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Posted

All of which is largely pointless, since CS is here/on the way. I hope they at least put CT characters in as EX's, on the console version.

Edit: Just to compile the combos on the bottom of the last page, minus the commentary.

On crouching

6B > 5C > 6C > 2D > 6C > Dash > 5C > sj.C > 214D - 3912 damage

6B > 5C > 6C > 2D > 6C > Dash > 5C > sj.C > 214D > 2C > 623B > 623A - 4514 damage

6B > 5C > 6C > Dash > 5C > sj.B > j.C > j.C > j.D > 214D > 2C > 623B > 623A - 4131 damage

CH 236A > 2D > 66C > Dash > 5C > sj.B > j.C > j.C > 214D > 2C > 623B > 623A - 5318 damage

Back Throw > 214A > 5C > 2C > 6C > Dash > 623A - 2821 damage, 22 heat

On Ragna, Noel, Arakune, ??

Back Throw > 214A > 5C > 6C > Dash > 5C > sj.B > j.C > j.B > j.C - ~3200 damage, 25 Heat

Back Throw > 214A > 5C > 6C > Dash > 5C > 623B - 2889 damage, 22 heat

ok so are these combos the only practical ones now with the new blaz comming out/ is out or are these bnb combos.

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Posted

They're just combos I stitched together. Their practicality is up in the air, but the consensus is that combos leading to knockdowns are better. I just put them out there, because they're options. Never hurts to know more combos, as long as they're not terribly impractical. Edit: Got hit with the CH 236A combo earlier today (I think by TetsuyaHikari). Now I know what it's like to be on the receiving end of it. It hurts.

Posted

I just realized it's possible to RC ice blades, which means you can do CH 236B > RC > 2D etc., for the same damage as the 236A version. You just need 54 heat to do the full combo. Edit: Looking at that again, landing a CH isn't even necessary, if you're fast enough. 5B > 5C > 236B > RC > 2D etc. works on characters with fatter/taller(?) hit boxes. Requires at least 56 heat... 5B > 5C > 236B > RC > 2D > 6C > dash > 5C > sj.C > j.C > 214D > 2C > 623B > 623A Does 4350 damage. With 40 heat, you can end with a 214B, for 3681 damage and a knockdown. Re-edit: Works on Haku, Tager, Tao, Bang, Litchi, Arakune and Nu. Works on crouching Ragna, Carl and Rachel. Edit again: A better option, compared to the 214B version. Requires 31 Heat, does 3817 damage 5B > 5C > j.B > j.C > j.D > 6C > wait > 214D > 6C > 236D> 5B, as they land > 5C, which can be blocked, but eliminates their wake-up options. Continue with corner pressure. The landing and blocked hit can be whatever works best for you. I suppose it depends on how many hits the 236D does. All 3 hit on Tager, so you can slip a 623A in there, for ~3.9K. Final Edit: Okay, some of this is pretty silly. Make use of what you can.

  • 3 weeks later...
Posted

Ya I remember that bug. Its just some wierd momentum glitch with clashing ice car. Never had it happen myself even after a few thousand online matches.

  • 3 weeks later...
Posted

Ooh, relegated to the archives. I suppose it was time. Anyway, new throw combos.

Back throw > 214A > 5C > 2C > 6C > pause > 632146D > 66C > 623A/B

Requires 31 heat, does a little over 3950. The next one requires 33 heat and does 4160 damage, but is tougher to link.

Back throw > 236A > 66C > pause > 632146D > 66C > 623A

Only tried on Ragna.

  • 2 weeks later...
Posted

Any combo that starts with the second hit of 623D is guaranteed 5k+ damage, 7k+ damage with 100% heat.

During a corner combo, use 2C instead of 6C if you're expecting a burst. It can be jump cancelled and used to punish the burst.

Posted

As far as I can tell, this can only be done without special positioning on Haku-men, meaning anywhere not too close to a corner. It works on others, but they basically have to be at the start position for it to combo.

On crouching...

5B > 5C > 6C > d.c. > 5C > 6C > 2D > 6C > d.c. > 5C > 623D(2)

Delay the second 5C, the 2D and the last 6C. Does ~4K. If you tack on a 5C > 623A, it does ~4.2k.

Posted

^ lol @ the air throw combos and hitting 623d w/100% meter stocked. Also, ending midscreen combos with 623d is a waste unless you want to camp it up (vs tager).

Anyways, really tiny ass change to a bnb.

5c > j.b > j.c > j.d > land > "running 2C" > j.b ect.

Posted

Ah, you got me wrong. I'm not encouraging starting combos with the second hit of 623D.

It stupid to try for it and i never use them in a real match. If they block the first hit you should just rapid cancel it.

Posted

Too far away to link j.B > 665B > 5C > j.B...? Try this.

j.B > 63B > 3C > 2B > 5C > sj.B > j.C > j.D > 63C > 214A and go for an air throw or something.

Could be useful, if you don't have the heat to gamble with an overhead reset.

  • 2 weeks later...
Posted

Hello,

Are there any air throw setups that are useful? I've gotten thrown a few times but can't really figure out the timing and what would be good follow ups besides j.236D etc.

Thanks in advance!

Posted
Hello,

Are there any air throw setups that are useful? I've gotten thrown a few times but can't really figure out the timing and what would be good follow ups besides j.236D etc.

Thanks in advance!

If you've already jumped twice or air dashed before grabbing and are close to the ground then you can go for the Air Throw > (land) 6C > 5C > j.B > j.C > JC > j.B > j.C combo. It's not possible to end this combo with an Ice Car as the opponent will be able to tech out at any point after the 6C > 5C relaunch. That or you could go for the Air Throw > (land) 66 > 5B (1 hit) > 5C > 214B combo, less damage but guaranteed oki.

If you still haven't used a second jump or an air dash and you're somewhat close to the ground then go for the Air Throw > Air Dash > j.B > j.C > (land) 66 > 5B > 5C > 3C > 236C for a decent balance of damage and oki options.

One of the more damaging combos out of an air throw would be Air Throw > 214D > 6C > 5C > j.B > j.C > JC > j.C for 3600 damage. You have to be close to the corner and facing away from it, a crappy combo really. In that same case where you somehow grabbed the opponent right next to the corner and your facing away from it then go for the Air Throw > (land) 66 > 5C > j.B > j.C > j.D > j.214B combo.

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