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Posted

Hey, I've thrown some 3C's out online and if they hit for a counter, there are some nice possibilities. (tested on Tager, Ragna and Carl). And yes, these work without the CH, but you have to be at such a strict range that I don't think it's worth going for (I also don't think it's worth going for a 3C unless you KNOW it's going to hit).

3C CH, 2B, 6C, jc, j.B, j.623C - 4373

That's good damage for no tension and a relatively easy set up, but because a combo is not a combo if there is a throw in it, you can try this out too:

3C CH, 2B, 6C, jc, J.A*, j.623B - 2131

Can sometime hit j.B here instead of the j.B, but j.A seems to be easier. Try it out. YMMV.

Now, this is a little tricky because you can't be at max range of the 3C. It still works at a very realistic range though.

I hit the 3C online sometimes. It's not really safe, but I can get it to CH on reaction vs a B-Sledge from Tager (this is how I found this out). If you are far from an opponent, so they think they can throw out some slow long range move, it could work there too. I just don't have enough experience to know if these are useful combos or not.

What do you think?

I use CH 3C myself, but only to punish laggy/whiffed attacks that Bang wouldn't be able to reach running or with an IAD. The first combo you listed is iffy, though- decent players will probably just tech that command throw, although online it works great. Mostly because people online usually have no idea what they're doing...

I like to do CH 3C, 2B, 6C, jc j.B, j.623B myself. I believe you can get a Daifunka off the end of that, but I'm not sure, haven't tested it. I'll try it out soon.

Also clutch 3C, RC, 2b, into whatever for the win at the end of a match is too good. Most people don't expect it, especially since some people like to just walk/dash backwards when at low health. Also 3c RC 3C RC 3C shenanigans are funny.

Posted

I don't like 3c though. True it's an option if you're at a medium distance, but it's just I don't like how it works for the most part.

Posted

Added 4-seal 3 nail combo into FRKZ -> DFK. Works on Carl so I thought it would be pretty useful. 2D jD 2369C land jD 2369C land jD 2369C land FRKZ DFK - 4342 damage

Posted

if you have time for a 2B after a 3C counter hit, you might as well do 2B, 623B, dash, combo of choice. depending on the char, an other 2B,623B loop into super should be possible. or just do d.6C, j.623B or j.C for the knockdown. lots of possibilities.

Posted

Dunno if this has been brought up before, but this combo is WAY easier if instead of "tap 6, hold D" you just do 4D, since he isn't really going anywhere anyway with the actual dash (you're just canceling the 2C) and with 6D you don't have to worry about overlapping with 6D. Probably already super obvious to everyone, just thought I'd bring it up.

thx for the tip, i'll test it out tomorrow.

Posted

Hi, I'm new here, and I need some help with a BnB combo. Specifically,

[5A/2A/j.C/j.4C],5B,2B,623B, d.5B,2B, sj.A,B,C, optional A-shuriken combo

I can't seem to input that dash for the 5b. Any tips?

Posted

Nice stuff you two. I'm going to up my standard game just a bit more by learning some more character specific combos and maybe working on my 4 seal combo a bit, then I'm going to give this a shot. I have been wanting to find a more consistent use for my furinkazan. Currently I kinda use it just to up agility with A nail cancels and land stronger versions of my other combos and cross up a bit. These techniques however are allot more refined and really show some of its unique applications. Very interesting.

Posted

Nezu Loop

With a bumper placed in the corner while in furinkazan, you can 5a > 5b > 2b > 9 dash > 3 bumper dash > repeat.

shouldn't that be a 2-dash at the end? 3-dash has slightly more recovery.

Posted

shouldn't that be a 2-dash at the end? 3-dash has slightly more recovery.

I've been using 3 dashes and getting the most reps out (14) it makes up for the pushback from when i was recording it. Either way works though, matter of preference I guess.

Posted

I don't think it's recovery so much as it's total distance travelled (vertical vs. vertical+horizontal). The frame data doesn't note anything about different recovery times for directional nail dashes. Just semantics, really. The standing loop on Tager is pretty neat. I was tinkering with something like that via nails instead of FRKZ. Most damage I've found off of a 6D in FRKZ (without dashing DD): 6D, 6-dash, 5D, 9-dash, j.D, 3-dash, j.D, V 2B, 6C, 9-dash, j.B, 6-dash, j.D, 2-dash, j.D, V, 2C, oki. If you plan on doing dashing DD, it's better to keep the combo short, as the damage for the DD scales horribly. 6D, 6-dash, 5D, 9-dash, j.D, 2/3-dash, V, 6A, 623B, dashing DD. Certain characters can also be hit with a 2D instead of a 5D for slightly more damage (Jin, Tager, Rachel off the top of my head).

Posted

It isn't something you can really mash; it's a little more controlled. You just need to get a feel for when 623B recovers so you that you can input the dash after. Just try waiting a little longer and see if that helps.

Posted

Hi, I'm new here, and I need some help with a BnB combo. Specifically,

[5A/2A/j.C/j.4C],5B,2B,623B, d.5B,2B, sj.A,B,C, optional A-shuriken combo

I can't seem to input that dash for the 5b. Any tips?

I couldn't do it until I realized I had to wait longer than I previously thought. Just go in to training mode and try dashing for the 5B at different moments. It helped me to do stupid stuff like count to myself "One, dash" and if that didn't work try "One, two, dash" until I got a feeling for the timing. Once you get it down it becomes natural.

Posted

Most damage I've found off of a 6D in FRKZ (without dashing DD):

6D, 6-dash, 5D, 9-dash, j.D, 3-dash, j.D, V 2B, 6C, 9-dash, j.B, 6-dash, j.D, 2-dash, j.D, V, 2C, oki.

i think i posted that somewhere before, but forgot to update the first post. nevermind, here's the place for FRKZ combos anyway.

found this in my archive:

(6D,dc) 5D, j.D, 3-j.D,\/,2B,6C, 9-j.B,6-j.D,2-dash,\/,2C = 4210 damage

5D, j.D, 2-dash, \/,[2B,6C,9-j.B,6-j.D,3-dash,\/] x2 , 2C = 4645 damage

9+j.D,\/, [2B,6C, 9-j.B,6-j.D,2-dash,\/] x2, 2C = 5106 damage

Posted

Add in an extra j.D (6-j.D, 2-dash, j.D, 2-dash, 2C) at the end of the 5D combo you posted and you get 4820 damage. The 6D combo I posted (you probably did as well, I was just adapting it from things I saw in MtP's vid) does 4414.

Posted

Second post updated with Tager and Ragna stuff. I have a video of everything that's being uploaded right now, I'm simply too tired to edit it the way I did with the stuff Reiomou linked right now, when i wake up I'll edit it for easy point + click to each combo in the video. If anyone is trying to do the combos and wants to look before i update it with each link though: http://www.youtube.com/watch?v=P3lTRp3MWs0

Posted

At first I thought the triple j.D on Tager was a typo, then I found out it was true. Manly. You can add that extra j.D in on the 6D combo and boost it up to 4639 damage. EDIT: 2D, 8-dash, j.D, 2-dash, 2D, 8-dash, j.D...badass.

Posted

Thanks for those tips browncoat, it really helps to count like u said when trying to get the dash timing down. Hey i had a question though guys. I noticed that a lot of bangs moves force neutral tech. I misinterpeted this at first. I thought force neutral tech meant the only way they were going to get up after knockdown was neutral roll and i was like yessssss when i found out, however, this is not the case, as once the enemy figures out that his air techs are replaced with the neutral ground roll they'll just wait and roll backwards or forwardsd instead and attempt to beat out your roll punish. Because from what i can see bang only has a few options to punish roll and combo and once opponent figures this out theyll give u the roll punish everytime over a free 50/50....hmm i dunno just my 2cents. If im right about this then does bang have a solid way of roll punishing so they have to give u 50/50 or no? Any insight is appreciated. Oh and could we get a list of which moves force neutral tech and advantages/disadvantes of this.

Posted

I'm not sure I can physically handle this character, some of that shit is just too much lol. Good to see so much info coming out, for sure. Now I just need to actually go into practice mode, instead of always jumping into matches and dropping simple combos.

Posted

At first I thought the triple j.D on Tager was a typo, then I found out it was true. Manly.

You can add that extra j.D in on the 6D combo and boost it up to 4639 damage.

EDIT: 2D, 8-dash, j.D, 2-dash, 2D, 8-dash, j.D...badass.

I couldnt seem to land the triple j.d after the 6d combo the other day, i got it now though. I'll have it listed but no visual reference, i have a video of the other triple j.d combo so people can see its real at least.

Posted

Revised some of the combos that I already have listed, you can replace 2b with 6a in some of them to get an extra 100 or so damage out. Snip.

Posted

So what's good for pressure? I like to jump or whatever into 5C or 2B>FRKZ>2B>9~j.C>6~j.B>6~j.B>2B>repeat. Anything smarter? I usually just do that as much as I can until something connects. 6A over and over is also silly if I have tons of life. Sorry if this thread is for info and not questions. Please move to the reg Bang thread if needed.

Posted

So what's good for pressure?

I like to jump or whatever into 5C or 2B>FRKZ>2B>9~j.C>6~j.B>6~j.B>2B>repeat.

Anything smarter? I usually just do that as much as I can until something connects.

6A over and over is also silly if I have tons of life.

Sorry if this thread is for info and not questions. Please move to the reg Bang thread if needed.

I normally use bang install in situations where it gives me free hits. Instant block > bang install > 6d combos. So normally when its used for pressure, its on oki. any blocking that starts with 5a > 5b > 2b i normally 9 dash into j.c or j.b and continue from there. Its freestyle since everythings dash cancelable. I also like 2c > dash cancel > 6a > 6a

Snip.

Posted

I was using 6D, 6-dash, 5D, triple j.D, but 2D does indeed work. The damage is off though. It's 4684.

Rachel is officially my favorite character to combo in Bang Install, simply because you can also do triple j.D on her and it's easy. Here's a fun one:

6D, 9-dash, j.D, 6-j.D, 4-j.D, V, 2B, 6C, 9-dash, j.B, 3-j.D, 2-dash, j.D, V, 2C. 4414 damage, less than what we've found, but it looks so awesome.

Something else I've noticed is that you can seemingly cancel the landing recovery of nail dash with drive attacks (and I'm assuming command normals as well). When I was trying to get the triple j.D combo to work on Rachel there were a few times when I'd screw up after the second j.D, land, and do a 5D that still had beat! Trying to replicate the situation isn't going very well, but launching with 5D right there could be very interesting.

Posted

I was using 6D, 6-dash, 5D, triple j.D, but 2D does indeed work. The damage is off though. It's 4684.

Rachel is officially my favorite character to combo in Bang Install, simply because you can also do triple j.D on her and it's easy. Here's a fun one:

6D, 9-dash, j.D, 6-j.D, 4-j.D, V, 2B, 6C, 9-dash, j.B, 3-j.D, 2-dash, j.D, V, 2C. 4414 damage, less than what we've found, but it looks so awesome.

Something else I've noticed is that you can seemingly cancel the landing recovery of nail dash with drive attacks (and I'm assuming command normals as well). When I was trying to get the triple j.D combo to work on Rachel there were a few times when I'd screw up after the second j.D, land, and do a 5D that still had beat! Trying to replicate the situation isn't going very well, but launching with 5D right there could be very interesting.

I had that happen a few times while i was sitting in training mode. 5d would link randomly, but i couldnt seem to get the timing for it otg.

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