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Posted

DID > RC dash 5B > 5D > 236D > dc dash 5B > 5C > jc j.C > j.214B >> j.214D > dash 5B > 5C > 5D > 22C > dc dash 3C > 214A >> 214D

 

Surprised to see 22C (DC)> 3C works that late in the combo, pretty sure it wasnt possible in 1.1.

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Posted

if you're doing the combo from corner to corner, then 22C will do a slide instead of a wallstick. slide has much more hitstun than wallstick, and allows you to do many more things even when done late in the combo.

 

it's been like that even since 1.0

Posted

3328 dmg. Mid-screen to corner. No meter.

It's hard to connect the j.214C for the bounce but doable with practice. Very strict timing. Almost frame perfect.

6B > 6A > 6D >jc > j.C > j.214C > 5B > 5C > 5D(1) > 214B~214D > 5B > 5C > 5D > 236D > 623D~236C~214D

Posted

6B>6A>6D>j214B>delay j214D>5C>6A>hjc>jC>j214C>665B>5C>5D(2)>[214A>214D] or [623D>236C>214D]  3040/3072 Damage, 22 Heat

6B route for when you can't reach the corner.

Posted

Didn't see this in the OP so I figured I'd share what I found.

 

(Corner)
5B > 3C > 22C > dc 5B > 5C > j.214C > 5B > 5C > 5D > 236D > 5B > 5C > 5D > 214A >> 214D
Damage: 4732
Heat Gain: 31%

6B > 6A > 5D > 22C > dc > 5B > 5C > j.214C > 5B > 5C > 5D > 216D > (dc) 6A > 5D > 214A >> 214D
Damage: 3414
Heat Gain: 22%
 
https://youtu.be/iurHjfVtCK0

Posted

Corner, 5080 dmg, requires 25 heat

 

5B>3C>22C>5AB(CT)>5C>5D>236D>5B>5C>5D>623D~236C~214D

 

Slight improvement -

5B > 3C > 22C > CT > 5C > j.B > j.C > (slight delay) j.214C > 5C > 5D > 236D > dc 5D > 214A >> 214D

5127 damage, 19~20 heat gained, works on Rachel (dunno who else Belial Edge is weird on in the corner yet.)

Hell's Fang gives better knockdown, DID ender gets 5186 damage but you get a meaty 2A at best.

Posted

Slight improvement -

5B > 3C > 22C > CT > 5C > j.B > j.C > (slight delay) j.214C > 5C > 5D > 236D > dc 5D > 214A >> 214D

5127 damage, 19~20 heat gained, works on Rachel (dunno who else Belial Edge is weird on in the corner yet.)

Hell's Fang gives better knockdown, DID ender gets 5186 damage but you get a meaty 2A at best.

 

Good Stuff! I been too afraid to experiment any combos with j.214C unless 6D>jc>j.C is before it because I always just seem to drive the opponent into the ground without the bounce. I'm going to try to learn this and hope for the best. >.>

Posted

So if you add a 6A after the 236D dash cancel, the same combo does 5155 damage :D

 

Also apparently Rachel's hitbox allows some character specific combos? Dunno if anyone else has discovered this so I'll just put my findings here.

https://youtu.be/iIcJ7uV3ghs

 

Midscreen

5B > 5C > 6A > 214B >> 214D > (dash) 5B > 5C > j.214C > (dash) 5B > 5C > 5D > 236D > dc 6A > 5D > 22C >> 214A >> 214D

3980 damage, 28 heat gain, works on all(?) characters except Rachel

5B > 5C > 6A > 214B >> 214D > 5B > 5C > jc j.C > j.214C > (dash) 5B > 5C > 5D > 236D > dc 5D > 22C >> 214A >> 214D
4070 damage, 29 heat gain, Rachel only

 

Corner

5B > 3C > 22C > CT > (dash) 5C > 6A > sjc j.C > j.214C > 5C > 5D > 236D > dc 6A > 5D > 214A >> 214D

5127 damage, 20 heat gained, suboptimal damage but slightly easier(?) combo, 25 heat required

 

5B > 3C > 22C > CT > (dash) 5C > jc j.B > j.C > j.214C > 5C > 5D > 236D > dc 6A > 5D > 214A >> 214D
5155 damage, 19 heat gained, works on entire cast from what I can tell

 

5B > 3C > 22C > CT > (dash) 5C > 6A > sjc j.C > j.214C > 5C > 5D > 236D > dc 5D > 214A >> 214D

5162 damage, 20 heat gained, Rachel only. Something about her aerial hitbox makes Belial Edge hit one more time on her but no one else.

  • 2 weeks later...
Posted

Anyone got a solid DID FC combo for mid screen and corner?

I been playing around with DID starter. I haven't found anything much yet. I have some theory though. I'll keep you posted!

Anyways, these are some things I been working with:

(Mid-Screen, Back throw)

4BC > 66 > 5B > 5C > 5D(1) > 214B~214D > 5B > 5C > 5D > 214A~214D

3239 dmg

(Mid-Screen to Corner, Front throw)

5BC > 214B~214D > 5B > 5C > 5D > 236D > dash cancel > 623D~236C~214D

3221 dmg

(Corner)

5B > 5C > 2C > 623D~236C~236C > 2C > 5D > 236D > 5B > 5C > 5D > 22C > 623C~236C~214D

4012 dmg

(Mid-Screen to corner) ~ (This one is troll. Lol)

5B > 5C > 632146D > RC > 66 > 5B > 5C > 5D > 236D > 5B > 5C > 5D> 22C > 623D~236C~214D

5705 dmg

(Mid-Screen to corner, OD cancel 100% health)

5B > 5C > OD cancel > 5B > 5C > 214A~214D(OD deactivates) > 5B > 5C > 5D > 236D > dash cancel > 5B > 5C > 5D > 22C > 623D~236C~214D

4664 dmg

  • 4 weeks later...
Posted

Got the game, and here's some combos I didnt see anywhere but are useful:

 

Anywhere

 

  • 5B> 6A> 6D> delay j.214B>> immediate 214D> 5B/5C> 5D> 236D (DC)> dash 5C (HJC)> j.C> j.D (JC)> j.C> j.D> j.623D~

Damage: 3544, Meter Gain: 25%

-Fullscreen carry, possibly universal

-Delay on Keri Age (>>214D) may be needed on some characters

-Works off j.C> j.D starter (until the first j.C> j.D ender)

 

Worth learning. I personally think it's more reliable, easier and better than midscreen Belial routes because not only it corner carries from anywhere but the damage is definitely "optimal" for that particular route.

 

  • 5B> 3C> 22C (DC)> dash 5C (JC)> j.C> j.D> j.214B>> delay 214D> 5B> 5C> 5D> 236D (DC)> dash 5C> 623D~

Damage: 4090, Meter Gain: 25%

-Presumably, universal on all characters that get hit by 22C (DC)> dash 5C

-Works off j.C starter

 

Corner

 

  • 5B> 5C> 2D (RC)> (dash) 6C> delay 6D (JC)> 9j.214C> 5C> 5D> 236D> 5B> 5C> 5D> 22C> 623D~

Damage: 5226, Meter Gain: 23%

-May need to dash 6C if 5B is confirmed afar

-Does 5014 without 22C and DID (5D> HF ender)

 

This is all day 1 stuff, so it may not be fully optimal. But hey, CPE Ragna's combo routes are pretty straight forward anyways!

Posted

Anyone got a solid DID FC combo for mid screen and corner?

Mid-Screen:

623D FC > 5C > 5D(1) > 214B~214D > 5B > 5C > 5D > 236D > 5B > 5C > 5D > 22C > 214A~214D

-4122 dmg-

Corner:

623D FC > 5C > 6A > jc > j.214C > 5B > 5C > 5D > 236D > 5B > 5C > 5D > 22C > 214A~214D

-4367 dmg-

Posted (edited)

Not sure if you would call these "solid", but (I think) they're optimal.

 

FATAL COUNTER D INFERNO DIVIDER COMBOS

  • Anywhere:

FC DID> dash 5B> 5C> TK j.214C> 5C> 6A> TK j.214D> dash 5B> 5C> 5D(1)> 214B>>delay 214D> 5C> 5D> HF~

Damage: 4234, Meter Gain: 30

Can be pretty unstable. TK BE is character specific.

 

  • Midscreen (P1/P2 starting position)

FC DID> dash 5B> 6A> 6D (JC)> delay j.C> j.214C> 5C> 5D> 236D> dash 5B> 5C> 5D> 22C> HF~

Damage: 4373, Meter Gain: 31

 

  • Corner:

FC DID> 2C> delay 5C> 5D> 236D> 5C (JC)> j.B> j.C> j.214C> 5B> 5C> 5D> 22C> HF~

Damage: 4649, Meter Gain: 33

 

FC DID> 3C> 22C (DC)> 2C> 5C> 5D> 236D> 5C (JC)> j.B> j.C> j.214C> 6A> 5D> HF~

Damage: 4742, Meter Gain: 31

 

FC DID> 3C> 22C (DC)> 2C> 5C> TK j.214C> 5C> 5D> 236D> 2C> 5C> 5D> HF~

Damage: 4857, Meter Gain: 32

 

 

CRUSH TRIGGER PUNISH COMBOS

 

  • Anywhere:

CH 5C> 6C> [5A+B]> 236D (DC)> dash 5C (JC)> j.D> j.214B>> delay 214D> (dash) 5B> 5C> 5D> (22C)> DID/HF~

Damage: 5014, Meter Gain: 23

 

CH 5C> 6C> [5A+B]> 6C (JC)> j.214C> 2C> 6A> TK j.214D> dash 5B> 5C> 5D> DID/HF~

Damage: 5128, Meter Gain: 24

 

CH 5C> 6C> [5A+B]> 6C> delay 5D(2)> 236D (DC)> dash 5C> TK j.214B>>delay 214D> (dash) 5C> 5D> (22C)> DID/HF~

Damage: 5298, Meter Gain: 25

Notes: On the first 5D, whiff the first hit.

 

  • Midscreen (P1 Starting Position)

CH 5C> 6C> [5A+B]> dash 5C> 6A (JC)> j.C (JC)> j.C> j.214C> 5C> 5D> 236D (DC)> 22C> HF~

Damage: 5346, Meter Gain: 25

Notes: Using DID ender causes instant tech

 

  • Corner:

CH 5C> 6C> [5A+B]> 6C> 6D (JC)> n.j214C> 5C> 5D> 236D (DC)> 5D> 22C> DID/HF~

Damage: 5808, Meter Gain: 26

Edited by Tong
  • 5 weeks later...
Posted

Better post here before I forget.

 

(crouching opponent) CH 5C> CT> dash 6C> 6D (nJC)> j.214C> 5B> 5C> 5D> 236D> 5C> 5D> 22C> DID~

Damage: 6030, Heat Gain: ?

  • 2 weeks later...
Posted

Probably Ragna's max damage combo in this version, but who knows!

OD> 22C> CT> 5C> 5D> DS> 6D (JC)> j.214C> 5C> 5D (DC)> 5C> 5D(1)> CS> DID~Kick> j.D> air BS> CS

Damage: 9127

Posted

Probably Ragna's max damage combo in this version, but who knows!

OD> 22C> CT> 5C> 5D> DS> 6D (JC)> j.214C> 5C> 5D (DC)> 5C> 5D(1)> CS> DID~Kick> j.D> air BS> CS

Damage: 9127

no dbd? or is it crap in ex

Posted (edited)

DbD only does 1350 minimum damage now, so CS will do more with 1410 minimum damage

EDIT: i just noticed, why no gauntlet hades? see if you can replace 5C > 5D dc > 5C > 5D(1) > CS with 5C > 5D > GH > (jc?) CS. seems to me that you're losing some damage potential with that 5D(1) there.

Edited by KayEff
Posted

DbD only does 1350 minimum damage now, so CS will do more with 1410 minimum damage

EDIT: i just noticed, why no gauntlet hades? see if you can replace 5C > 5D dc > 5C > 5D(1) > CS with 5C > 5D > GH > (jc?) CS. seems to me that you're losing some damage potential with that 5D(1) there.

Yea just tried it, does 9089. And any attempt to add extra moves or better moves either end up in "lolno timer" or not enough meter for the final CS.

Posted (edited)

that's weird, that combo shouldn't do less damage...and here's why

note: i'm using the proration values listed in this topic. if they're wrong, then so be it, but this is just to let everyone know that i'm not pulling these values out of thin air.
5C is 800 damage with P2 92.
5D is 500+780 damage with P2 84(once)...meaning 5D(1) will have P2 84 and 5D(2) will just tack on extra damage should 5D(1) hit.
gauntlet hades is 800 damage with P2 92.
spin kick/keri age is 1000 damage with P2 90.

as you can see, if you replace 5C > 5D(1) with a simple gauntlet hades, then it should result in more damage, as spin kick/keri age is clearly superior to 5D(1). the only reason why my combo does less damage would be that the proration data is actually wrong. if that's actually the case, then someone should go experiment and find out what the actual proration values are.

Edited by KayEff
Posted

Tong omitted something from the suggestion. If the above combo were to connect fully, it would deal 9313, but it would appear to take too long.

Edit: He did 5D(1) instead of 5D to land the combo, as it turns out, meaning that you could probably just do 2C > 5C (JC) > j.214B instead.

Posted

I been occasionally doing this VS Lambda/Nu when the player does wake-up 632146D in corner near the end of the match when my health is semi low.Sorta situational but it helped me a few matches.

OD > 623D FC > 5C > 6D > jc > j.C > j.214C > 5B > 5C > 5D > 236D > 5C > 5D > 214214D

6260 dmg

 

Posted

Framedata actually has some mistakes, like 5B and 5C having identical untechable values, even though that's not true.

Also I've figured out a better combo that does 9278. I'll post it later!

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