And of course, 2D jD 6A 623B Daifunka works even on non counter hit, so.. the practical uses of this are pretty non existant. :d

Posted

As it is, if you 2D CH someone, you're better off Daifunka-ing.. twice the damage, no nails lost. Lol.

And of course, 2D jD 6A 623B Daifunka works even on non counter hit, so.. the practical uses of this are pretty non existant. :d

2D, j.D, v 6A does not work, even on CH. You need 2B instead. However, you can CH 2D, 6C, j.D, v 6A, 623B, dashing DD against everyone except Bang, Nu, Ara, and Carl for 4853 damage. You can opt for a 6C, dj.D, v 2B version instead on Nu, Bang, and Ara for slightly less damage than its 6A counterpart but more than a 2D, j.D combo (~100 or so more, I believe).

Posted

As it is, if you 2D CH someone, you're better off Daifunka-ing.. twice the damage, no nails lost. Lol.

And of course, 2D jD 6A 623B Daifunka works even on non counter hit, so.. the practical uses of this are pretty non existant. :d

The man asked a question and I answered lol. Not condoning its practicality, I never use it because it has many better alternatives.

@WUT, that combo is such a godsend at times. It's in my category of "favorite combos that I only remember to do half the time."

Posted

I know, Showme. :v: Oh, and you're of course right, WUT. I use 2D jD v 2B 623B dai, just been talking so much about 6C jD v 6A etc. Thanks for correction.

Posted

2D, j.D, v 6A does not work, even on CH. You need 2B instead. However, you can CH 2D, 6C, j.D, v 6A, 623B, dashing DD against everyone except Bang, Nu, Ara, and Carl for 4853 damage. You can opt for a 6C, dj.D, v 2B version instead on Nu, Bang, and Ara for slightly less damage than its 6A counterpart but more than a 2D, j.D combo (~100 or so more, I believe).

CH 2D-j.D-6A-623B-Daifunka works and does 4819 Damage on Ragna.

CH 2D-j.D-6A-623B-d.6C-j.623B-2C does 3662 Damage on Ragna.

But obviously that other combo does more damage anyway. But CH 2D-j.D-6A does work, at least on Ragna from me just now testing it.

I don't know if I asked this before or not, but what is Bang's highest damage combo that does not use RC/Distortions/or FRKZ?? I'll just say on Ragna, as in if I IB ID what would be the most punishing combo I could do without heat?

EDIT: So far I got 6C-j.D-6A-623B-d.6C-j.623B-2C = 4150 Damage.

Posted

CH 2D-j.D-6A-623B-Daifunka works and does 4819 Damage on Ragna.

CH 2D-j.D-6A-623B-d.6C-j.623B-2C does 3662 Damage on Ragna.

But obviously that other combo does more damage anyway. But CH 2D-j.D-6A does work, at least on Ragna from me just now testing it.

I don't know if I asked this before or not, but what is Bang's highest damage combo that does not use RC/Distortions/or FRKZ?? I'll just say on Ragna, as in if I IB ID what would be the most punishing combo I could do without heat?

EDIT: So far I got 6C-j.D-6A-623B-d.6C-j.623B-2C = 4150 Damage.

623B>d.6C>j.D>6A>623B>d.6C>623B>2C

Posted

I stand corrected. Ch 2d, j.d, v 6a, 623b works on everyone but Jin and Carl. Shame on me for using Jin as my test dummy for everything. EDIT: ragna/tager midscreen: ch 2d, j.d, v 6a, 623b, d.6c, delay j.623b, v 6c, j.623b. 3964 damage. Add a 5b at the end for 4107.

Posted

WUT, I posted that combo a month ago. :v: Oh wait, I actually did leave out 2D start for it. Good stuff. Those combos are so strong though. Just as reference for anyone that didn't see it, you can start it off; 623B > 2B > 623B (etc) 5C > 623B > 2B > 623B (etc) 6A > 623B > (etc) 6C > jD > 6A > 623B > (etc) 5B > 2B > 6C > jD > 6A > 623B > (etc) 2B > 6C > jD (etc) 2B > 623B > 2B > 623B > (etc) They all do 3.5k-4.5k. Pretty awesome. Another edit, you probably don't need the 2D to counter hit. :yaaay:

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