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Posted

almost all places you can fit a 6a>6a bug loop in you can fit a 6c loop in.. so if you can do that combo you listed, just do 1 rep of 6a>6a bug then 6c set

So the 6c loop just does it better :8/:

Back to practice mode, thanks for the note, so I'll just use it until I'm comfortable with 6c online or just want to juggle a bit.

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Posted

mid screen jump over or dash through crossup 6CB bug gives

launch>j6a>236C>CB bug>2x 6c loop>recurse

still working on the details, had mixed success with dive variations

After some testing, I've been having success with 8/7*A (A bug hits) j2A j2B j2C variants. It's actually the same combo I use for j6A/B/C crossups.

Another more consistent variant that works for dashes done closer:

j6A 8AA j2A j2B j2C etc.

Also, for a dive cancel combo if you used C/B bugs before the dive hit:

j2A 5B jA j2A j2B j2C 6C loops.

I haven't tried jaa j2a. I use j6a>6a bug>(jc) back>j2a

The thing about is I'm not always sure whether to use jAA or just jA. Usually I wing it. I find it's a great way to get abare in some tough spots.

*9 rarely works

Posted

wee awesome stuff, after my exams friday I'll give them a whirl over the weekend thanks!

Also got some cool variations on 2D hit confirm combos that I've been working on adding to my game. Had alot of help from dloop carl mod Zeero. After I confirm character variations a bit I'll post them.

http://www.youtube.com/watch?v=dsMNJdFyYgM

here's alil preview, he was just demonstrating some of the timings on the beginning hit confirm

edit:i should go over some of my old combos and remove j6a's where they're not necessary for jA since i just noitced it prorates less

Posted

edit:i should go over some of my old combos and remove j6a's where they're not necessary for jA since i just noitced it prorates less

I've just noticed that for some of the close-up dash crossup attempts, you can use a single 9A/ jumping forward jA into dive loops. It's kinda tricky though.

here's alil preview, he was just demonstrating some of the timings on the beginning hit confirm

That first combo...

:yaaay:

I use the third one all the time. I am totally stealing the fourth.

Posted

Say you hit them with (whilst they are cursed) 3A, 3A, Abug hits, 3A, 3A, Abug hits, 3A, 3A, Abug hits, etc What is the best way (notation) from this to go into 6C loop whilst recursing them without them being knocked out of the combo by bug inputs?

Posted

i personally use souji's combo for this situation: [3aa>6a bug] x n> 5d[hold]>236b>CB bug>2x 6c loop>recurse You must hold D whenever you start on a cursed opponent and you accidentally went into a non-curse combo or else D bug carries the opponent up into the air. ie. while cursed air throw>land>5d [hold]> etc however the jp wiki lists this one in the cursed section and says it does 5200, needs confirmation: 3A>C bug>5C>6A bug>2x 6C loop>recurse *note keep in mind how much curse gauge is left when you begin combo as your not recursing at the beginning hope that points you in the right direction

Posted

Thanks for your help, little more info on the notation/timing needed: I presume you just hit the 5D as soon as the 3AA ends as you can't cancel 3A into 5D can you? The A bug fills the gap I guess.

Posted

Thanks for your help, little more info on the notation/timing needed:

I presume you just hit the 5D as soon as the 3AA ends as you can't cancel 3A into 5D can you? The A bug fills the gap I guess.

Yup, that's right.

Posted

So I'm pretty new to this game, learned the combos and am now in the process of attempting to incorporate them in high paced matches (I seem to have issues doing the close range, non 2C > RC combo, and starting the 6C loop after jC > jD). Are there any combos aside from the aforementioned one that are useful and effective on cursed opponents? A particular favorite of mine is (not at the edges of the stage), 2B > 6A > C loop, or you can just basketball them 4 or 5 times after the 6A and then end it with a C loop > recurse. I seem to find plenty of use for it b/c of how people desperately attempt to get the curse off them, and 2B being generally amazing.

Posted

well i posted about it b4 when i wrote about jC>jD but the most consistent bugs air to ground are 5c>5b on tager 4cb on taokaka 4c>5b noel, nu, carl 5CB everyone else

Posted

wee awesome stuff, after my exams friday I'll give them a whirl over the weekend thanks!

Also got some cool variations on 2D hit confirm combos that I've been working on adding to my game. Had alot of help from dloop carl mod Zeero. After I confirm character variations a bit I'll post them.

http://www.youtube.com/watch?v=dsMNJdFyYgM

here's alil preview, he was just demonstrating some of the timings on the beginning hit confirm

edit:i should go over some of my old combos and remove j6a's where they're not necessary for jA since i just noitced it prorates less

Loving those combos:tup: Gotta work on them. the 4th is awesome:lol:

So how useful is dive cancel~236236C?

and I've read somewhere that you can do 3D~3C~236236C and the 3C crosses up? I've messed around with the spacing but it would either hit in front or go behind and not hit at all=/

Anyone have an explanation?

Posted

Why would you ever want to use 236236C in a combo if you've already started one. The amount of proration it creates is HUGE. Also, 3C does not cross up even if it comes out on the other side of the opponent because you are still on the same side of them. For something to cross up you would have to get on the other side of the opponent without the opponent changing the direction of their block. If you want some combos that start with 2D here are some ones that do ALOT of damage (6000-6500) that don't use any heat: If you do 2D while directly next to an oppenent- 2D>release C/B bug at the same time>6A>6C>5C>2C>release B/A bug>6C>5C>2C>release B/A bug>6C>release A bug>5C>2C>release B/A bug>j5C>j5D In less technical terms: 2D>release C/B bug>3 C loops>recurse If you are slightly further away- 2D>release C/B bug at the same time>j6A>jump straight up>j2A>j2B>j2C>release C/B bug>6C>5C>2C>release B/A bugs>6C>release A bug>5C>2C>release B/A bugs>j5C>j5D In less technical terms- 2D>release C/B bug>j6A>triple dive loop>2 C loops> recurse Notes: Getting the triple C loops depends on how far away you are from the corner, so most of the time just stick with two reps. Also, to start this combo you have to be almost directly next to the opponent to do so or else the C and B bugs won't connect in a way that would allow you to start either of these combos. One last thing is that you can start either of these combos immediately after getting a counter hit with 2B. :eng101:

Posted

Why would you ever want to use 236236C in a combo if you've already started one. The amount of proration it creates is HUGE.

To prevent bursts and kill.

2D>release C/B bug>j6A>triple dive loop>2 C loops> recurse

You shouldn't bother with j6A if you can find a working jA variant. The damage is better.

Also, to start this combo you have to be almost directly next to the opponent to do so or else the C and B bugs won't connect in a way that would allow you to start either of these combos.

Err...No.

Posted

Loving those combos:tup: Gotta work on them. the 4th is awesome:lol:

So how useful is dive cancel~236236C?

and I've read somewhere that you can do 3D~3C~236236C and the 3C crosses up? I've messed around with the spacing but it would either hit in front or go behind and not hit at all=/

Anyone have an explanation?

assuming you mean the j.2A dive cancel and not the airdahs->.hold back dive cancel you can do j.2A->5B->jump->j.A(possibly a second j.a)->j.B->j.C->j.d->6C loop[X1]->jump->j.c->j.d.

Posted

To prevent bursts and kill.

Yes of course because when 2D connects you'll always have 50% heat and the opponent will be weak enough to get a kill off of him. Although I will admit that in very specific circumstances will using 236236C will be more useful.

You shouldn't bother with j6A if you can find a working jA variant. The damage is better.

Like going straight to j2A. Oh wait they can tech out of it before it connects. The only other option is j5A which does less damage than j6A.

Err...No.

Err...Yes for these specific combos. You can connect other combos from a longer distance but not these especially not the 6A>c loop. Maybe it can be done with the triple air dive. I will test the triple dive and if I find it possible I will admit that you are right about that.

Posted

Yes of course because when 2D connects you'll always have 50% heat and the opponent will be weak enough to get a kill off of him. Although I will admit that in very specific circumstances will using 236236C will be more useful.

A: Who said I was talking about 2D?

B: Stop being sarcastic and confrontational.

C: There are numerous ways to combo into 236236C for the kill when you have the appropriate amount of meter. And the most effective ways to kill someone before they can use burst to get out of your combo is most certainly a useful thing to discuss.

Like going straight to j2A. Oh wait they can tech out of it before it connects. The only other option is j5A which does less damage than j6A.

No. Never did I mention going straight to j2A, I specifically mentioned jA/j5A variants. The jA/j5A causes the combo to pro-rate less so it does more damage in the end.

Maybe it can be done with the triple air dive. I will test the triple dive and if I find it possible I will admit that you are right about that.

You should be able to get 2D BC bug j6B/C 8jA j2A j2B j2C 6C loop -> recurse in almost any spot.

j.2A->5B->jump->j.A(possibly a second j.a)->j.B->j.C->j.d->6C loop[X1]->jump->j.c->j.d.

It should be noted that against certain characters, Jin, Ragna, and some others. You can use j2A 5B jA jC jD BC bugs 6C loops (x2) recurse instead for more damage. The same applies to 2B counter hits. It's iffy for 5C counter hits because sometimes they'll be too high for it to work.

Posted

Meh. Just discount anything I say... but

It should be noted that against certain characters, Jin, Ragna, and some others. You can use j2A 5B jA jC jD BC bugs 6C loops (x2) recurse instead for more damage. The same applies to 2B counter hits. It's iffy for 5C counter hits because sometimes they'll be too high for it to work.

If you get a counter with 5C you can j5A>j6A/B/C>jump/8>j5A>j5C>j5D then the rest of the combo. I tested this on all of the characters and I believe that the only person it does not work on is Carl :arg: but you can just use different aerial combos on him.
Posted

from 5C if you can confirm jA>jC>jD is universal you can also use j6a>(jc)>jA>jB>jC on everyone but Carl.. number of hits on jB is specific. Off the top of my head, tao/arakune you need jB(1) everyone else 2 or 3 is fine. You guys got all off topic on his question about dive cancel>beam super. It's useful it you want a burst proof combo. Damage wise it would be less then the air to ground>2x 6c loops which Abstract already nailed the answer between the arguing.

Posted

It's kinda cool how simply Arakune's combos into 6C loop are started, heh. It must take quite a good feel to time the A bugs to hit off the throw. The actual combo into loop isn't even that hard after you get that A bug hit.

Posted

I've been lurking here for a while but haven't really gotten around to posting until now. Anyways, I found a new combo off of 2A > 2C > RC that does much more damage. Instead of going into j6C or straight into jA, you can do 2A > 2C > RC > 5D > jA > Dive Loop > Cloop > Recurse for about 1000 more damage than j6C and a few hundred more than jA > jC > jD. For those who are wondering, it does about 5.6k damage. :yaaay: You have to time the 5D for exactly the point before the opponent techs for the Dive Loops to connect with jA, or you can just use the j6A > 6A bug variant of the Dive Loops if you do an early 5D, though it does less damage overall. I've tested this on Noel, Ragna, Jin, Hakumen, and Bang and it works on all of them. I'll test the rest of the cast later, but it will definitely whiff Carl. Anyways, on the note about having to hold down the D button if 5D is used during curse, you can just use 4D instead to make the D bug whiff entirely, even on Tager, except when you hit them when you're in the corner for some reason. Then you need to use 5D and then quickly tap 6. It's much easier than holding the D button for the entire duration of a combo if you play on pad if you ask me. :psyduck:

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