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Posted

Figured I might as well finally hit training and put down a list for this so it's in plain sight. All anti air 5C and 5A. Keep in mind that if you land 5C on them right above the ground, they'll have time to tech out of these since they hit the ground too quickly. The higher they are when you hit them, the better. Tager: 5C>DFK, CH 5C>DFK, CH 5A>5C>D nails>DFK, 5C>D nails>DFK Arakune: 5C>DFK, CH 5C>DFK, CH 5A>5C>D nails>DFK, 5C>D nails>DFK Jin:5C>DFK, CH 5C>DFK, CH 5A>5C>D nails>DFK, 5C>D nails>DFK Taokaka:5C>DFK, CH 5C>DFK, CH 5A>5C>D nails>DFK, 5C>D nails>DFK Carl:5C>DFK, CH 5C>DFK, CH 5A>5C>D nails>DFK, 5C>D nails>DFK Rachel:5C>DFK, CH 5C>DFK, CH 5A>5C>D nails>DFK, 5C>D nails>DFK Hakumen: 5C>DFK (only in corner), CH 5C>DFK, CH 5A>5C>D nails>DFK, 5C>D nails>DFK Litchi: 5C>DFK (only in corner), CH 5C>DFK, CH 5A>5C>D nails>DFK, 5C>D nails>DFK Ragna: CH 5C>DFK (only in corner),CH 5A>5C>D nails>DFK, 5C>D nails>DFK Nu: CH 5A>5C>D nails>DFK, 5C>D nails>DFK Noel: CH 5A>5C>D nails>DFK, 5C>D nails>DFK Two more things as well... On all chas CH 5C>6A>daifunka, 6A on crouch links to daifunka on normal or CH so it's a damn good hit confirm as long as the 5C is a CH. And one of my least favorite things is a blocked 5C>daifunka so this seems like it'll be my new mainstay since I for one didn't know 6A linked to daifunka on crouch on non CH. I've run into this before, but I dismissed it as fluky and not useful. Spent some time tonight ironing it out... j.C CH>5A>5B>air combo of your choice. j.C CH delays their fall long enough for you to land and 5A relaunch them provided you're quick and they weren't hit right above the ground. For example, AD in j.C CH>land>5A>5B>j.A>j.A>j.B>dj.A>dj.C back into oki. Gimmicky, but it looks awesome and you get more damage than that lonely j.C. TBQH though, I very rarely use j.C as an approach like that anyway so I doubt I'll use it much. *phew*

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Posted

Has anyone gone to training mode and tried the combos: 5A>5B>2B>2C>2369C>2B>6C>J.B>623C>RC>2D>623C>RC>2D>623C (7980) 100 meter OR 2D>623C>RC>2D>623C>RC>2D>623C (7298) 100 meter Your opponent would have to be an idiot to not throw break at least one of those command throws so there's not a real big practical use outside of destroying noobs online in rare situations but it's still fun to do in training mode. You might be able to trick your opponent into 2D>623C>RC>2D>623C tho if your lucky.

Posted

Heh. Yeah, they're fun online, and the worse your connection is the more effective you are.. Just don't try many purples against good players. :v

Posted

purple tech after a throw is kind of annoying in bang mirrors. When I hear rapid after a command throw I'm expecting 2D j.D 2B 6C j.B j.C and I doze off for a little while only to be shocked and unprepared at the tech sound then I call ShoMeYaMoves a dick damn you europe! *shakes fist*

Posted

purple tech after a throw is kind of annoying in bang mirrors. When I hear rapid after a command throw I'm expecting 2D j.D 2B 6C j.B j.C and I doze off for a little while only to be shocked and unprepared at the tech sound

then I call ShoMeYaMoves a dick

damn you europe! *shakes fist*

Hey, that only happened one time! :kitty:

Posted

Messing around in training, found this: j. 623C > RC after second hit > 5C > 6A > 623B > 2363214C for about 5400. Timing is very easy too. For laughs: j. 623C > RC after 3rd hit > immediate 214214B. :D

Posted

Tsuuna has discovered a new combo! Test as follows, and critique? It's grown on me, as a nice basic BnB for my Bang, learning the timing of the 5C is a little tedious, though. 5a>5B>2B>2C> j. C-nail> j.D> j. C-nail> d.5C> j. C-nail> d.6C> 263B/ 263C I forget the damage output, but I think it was around 2800? Have fuuuun.

Posted

Tsuuna has discovered a new combo! Test as follows, and critique?

It's grown on me, as a nice basic BnB for my Bang, learning the timing of the 5C is a little tedious, though.

5a>5B>2B>2C> j. C-nail> j.D> j. C-nail> d.5C> j. C-nail> d.6C> 263B/ 263C

I forget the damage output, but I think it was around 2800? Have fuuuun.

Why do that when you can dash combo instead?

Posted

Why do that when you can dash combo instead?

Dash combo. Enlighten me. I probably do that, but I'm most likely not thinking of the right one.

Is it the 5A>5B>2B>623B> d.5B> 2B> etc. one?

If it's that, honestly I have no idea. I like fancy things. :kitty:

Posted

Dash combo. Enlighten me. I probably do that, but I'm most likely not thinking of the right one.

Is it the 5A>5B>2B>623B> d.5B> 2B> etc. one?

If it's that, honestly I have no idea. I like fancy things. :kitty:

As the name implies, anything with a dash link such as the d.5B you mentioned. Point being, why spend 3 nails when you can get the same or more damage for no nails plus better oki or opportunity for tech traps.

Posted

New combos, yet again! Tsuuna's on a roll these days. Tired of your old [counter hit] 2D combos? :psyduck: Here. (counter hit) 2D > d.6A > 623B > d.2B > 623B > d.6C > 623B [or j.C for oki] for 3512 damage [3425 on the j.C] On Tager and Ragna : (counter hit) 2D > d.6A > 623B > d.6C > delayed 623B > v >d.6C > 623B > v >5B :yaaay: 3862 damage (counter hit) 2D > d.6A > 623B > d.2B > 623B > Daifunka for a nice 4737 damage. OR (counter hit) 2D > d.6C > j.D > 6A > 623B > d.6C > 623B [or j.C]* for 3628 damage [3541*] OR (counter hit) 2D > d.6C > j.D > 6A > 623B > Daifunka for an even nicer 4853 damage Enjoy, if they don't exist already.

Posted

New combos, yet again! Tsuuna's on a roll these days.

Tired of your old [counter hit] 2D combos? :psyduck: Here.

(counter hit) 2D > d.6A > 623B > d.2B > 623B > d.6C > 623B [or j.C for oki] for 3512 damage [3425 on the j.C]

OR

(counter hit) 2D > d.6A > 623B > d.2B > 623B > Daifunka for a nice 4737 damage.

OR

(counter hit) 2D > d.6C > j.D > 6A > 623B > d.6C > 623B [or j.C]* for 3628 damage [3541*]

OR

(counter hit) 2D > d.6C > j.D > 6A > 623B > Daifunka for an even nicer 4853 damage

Enjoy, if they don't exist already.

The first two don't need a counter hit and have easier timing with 2D > jD > 6A (etc), the third one seems quite good if you know you have a counter hit AND are far from walls, and the last one is the same. So 2 misses, 2 situational hits. Still good to bring to the table. :]

Posted

The first two don't need a counter hit and have easier timing with 2D > jD > 6A (etc), the third one seems quite good if you know you have a counter hit AND are far from walls, and the last one is the same. So 2 misses, 2 situational hits. Still good to bring to the table. :]

Here's the corner variants I've just made up to make up for em':

[counter hit] 2D > 6A > 623B > [pause for cross over] > 2B > 623B > Daifunka for 4737 damage

[counter hit] 2D > 6A > 623B > [pause for cross over] > 2B > 623B > d.6C > 623B > 2B > for 3675 damage

notes: NONE of these combos work on Carl due to failed OTG > 623B.

Corner variant doesn't work on Noel, but the others do.

None of these work on Bang?

Posted

Lol tager and quadruple fire punch combos. 6b rc, v 623b, d.2b, 623b, d.6c, delay j.623b, v 6c, j.623b, v 5b. 4340 damage. Otg 623b works on Rachel as well, but you still get more damage on her with the rc j.d, v 2b, 623b into combo.

Posted

Lol tager and quadruple fire punch combos.

6b rc, v 623b, d.2b, 623b, d.6c, delay j.623b, v 6c, j.623b, v 5b. 4340 damage.

Otg 623b works on Rachel as well, but you still get more damage on her with the rc j.d, v 2b, 623b into combo.

Lol, inspired me to alter mine, for a tager combo.

Lolwat combo:

[counter hit] 2D > d.5C > 6A > 623B > daifunka

4816 damage.

:psyduck:

fixed.

Posted

Lol, inspired me to alter mine, for a tager combo.

Lolwat combo:

[counter hit] 2D > d.5C > 6A > 623B > daifunka

4816 damage.

:psyduck:

That should work on everyone but Carl. Not sure if you meant that as a Tager specific just saying :eng101:

That said I fully approve of AA 5C 6A 623B. It's very manly.

Posted

Oh yeah, I fixed it. Must have ben too excited to realise the slight error. And, I meant the Tager combo is up higher on my other combo post, it's marked.

Posted

Yeah. On 2D you're really going to be better off just jDing it, 90% of the time. There's so much that can go wrong. Or, if you really can get it to work every time you try, please show me the timing on XBL sometime. Flashy combos are good times. Also, I don't know if I posted this, but a way to hit Daifunka on 5D without 100 meter; 5D sjc.623B > 2B 623B daifunka Works on all but Carl, IIRC

Posted

Yeah, I tested it online, and figured out the right cue to almost definitely always catch the 6A after the ch 2D. Basically, you want their head just barely above the ground, given the character. Also, you want it to look as if Bang's knee is what is hitting them up, on the kick, instead of his foot. That means he's close enough after the dash.

Posted

Also, I don't know if I posted this, but a way to hit Daifunka on 5D without 100 meter;

5D sjc.623B > 2B 623B daifunka

Works on all but Carl, IIRC

Pretty old, you can do it off 2D as well. It's easier on CH, but you can triple crash off either as well. Also, doesn't have to be a superjump iirc.

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