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Posted

My bad, I did get my categories backwards. The reasons you could choose to go for a tech trap mid combo are it could do more than the rest of the combo (especially with RCs), if the combo started with a move that prorated hard like 2A. It also will surprise a lot of people, in my experience most people tech as soon as possible and this capitalizes on that. I was looking for A nail tech traps in particular because the poison makes the tech trap do more. The tech trap I came up with isn't that great I agree because it cuts off the combo so early but I'll keep looking for a better version.

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Posted

A nail tech traps w/o meter or corner!

Tested on Hakumen so far, I assume it works on all category 2s and 3s. I'll edit it in later after testing.

5A > 5B > 2B > 6C > j.D > late 2B > tk A Nail > tech trap.

Now I gotta test it and see if I can find a way to work it into the category 1 bnb.

I prefer 5A 5B 2B 6C j.D 2B 6C j.B j.C Anail v IAD command throw. less safe, but its better to at least finish that combo...

  • 2 weeks later...
Posted

DAMN I wish I found this earlier. Easy crouching BNB Tager only: 5A 5B 2B 623B w.2B 623B d.6C j.623B 3113 damage after second crash you can add daifunka for more than standard 2B crouching daifunka What else can you do with this?

Posted

Woo, found something cool and practical. You can rapid instantly after a normal air grab into daifunka for 3871. Normal daifunka is 3540 and the other unburstable setup (ground command throw one) is 3959 for damage reference. I could see myself using this because the other unburstable one I don't use cause I don't trust myself with the timing. This is really easy to do though. It's fun being the only person looking for new CT stuff :cool:

Posted

I'll hazard to say that's the coolest looking CT combo I've ever seen. Also today I was doing some player matches with great players, and I wanted to try out my new airgrab to super but I almost always was given a chance to combo into daifunka or wakeup daifunka for a guaranteed hit. No matter how practical a 100% heat setup is, its still 100 heat :vbang:

Posted

Oh, I didn't even notice the 100% heat on ATG's combo, there's better standing Tager combos that don't take 100% heat. Lmao. Still looks amazing.

Posted

You can turn any throw into an daifunka combo with 100 heat. Like rei said you can RC at the very beginning of a ground or air grab (air grab has to be at about single jump height or lower), RCing the ground command throw has been around for a while, and you can cancel just before the 3rd hit of the air command throw and daifunka (but the timing and spacing are annoying). Also, you can combo a low j. 4C into 2C > 2D > j.D > finisher of choice.

Posted

I think this was posted in the wrong thread, lol. Reposting here, and deleting the last one. I made a fairly fancy Tager specific, for those who aren't afraid of using some C Nails and whatnot, and you get a free tech trap in the end, on a forward AND backwards tech. Since Tager's also so huge, and neutrals, he's already on the ground on neutral and you may continue pressure/ mixup. A way easy way to start a fight, get three seals, and scare the hell out of someone. 5A > 5B > 2B > 6C> j.D > j.2369 C > land > d.6C > j.D > j.2369C > land > d.5C > 5D > j.C - j.623C/ free mixup 3 Nails, 3 Seals, roughly 3.5k, then boosted to roughly 5k total damage on the 623C trap.

Posted

Tager's good and all, but if you guys are still working on CT combos then work on the people that Bang can't hit hard. e.g. Carl and Rachel.

Posted

Tager's good and all, but if you guys are still working on CT combos then work on the people that Bang can't hit hard. e.g. Carl and Rachel.

Carl already has low health....

Make it Jin, guy has as much health as Bang...

Posted

If you are fighting Rachel, predict cat chairs and dont let her stand up. Just BNB her to death. If you are fighting Carl give up. Doing flashy combos on Tager is so practical because he's probably not going to win either way :eng101:

Posted

If you are fighting Rachel, predict cat chairs and dont let her stand up. Just BNB her to death. If you are fighting Carl give up.

Doing flashy combos on Tager is so practical because he's probably not going to win either way :eng101:

I like the way you think. :eng101:

Besides! Come on, Carl combos? Jin combos clearly would help, but working around his STUPID hitbox is almost rageworthy. He's like inches shorter than ragna, but Bang's highest damaging combo opportunities whiff on his little girl hitbox. :mad:

Posted

I like the way you think. :eng101:

Besides! Come on, Carl combos? Jin combos clearly would help, but working around his STUPID hitbox is almost rageworthy. He's like inches shorter than ragna, but Bang's highest damaging combo opportunities whiff on his little girl hitbox. :mad:

You can X>5B>2B>623B>d.5B>2B>6C>j.C on Jin, which does good damage for non cat1/2. The only dash combo that works on Rachel is X>5B>2B>623B>d.2A>5B>j.A>j.C

What I meant in terms of finding new combos was figuring out dash combos more damaging than the BNB options for Carl and Rachel. If it means you can kill them in one less combo, all the better.

Posted

Yeah I gave up on Carl when it occurred to me that even some j.623B combos miss for no reason. I've j.Bd him right in the torso and then he just neutral techs through j.623B when it would hit anyone else. More like I gave up on him when I realized getting hit means you have to burst and getting hit again means you lose. Carl: OH SNAP 5A TELEPORT NIRVANA WHILE COMBOING LOOP LOOP LOOP LOOP Bang: youve still got a ways to go carl :v: edit @Sho as far as dash combos go, I swear to god if you could do them after a j.C starter I'd do them all the time. Starting a combo with 5A or 5B is so rare for me it doesn't happen enough for me to remember there's something better to do then that shitty 6D BNB. Seriously all my combos start with j.D 2D j.C/nails and j.4C. almost every time I use d nails for a reset i just go into an overhead or a command throw

Posted

Seriously all my combos start with j.D 2D j.C/nails and j.4C. almost every time I use d nails for a reset i just go into an overhead or a command throw

Well at least for the overhead, you can still do dash combos off that but with 5C>2C>623B starter instead for the hitconfirm.

Also lol. My CT Bang is so fucked up now because of playing so much CS, been doing 2C>2A shenanigans and weird stuff like that. The other day though, I landed that awesome j.C AA combo on a Tager though: j.C AA>5B>2B>j.A>j.B>j.B>j.C...My hitconfirming has randomly leveled up like crazy lately :v:

Posted

I landed that awesome j.C AA combo on a Tager though: j.C AA>5B>2B>j.A>j.B>j.B>j.C...My hitconfirming has randomly leveled up like crazy lately :v:

Definitely need to thank me for being the test dummy on that one.:vbang:

Posted

2. Category 2 (5A/j.4B/j.C), 5B,2B,6C, dj.D, \/, 2B, then: a.) against all:2363214C [1 Seal, 50% Heat, 4454+ damage] b.) against all: 6C, j.B,j.C [1 Seal, 3176+ damage] c.) against Arakune only: 6C, j.B,j.C,j.623B [1 Seal, 3431+ damage] dont you mean J.4 C as a starter.

  • 3 weeks later...
  • 1 month later...
Posted

Carl midscreen BnB

  • [5A/2A/j.C/j.4C] 5B, 2B, 623B, d.2B, 6C, j.A, j.C, optional A shuriken [2738/1959/3005/3067 damage]

The 623B, d.2B link isn't easy but if you can do it's reliable and good damage.

When you start it with j.C or j.4C it works best if you do d.5B.

Posted
Tager's good and all, but if you guys are still working on CT combos then work on the people that Bang can't hit hard. e.g. Carl and Rachel.

Ask and ye shall receive. Meterless and nail-less combos for Carl, Rachel and others. 2D/5D CH into 623B lets you do some fun stuff. Good luck with Carl all you euro Bangs.

GENERAL COMBOS

  • 2D (CH), jcc 623B, 6A, 623B, d.6C, j.623B, 2C [3629 damage] Ragna, Tager, Arakune and Hakumen
  • 5D (CH), jcc 623B, d.6C, j.623B, d.6C, j.623B, 2C [3597 damage] Ragna, Tager
  • 2D (CH), any bumper (optional), d.6C, j.D, 6A, 623B, d.6C, 623B, 2C [3871 damage] Arakune, Taokaka, Tager, Ragna and Hakumen
    Use 6A on characters that you can hit with 6C, j.D without jump cancelling the 6C, otherwise use 2B.
  • 2D (CH), jcc 623B, d.6C, j.D, 2B, 6C, j.C [3440 damage] Everyone but Carl
  • 5D (CH), jcc 623B, d.6C, j.D, 2B, 6C, j.C [3370 damage] Everyone but Carl
  • 5D (CH), any bumper, d.2B, 6C, j.A, j.C [2315 damage] Everybody
    Cute combo and it gets a bumper out.
  • 5D/6D (CH), B bumper, d.2B, 6C, j.A, j.B, 623C [2107 damage before throw] Everybody
    Throw break puts you right on top of the bumper you put out. If they don't break it free damage!
  • 6D (CH), A bumper, d.2B, 623B, d.6C, j.C [2514 damage] Everyone but Carl
    Leaves you right on top of the bumper afterwards.
  • 6D, 623B, d.2B, 623B, d.6C, j.C [2834 damage] Everyone but Carl?
    Much easier with CH, but possible without it.
  • 6D (non-CH), A bumper, d.2a, 5B, j.A, j.C [1805 damage] Everyone
    Leaves you on top of the bumper


    CARL COMBOS


    • 2D (CH), 6C, j.623B, 2B, 6C, j.C [3167 damage] Carl
    • 6B, RC, C Nail, d.6C, j.D, 2B, 6C, j.A, j.C [3272 damage] Carl
    • 5D (CH), j.623B, 2B, 6C, j.C [2765 damage] Carl
    • 6D, 623B, d.2B, 6C, j.A, j.C [2568 damage] Carl
      The j.623B should be done very low to the ground.

    CARL CORNER COMBOS

    [*]5D (CH), 6C, j.D, 2B, 6C, j.A, j.C [3088 damage] Carl

    [*]5A, 5B, 2B, 2C, 2D, j.D, 2C [2543 damage] Carl and most of the cast

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