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Posted

Yup. 6C > 5C > j.c > 214B fails 6C > 5C > j.b > j.c > j.c> 214B fails 6C > 5C > j.c > j.c> 214B fails 6C > 6D > 5C> j.c > j.c> 214B fails 6C > 6D > 5C> j.b > j.c > j.c> 214B fails And i tested both super jump and normal jump versions Edit: And jump right after dash canceling 6C > j.b > j.c > j.c> 214B fails 6C > j.c > j.c> 214B fails

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Posted

On second thought, why are you doing 214D anyway? If you're following up with 6C then you're more or less next to the corner, why not just follow up with something more straight forward for no meter?

Posted

Ok got one. From mid screen. CH 623A, 214D, dash, 2B, 5C, sj C, dj C, 214B The timing is kinda... fdjklsgjkl;sdagjklasj; :vbang: But it does work. Tested on Ragna

Posted

Nice! 2b does cover little bit more distance 3c relaunch with 2b gives you 3893 dmg with knock down 3c gives 4019 with knockdown 6C gives 42XX but techout before 214B EDIT: just found out a little bit more If you relaunch with 2b at Max distance, the 214 B after 2nd j.c will miss. Better to do just one j.c > 214b in this case. And Im surprised the dmg scaling wasnt as bad as i thought compared to 3C

Posted

Something interesting vs bang: for the jb jc jd musou combos, which normally doesn't work against bang, replace the 5c with 2c. Most likely scenario would be: something into 6c > 2d > 2c > jb etc. Not sure if it applies to others chars such as rachel, can't test because I'm out of town. Edit: Credit to suupuu.

Posted

Something interesting vs bang:

for the jb jc jd musou combos, which normally doesn't work against bang, replace the 5c with 2c.

Most likely scenario would be:

something into 6c > 2d > 2c > jb etc.

Not sure if it applies to others chars such as rachel, can't test because I'm out of town.

Edit: Credit to suupuu.

That is a great find. It'll actually make Bang susceptible to more resets and better damage.

Posted

very cool to hear, did you try this out on rachel too? she's too short for 5C > j.B stuff too... if not i'll try it when i have some spare time

Posted

Does not seem to work on Rachel, oh well.

Well at least Rachel has fat grounded hitboxes for Ice Car OTG goodness.

EDIT:

I've been experimenting with Kid Viper's corner combo of 6C, 6D, 6C, 236D (2 hits), 623A, 236D (Last hit), 5B, 5C, 3C that he stole from Japanese Jin players. So many ways to lead into that combo and the follow ups are great with some really crazy damage. I'll post reset/mix ups in the appropriate thread but here are some combos.

Corner Only:

Crouching Opponent Combos:

5C, 6C, 6D, 6C, 236D (2 hits), 623A, 236D (Last hit), 5B (2 hits), 5C, 3C - 4059dmg 25% Heat

-You can lead with a air dash or instant air dash before hand but you scale it down to 3998 dmg but it's easier to trick people to eating that overhead air dash j.B, j.C. If you land a j.B and then do the combo the dmg is 4026 and 4028dmg if you land with just j.C.

Standing or Crouching Opponent Combos:

CH 5C, 6C, 6D, 6C, 236D (2 hits), 623A, 236D (Last hit), 5B (2 hits), 5C, 3C - 4059dmg 25% Heat

6A, 623B, 5C, 6C, 6D, 6C, 236D (2 hits), 623A, 236D (Last hit), 5B (2 hits), 5C, 3C - 4628dmg 25% Heat

-Yeah, I think this is the highest damaging combo I've found with 236D without expending additional heat. 623B will whiff if 6A is a counter hit.

6A, 214B, 6C, 236D (2 hits), 623A, 236D (Last hit), 5B (2 hits), 5C, 3C - 4127dmg 50% Heat

-The only reason you would do this combo and use 50% heat is because you needed 214D to push them into the corner.

6A, C Mash (8 hits), 6C, 236D (2 hits), 623A, 236D (Last hit), 5C, 3C - 3751dmg 25% Heat

-You have to do 5C as 5B (2 hits) will allow them to block the 5C after wards. No point in doing this combo but I thought I would add to show that Sekkajin does have another combo to it.

Also, experimented with the 623A CH combo that was posted before and it can lead into this combo as well.

CH 623A, 214D, 6C, 236D (2 hits), 623A, 236D (Last hit), 5B (2 hits), 5C, 3C - 4606dmg 50% heat

-Preferably you want to the CH as an anti-air rather than a CH on the ground. If it's on the ground you have to be point blank with that CH or the 214D won't combo. 50% heat for 4606dmg into oki corner pressure from midscreen is not too shabby at all.

So yeah those are just some of the few examples of how you can lead into that combo and get some pretty sexy results.

Posted

Just wondering, when you guys do grab > 623B > 5c > 6C > 6D corner combo? Do you move backward after grabbing? 6D seems to miss if I dont move backward after the grab, but the timing is also pretty hard

Posted

Yes, The way to input is throw > b dp > hold back and do 5c at the correct time > 6c > 6d The movement backwards is very slight, but that makes the difference between able to land 6d and whiffing. Also, make sure you are getting the height correctly for 5c. The hit should be fairly deep into the target.

Posted

Thanks. Btw, the 236D corner combos seems pretty hard for char like arakune and Ragna. Are we supposed to wait for the opponent land on the ground before doing 6C? Because the 3rd hit of 236D always seems to miss for these characters and delay timing for 236D seems really tight.

Posted

Yes, let them land after 6d. Also note, after a certain number of hits (dependent on how the combo was started), it is also impossible to do that combo because they can tech too soon after 6c.

Posted

I find you have to delay throwing out 236D longer on Ragna and it doesn't work on Tager and I'm pretty sure it doesn't work on Carl as well. They can tech out before 236D connects. On characters like Arakune you may have to get rid of 5B (2 hits) and opt for 5C to 3C instead due to their weird hit boxes and push back.

Posted

Certain variations of that combo works on all characters. Just need to reduce hits/increase tech time accordingly, but it's always the highest damage combo available for 25% meter for that category.

Posted

What should I do after 623A > Last hit of 236D to achieve the highest damage possible? Or is it better if I just 5B > 5C > 3C > 236C afterwards?

Posted

What should I do after 623A > Last hit of 236D to achieve the highest damage possible? Or is it better if I just 5B > 5C > 3C > 236C afterwards?

I feel it's better to go for knockdown into oki for better control of the corner but you could go for resets as well.

Posted

I find you have to delay throwing out 236D longer on Ragna and it doesn't work on Tager and I'm pretty sure it doesn't work on Carl as well. They can tech out before 236D connects.

On characters like Arakune you may have to get rid of 5B (2 hits) and opt for 5C to 3C instead due to their weird hit boxes and push back.

it works on tager and carl, timing is different with them. with those 2 you actually want to do 236D early.

EDIT: to be specific, on tager and carl you want to cancel 6c into 236D

EDIT 2:

Something interesting vs bang:

for the jb jc jd musou combos, which normally doesn't work against bang, replace the 5c with 2c.

i thought everyone already knew about this :O, i've been doing this since june O.O

Posted

Is there any benefit to double dashing after 6C? I found that it was possible to sqeeze a second dash in there and still get off a 5C, but the timing is really tight for a true combo. All I've found so far is that it makes it a bit easier to connect in the air after a second 6C. I was able to get 6C - 6666 - 5C - 2C - 2D on Tager, but it went dark after the 5C and I had trouble with it after that, so I don't know if it's possible to get it legitimately. So far it doesn't seem worth the risk, but I'll test it out later to see if anything extra can be squeezed out of it.

Posted

against some characters, if you want to do the staple 6C dash cancel 5C j.C j.D airdash j.B j.C musou, you have to incorporate the second dash before the 5C otherwise they they'll still be in the air when you do the airdash part

Posted

Also, if you land 5C, 6C at the max possible distance you'll need the double dash afterwards to follow up with 5C into whatever otherwise 5C will whiff, at least from my experience.

Posted

Or...you could skip the 5C? I dunno, I understand the idea behind every bit of damage counting and that being able to pull supposedly impractical combos isn't such a bad thing, but you can skip the 5C and just cancel straight into a 9jB. I've seen it done to me more than once, and the only thing I'm missing is practicing it on Carl. Sooo... Forgive me if I'm not grasping the conversation, but I am trying and I am new to DL. Basically the 6C > 6666 > 5C seems like a moot point. I'm assuming it's either against a jumping target or on counter. 6C > 66 > jB (You want to do a 9 jump ASAP) > air BnBs Hasn't failed me yet, but again, I might not be grasping the idea of the 6C we're all talking about. >.> Don't hurt me. Please?

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