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Posted

Throw > RC before hit > 5C > autocombo super. 100 heat required

Not sure if that's a practical combo, but if you have the heat and your opp can't break throws worth a damn, that's a free super.

Eh I don't think the damage would be worth the 100% heat requirement honestly. I would rather use 236C before the kick in the throw hits and combo after that for better Oki setups. Uses 0% heat, but 1 nail. Though it is a combo, it can used towards the end/middle to bait bursts. Actually would burst fail against this? since you can't burst the 5c cause it came from a throw?

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Posted

Not to sounds negative, but isn't Bang's 6B kinda short ranged, or just hard to hit with because of that? I'd kinda assume that it's safer to RC something else, but I wouldn't be certain. Maybe RCing his 6A would be more useful? I'd like to test this, but the ps3 is with a friend at the moment.

Posted

Not to sounds negative, but isn't Bang's 6B kinda short ranged, or just hard to hit with because of that?

I'd kinda assume that it's safer to RC something else, but I wouldn't be certain.

Maybe RCing his 6A would be more useful? I'd like to test this, but the ps3 is with a friend at the moment.

His 6b is useful because it goes over lows and is immune to throws. It's also a very fast overhead. 6a is not an overhead, it is a low. 6b's good ground oki as a first hit because it isn't seen alot, and alot of people just block low to start when they recover on the ground, and would rather try reacting to the overhead.

Posted

6b's good ground oki as a first hit because it isn't seen alot, and alot of people just block low to start when they recover on the ground, and would rather try reacting to the overhead.

i agree, it's also a safe alternative to 5C if you want to attack a tager that's waking up.

Posted

I'm actually fond of harassing with slides/lows, then throwing out a 6b after I tech chase. If it connects I RC into Web Shruiken, and if it doesn't I have to RC anyway to be safe. Ultimate tension waste awesomeness.

Posted

His 6b is useful because it goes over lows and is immune to throws. It's also a very fast overhead. 6a is not an overhead, it is a low. 6b's good ground oki as a first hit because it isn't seen alot, and alot of people just block low to start when they recover on the ground, and would rather try reacting to the overhead.

but isnt 6B really unsafe on block? it leaves you at -16(-22?) and you cant cancel it unless you RC it. Tager can get a free 360 A or B or a 720 just for normal blocking it. Just seems like a risky move to me.

Posted

but isnt 6B really unsafe on block? it leaves you at -16(-22?) and you cant cancel it unless you RC it. Tager can get a free 360 A or B or a 720 just for normal blocking it. Just seems like a risky move to me.

well i thought it goes without saying that it should be RCed, otherwise its absolutely not worth it, so many better okizeme options

Posted

I'm actually fond of harassing with slides/lows, then throwing out a 6b after I tech chase. If it connects I RC into Web Shruiken, and if it doesn't I have to RC anyway to be safe. Ultimate tension waste awesomeness.

You can get alot more damage out if you don't webnail and do an actual combo afterwards. But I only go for it when i have heat to rapid cancel it, at the worse it's just a 50% heat way to continue your pressure and avoid grabs and lows. If it hits its 50% for 3.2k on your enemy though.

but isnt 6B really unsafe on block? it leaves you at -16(-22?) and you cant cancel it unless you RC it. Tager can get a free 360 A or B or a 720 just for normal blocking it. Just seems like a risky move to me.

Yes, it's incredibly unsafe on block, that's why you only use it when you have 50% heat, that way even if it is blocked, you continue your pressure string, and they just narrowly escape a 3k hit without any way to punish it.

Posted

Some ones I use frequently: (Not in the corner) Grab, 623B, RC, \/, 5D, j.A, j.B, dj.B, (623C or dj.C and poison shurikan) (In the corner) Grab, 623B, RC, j.D, \/, 2A, 2B, 6C Air 623C, RC third hit, 2D, j.A, j.B, j.B, (623C or dj.C and poison shurikan) from 2363214C, RC right after the final hit, 2D, air grab Flashy as hell: 623C, RC right before final hit, 623C

Posted

Some ones I use frequently:

(Not in the corner) Grab, 623B, RC, \/, 5D, j.A, j.B, dj.B, (623C or dj.C and poison shurikan)

(In the corner) Grab, 623B, RC, j.D, \/, 2A, 2B, 6C

Air 623C, RC third hit, 2D, j.A, j.B, j.B, (623C or dj.C and poison shurikan)

from 2363214C, RC right after the final hit, 2D, air grab

Flashy as hell: 623C, RC right before final hit, 623C

I so wish gimmicks were better in this game :[ Even the online scrubs break the 623c rc 623c :{

Posted

I so wish gimmicks were better in this game :[ Even the online scrubs break the 623c rc 623c :{

=( I know. I only use it when sandbagging in a player match and that kind of thing. The risk doesn't really merit the heat use. Reminds me of RC'ing tiger knee ensengas into more ensengas back in GG lol.

On the other hand, the other command grab RC combo works like a charm. Since you RC into a 2D, you might be able to j.D,\/, 2B, 623B, 2363214C but I always forget to try that...

Posted

=( I know. I only use it when sandbagging in a player match and that kind of thing. The risk doesn't really merit the heat use. Reminds me of RC'ing tiger knee ensengas into more ensengas back in GG lol.

On the other hand, the other command grab RC combo works like a charm. Since you RC into a 2D, you might be able to j.D,\/, 2B, 623B, 2363214C but I always forget to try that...

Man i loved tk ensenga rc spam, but lets keep me away from the johnny topic :P

623c > rc > j.d > land > 2b works, but the 623b can be recovered from :( i was screwing around with command throw rapids earlier.

Posted

What about 2b > 6c > j.c or something generic like that? Or if you're hellbent on the DD, web shurikan right before you land into the 2363214C? Can't count the number of times I've gotten a shenanigans win from landing a web shurikan into distortion drive.

Posted

What about 2b > 6c > j.c or something generic like that?

Or if you're hellbent on the DD, web shurikan right before you land into the 2363214C?

Can't count the number of times I've gotten a shenanigans win from landing a web shurikan into distortion drive.

The webnail reduces the combo damage by a bit. When i was screwing around the other day, i found a timing that works on everyone though:

623c > rc second hit > immediate backwards air dash > land > 2363214C. Works on EVERYONE, and it's completely unburstable, 3959 damage.

The webnail version does 3678 damage, and it's nail reliant.

I was also screwing around with 623c > rc second hit > land > bang install and then trying stuff. But since there isn't a setting to put your marks at 4, and you can only turn your stuff to auto bang install mode, it wasn't worth all the trouble.

However, already in bang install mode gimmicky stuff:

623c > rapid BEFORE 3rd hit lands, j.b > 9 dash > j.b > 7 dash > j.b > 623c

The command throw happens off screen, the purple !! still shows up, but It's much better than seeing the paused frames of bang holding the opponent. This also does a whopping 5394 damage.

Nothing links off of the j.d > 2b after the 623c RC sadly. They can recover before the next hit.

Posted

added the 100% heat after 623C combo to the BnB section, thx. the air backdash helps a lot.

Posted

haven't mentioned this yet, but Jin can be hit by a point blank 6C if he stands. this is only really useful in very few situations, eg. after a standing guard crush, or after a j.4C when you are sure it will hit. i'll probably save it for my combovid, if i should ever make one ^^

Posted

added the 100% heat after 623C combo to the BnB section, thx. the air backdash helps a lot.

yeah its the easiest way i could figure it out.

oh, don't know how important it is, since it doesn't happen often. But I'm sure everyone's gotten the 2d hits where their opponent is behind them and the j.D wont land afterward because, well, bangs facing the wrong way. Granted this isn't the 4 seal combo, but until something better is figured out to correct it, when it happens you can do j.4c > dj.b > dj.c for 2301 damage.

Posted

yeah its the easiest way i could figure it out.

But I'm sure everyone's gotten the 2d hits where their opponent is behind them and the j.D wont land afterward because, well, bangs facing the wrong way

old guilty gear trick i learned from xenophobian: superjump j.D, then bang will auto-turn around ^^

Posted

old guilty gear trick i learned from xenophobian: superjump j.D, then bang will auto-turn around ^^

oh sweet, more good info.

# j.623C, RC the 2nd Hit, \/, 2B, 623B -> followup A.) or B.)

A.) d.6C, doublejump then either j.B,j.623B/j.B,j.C/j.C. [50% Heat, 3282+ Damage]

This combo:

You can change that to 623c > RC right before the third hit > 2d > j.d > webnail > j.d > webnail > 623b > dash > 2b for 3884 damage. 3 seals, 50% tension, 2 nails.

Don't have nails? 623c > RC right before third hit > 2d > j.d > land > 2b > 6c > j.c 3775 damage. 50% heat, 2 seals, 0 nails. Works on Carls tiny ass :D

And, for this combo:

B.) 2363214C. [100% Heat, 5038 Damage]

Nice way to tack on some extra damage after the j.623C grab. Make sure to wait with the 2B until your enemy has landed on the ground the 2nd time - you want to hit him as low to the ground as possible. You could also go for seals (coming soon). This Combo does not work against Carl.

You can change that to 623c > rc right before the third hit > 2d > j.d > webnail > distortion for 5101 damage. Works on Carl ^.~

I can upload a video if you would like, cause you know, I'ma youtube whore.

Posted

very nice, i'll add those to the list - i will keep the easier variations for now as well, though ^^

i also updated the carl section:

3. Comboing Carl

since Carl can't be hit by 2B,623B as an OTG or even 2C,2363214C, he is quite hard to combo - lots of BnBs whiff against him. So here is a section with combos that offer alternatives. There is no general solution, but OTG Shuriken is definitely your friend against him - especially since his health is low - so what if the damage is reduced a bit?

  • 2D(optional CH),j.D,j.2369C,\/,[j.D,j.2369C,\/, j.D,j.2369C,\/,]* 2363214C [2-4 Seals, 1-3 Shuris, 50% Heat]

    4663/4146/4086 Damage

    *= optional, 100-200 damage less, 1-2 shuri & 1-2 seal more

  • j.D CH,j.2369C,\/,[j.D,j.2369C,\/,j.D,j.2369C,\/]* 2363214C [1-3 Seals, 1-3 Shuris, 50% Heat]

    4663/4584/4465 Damage

    *=optional, you can go for 1 or 2 repetitions if you like. less damage, more seals.

[more carl stuff coming soon]

if you guys have any furinkazan combos AT ALL for carl, please let me know. still working on that dora throw, 6-dash j.B, 2-dash, \/, 6C, j.B combo.

Posted

very nice, i'll add those to the list - i will keep the easier variations for now as well, though ^^

i also updated the carl section:

3. Comboing Carl

since Carl can't be hit by 2B,623B as an OTG or even 2C,2363214C, he is quite hard to combo - lots of BnBs whiff against him. So here is a section with combos that offer alternatives. There is no general solution, but OTG Shuriken is definitely your friend against him - especially since his health is low - so what if the damage is reduced a bit?

  • 2D(optional CH),j.D,j.2369C,\/,[j.D,j.2369C,\/, j.D,j.2369C,\/,]* 2363214C [2-4 Seals, 1-3 Shuris, 50% Heat]

    4663/4146/4086 Damage

    *= optional, 100-200 damage less, 1-2 shuri & 1-2 seal more

  • j.D CH,j.2369C,\/,[j.D,j.2369C,\/,j.D,j.2369C,\/]* 2363214C [1-3 Seals, 1-3 Shuris, 50% Heat]

    4663/4584/4465 Damage

    *=optional, you can go for 1 or 2 repetitions if you like. less damage, more seals.

[more carl stuff coming soon]

if you guys have any furinkazan combos AT ALL for carl, please let me know. still working on that dora throw, 6-dash j.B, 2-dash, \/, 6C, j.B combo.

I'm sure I can work on some Carl frkz stuff, just not atm, leaving for maryland in 5 hours and I haven't slept eaten showered or washed my clothes yet. Been playing all damn night testing stuff. It's nice to actually start a game ahead of time for once, and be able to figure new stuff out so it's addicting.

Posted

hell yeah, i enjoy practice so much in all arcsys games. it's an addiction.

about your 50% j.623C combo:

in the end, you can do a d.5C, 623B for a total of 3952 damage (pink bang ender), if you wait a split second - enemy has to rise from the web before you hit with 5C. works against carl, so prolly works against everyone, i will test ^^

another alternative would be 5C,2C, then jump cancel into mixup - will test that as well.

edit:

midscreen, vs. v-13:

j.623C, RC before 3rd hit, 2D,j.D,j.2369C, \/, j.D,j.2369C,\/, d.6C,j.623B,\/,2C works - 4201 damage!

will research more.

Posted

hell yeah, i enjoy practice so much in all arcsys games. it's an addiction.

about your 50% j.623C combo:

in the end, you can do a d.5C, 623B for a total of 3952 damage (pink bang ender), if you wait a split second - enemy has to rise from the web before you hit with 5C. works against carl, so prolly works against everyone, i will test ^^

another alternative would be 5C,2C, then jump cancel into mixup - will test that as well.

Excellent. Expanding combos is the only way Bangs damage output will increase, when i get back from maryland sunday I'll have some carl experience against Kenji, and I'll be able to update with some more combos.

And as for frkz even though i should be doing other stuff, against carl:

6d > 6 dash cancel > 2d > 8 dash > j.d > 2 dash > land > 6a dash cancel > 6c > 7 dash j.b > 9 dash j.c 3775.

Pretty weak, I'll give some more stuff a try though. But for the moment at least it's something i guess?

Posted

great, keep em coming once you find the time. i should be learning as well :( - i added this j.623C BnB: j.623C, RC before 3rd hit, 2D,j.D,\/,2B,6C, j.C mainly because the longer j.2369C loops seem impossible against the fat chars, since you either hit them early and low or late and high -> not enough time for another j.D.

Posted

great, keep em coming once you find the time. i should be learning as well :(

- i added this j.623C BnB:

j.623C, RC before 3rd hit, 2D,j.D,\/,2B,6C, j.C

mainly because the longer j.2369C loops seem impossible against the fat chars, since you either hit them early and low or late and high -> not enough time for another j.D.

I didn't try it on anyone else, was messing around on carl stuff.

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