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Posted

If you have meter to burn you could also throw out 236D if they're in a corner and make them guess whether you'll do 3C or 6A

  • 2 weeks later...
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Posted

this combo is probably listed already, but i thought i should post the the extra damage version. corner combo: 6A > 214D > 6C > 214D > 6C > d.c > 5C > hjc > j.B > j.C > j.c > j.C. just so you know, after the second 214D instead of doing 6C you could always just do the safer 2C > 623B > 623A version of the corner combo instead. however, this version does a little less damage though.

Posted

While I was recording some BnB's I decided I'd test myself a few things and wanted some confirmation.

Dashing 6a sekkajin works on all except Jin (inconsistent? help)/Carl

Dashing 6a 623b works on all except Jin/Litchi/Carl

Standing 6a 623b (read: not at all ranges) can work on Hakumen/Bang/Tager.

IAD jD cross up

I had no idea IAD j.d works on crouchers.

If anything..

5b > 5b > delay 5c (condition with delay 5c to allow further options)

5b > 5b x n

5b 1st hit > 6d

Either people will get impatient and want to hit you back or they will want to backdash/jump somewhere. Beat backdash and hopefully catch jump startup by inserting a 3c/2b where you think they want out.

Posted

I had no idea IAD j.d works on crouchers.

Scratch that. I must've been thinking about Tager and Hakumen when I posted that. Every time I imagine a situation in which someone is defending 3/4 of the match, I think of Tager right away. My mistake...

I went to training mode to test how well it works on all characters. Tager's is obviously the easiest to do (IAD jD at point blank works), next is Hakumen (1/4 5C distance), and surprisingly Carl (must be the top hat). Carl's is a bit finicky, but doable at mid-5C range. The rest you have to be at 5C maximum distance and delay your jD just a wee bit to get in range of their crouching hitbox. So, regading the original question, I suppose you can jump cancel 5C into IAD jD crossup, or if your opponent starts to see through it, EX ice swords right before or above them and continue pressure on block.

Rachel, on the other hand, is nigh impossible to do IAD jD crossup on, even with delay. Her crouching hitbox is extremely short it seems.

  • 2 weeks later...
Posted

Forgot to add 6a 623b not working on Rachel, my bad. Haha and our scene has about a million Rachel players lol how could I forget xD

Posted

Can someone try and describe how I should execute the j.b > 5b > 5c > j.b > j.c > j.d combo? Or the j.b > j.c > 5b > etc. version

I just can't seem to get it down at all. I can come close, but the j.d never connects. I'm always barely out of range, lol. I was wondering if maybe it was a corner specific combo or my timing is just really off, or hell..I don't know :psyduck:

Also, is it really even that practical to use in a fight or is it just flashy? If it's just flashy and I can rely on better options from j.b, then I won't worry about it, but if it could be beneficial to my game, then I would certainly like to get it down. I've seen videos for it, but cannot get the timing down in training to save my life, so any help would be much appreciated :kitty:

Posted

That's what someone else told me earlier, so I tried it, but I can't even come close to getting a dash out before 5b. If I do, it doesn't come out fast enough and resets the combo. How can I get the dash to come out properly? Obviously pushing it as fast as I can hasn't helped me, so I'm thinking maybe it just has to be pushed at the proper moment or something :psyduck:

Posted

Its not flashy, this is a staple bnb. Whichever hit you choose to do before you land must be delayed as much as you can. Buffer the first 6 just before you hit the floor and the second one as soon as you've recovered so you can start running on the first frame. Do not 'wait' to see yourself dashing to execute the 5b just 66 5b. The minimum dash will get you all the momentum you need.

Posted

Can someone try and describe how I should execute the j.b > 5b > 5c > j.b > j.c > j.d combo? Or the j.b > j.c > 5b > etc. version

I just can't seem to get it down at all. I can come close, but the j.d never connects. I'm always barely out of range, lol. I was wondering if maybe it was a corner specific combo or my timing is just really off, or hell..I don't know :psyduck:

Also, is it really even that practical to use in a fight or is it just flashy? If it's just flashy and I can rely on better options from j.b, then I won't worry about it, but if it could be beneficial to my game, then I would certainly like to get it down. I've seen videos for it, but cannot get the timing down in training to save my life, so any help would be much appreciated :kitty:

Its not flashy, this is a staple bnb.

Whichever hit you choose to do before you land must be delayed as much as you can.

Buffer the first 6 just before you hit the floor and the second one as soon as you've recovered so you can start running on the first frame. Do not 'wait' to see yourself dashing to execute the 5b just 66 5b. The minimum dash will get you all the momentum you need.

^ This.

However the combo is character specific meaning against Noel/Nu/Litchi and Carl you'll have to delay the j.c > j.d and will not work on Bang and Rachel.

Also if you want another option for j.b (though the combo above give a lot of options) you can use j.b > 66 5b (2 hits) 3c > 2b > 5c SJ.c > j.c > j.d delay air dash j.b > j.c > 214 b or d. :v:

Posted

Hmmm..alright. I think I see the problem now. I was waiting for Jin's feet to touch the ground before finally pushing 66. When I would do that, I would end up getting j.b > 6b at times and without the dash, the j.d wouldn't connect, so I'll try buffering the 66 before I land and hope it comes out properly, lol. I've done well to learn most of his other stuff, but this one just really messes me up for some reason and I haven't been able to get it down :psyduck: Anyway, I'll hit up training mode later and see if everything clicks. Thanks for the help, guys :kitty:

Posted

I came up with 4 corner combos but I'm not sure how useful they are since everyone I did it to always burst once they know what I'm setting up. :yaaay: 623D 2nd hit combos. 1st. 623D (2nd hit only) > 2D > 6C > 214D > 6C > 632146D > 5C > 623A 100% meter 7469 damage 2nd. (this is character specific) 623D (2nd hit only) > 2D > 6C > 214D > 6C > 236D (2 hits) > 623A > 236D(3rd hit) 623B > 623A 75% meter 7484 damage Offensive burst combos. :vbang: 3rd. Offensive burst > 2D > 6C > 214D > 6C > 214D > 6C > 632136D > 5C > 623A 100% meter 5123 damage 4th. (this is character specific also) Offensive burst > 2D > 6C > 214D > 6C > 214D > 6C > 236D (2 hits) > 623A > 236D(3rd hit) 623B > 623A 75% meter 5190 damage. Since burst combo damage doesn't kill I usually drop it after a D musou and go for a chip damage kill. :v:

Posted

Just wanted to let you guys know I got down the timing for the j.b > 5b and j.b > j.c > 5b combos. I still accidentally do 6b when I touch the ground every now and then, but at least I'm finally able to do it now, so thanks again for the help :kitty: I found myself wondering what I could follow up with after they are frozen though. I tried going for 5c > j.b > j.c > j.d > 214a/b/c/d, but I'm never in range for the j.d to connect (for some reason..which is odd..since I can USUALLY connect that on other freezes, but not when I execute this combo ._.). The only thing I could really come up with was just throwing a 214b or c if they are in the corner. They just tech too fast after you try to start the combo when breaking the ice. So, what's usually the best option (for corner and/or mid screen) after freezing them with the combo listed above?

Posted

snip

5c > j.b > j.c > j.d > 214 B/D

That should work, you can also do 5b > 5c > 3c for a oki setup or 6c > 5c > sjc > j.b > j.c > jc > j.b > j.c > j.d.

Posted

5c > j.b > j.c > j.d > 214 B/D

That should work, you can also do 5b > 5c > 3c for a oki setup or 6c > 5c > sjc > j.b > j.c > jc > j.b > j.c > j.d.

Hmmm..I tried 5c > j.b > j.c > j.d > 214 B/C/D, but the j.d would never connect. I'd barely be out of range. I just don't understand it though because I can land that combo fine after a 5d freeze, 236D, or something similar.

I just can't seem to make it work after I do the j.b > 5b combo though :psyduck:

Posted

Delay j.D a bit. And only 214B/D are your safe options. C ice car has too much startup iirc.

Posted

So delaying j.d would help it connect? Oh, wait...I think I understand actually, lol. It didn't make sense at first >_< So basically, if I delay it just a little bit, it will make Jin drop a little closer to my opponent in order for the j.d to connect and finish the combo, right? I'm just so used to doing it in a fluid motion though when I freeze them with any other combo. I wonder why I have to delay it this time, lol. Oh well. It doesn't really matter one way or another. If the delay will help it, then I'll do it, lol. 214C certainly does have a slow startup though, that's for sure. It isn't even worth trying to do it for the additional few points you get out of it anyway :vbang: So, guess I'll hit up training again later and try this delay out, then see if I can put it into use online later :yaaay:

Posted

Some characters require more delay than others. Tager requires none, Ragna require's some, and Noel requires a bit more than Ragna. Just practice delaying it to the last possible moment so you can apply it to any character with the exception of Rachel and Bang (though hypocritically, I lay back against Tager's and jD asap).

Posted

Yeah, Tager is lol easy to get these combos off on. I always practice on Jin in training mode though because he has a medium build, so I just figured he was a good character to test on. I do find it harder to hit Noel with these because of her smaller build though, so I guess I just have to learn to delay it against some characters :eng101: EDIT: Oh, by the way. I actually have a random question here. Sometimes when I freeze a character and I try to open up with a 5c > j.b combo, I notice they can crouch after getting hit with the 5c, so I whiff the j.b completely. Wtf is that? I thought if 5c connected, they couldn't recover until after I finish the combo? I just got a little sick of this Ragna player crouching after getting hit with 5c after I froze him. So, why is he able to crouch like that? I thought the 5c > j.b was guaranteed :psyduck:

Posted

In regards to the 5C jB jC jD 214B, if you can adapt to timing it on Carl, you can do it on pretty much any character, except for Bang (needs to be 2C jB jC jD 214B) and Rachael (jB whiffs completely). The secret to this combo is after 5C, immediately jB then delay jC and/or jD.

Posted

Would you guys say Jin's IAD is necessary for some of these combos? I noticed if I caught my opponent in the corner with say..6c > 6d, then tried to go into j.b > j.c > 5b > etc. it would work better if I did an IAD instead of jumping directly up and doing it. Jumping up, then performing it pushed me back a little bit I think, so I wasn't able to do it properly, but when I would IAD with 2566 (I think that's it anyway), it would work a lot better and actually connect properly. I'm just starting to wonder how beneficial this particular jump is to his game (not the super jump, just this one).

Posted

There are countless variations to Jin's combos, just be creative. I'd say it helps a lot to search for combo videos at youtube. A lot of them also show very nice setups and resets.

  • 2 weeks later...
Posted

hope not reoposting I have 2 1.) lagging/glitching through yukikaze with 623B (seriously I thought I was dead and swing nothing) 2.) stopping magna tech wheel with 5C it was hilarious 3.) maybe just against rachel but when ice car is blocked both move across screen equal distance for ice car

  • 2 weeks later...
Posted

I have a troubling CT question for you guys regarding "meterless" Musou (aka Icecar): What's the trick to using it as a combo ender? I've seen stuff like: --6C>Musou (from relauncher either 2C or 6C do this) --jB, jC jc. jC>Musou (from dash cancel 6C) --jB, jC, jD > Musou (from ground Freeze) Obviously D Musou has faster properties than the others, but it only seems to help me after jD Freezes during a combo or at a certain height. I find it really hard to finish with Musou from a relaunch. Here's a combo I'm trying to complete: Set up: B Fubuki (Counterhit): D-Musou (reach the corner): 2C>jc> into air combo (but I don't know what I can use to end it with Musou, because they almost always tech out. Or 6C>Musou into knockdown, but that barely does any damage. I'm trying to end my combos with either them on the ground, or me on the ground and them in the air. Particularly relaunching combos.

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