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Posted

Unpractial 100% tension huge damage combo found against Ramlethal (259 - 264) and probably works on many others.

In corner:

Leafthrow, wallcling, walldive, cS (ji), 2HS, 22S, jK, jS, djD, alpha, wallcling, release, djK, djS, tjHS, 214214K, land, 236236K.

Because of the height from the 214214k super, the opponent will bounce of the ground high enough for you to land and 236236K them before they get KD'd allowing for full damage.

 

yeah those have been around for a while. you can actually S,HS, 236236K after landing from the air super, since the kunai ground bounce.

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Posted

you need to jump install to be able to jump after an air teleport. you can find its description like in 1000 places on this forum

Posted

So im looking for max damage mid screen using Alpha blade...

 

Starting string cS,cs, fS, HS,(tiger knee) alpha blade. Has there been a post anywhere yet, where i can read up?  From my own tests ive noticed that it doesnt work on erveryone.  For example Ele, she falls through the HS for some reason. which would give you iAD extension.  Or you can end w/Gamma Blade for OTG.

 

just redirect me if im missing something.  Its been a while since ive posted on a forum about starts ...Thanks guys 

Posted

Cant comment on I guess the elephelit or whatever her name is since I dont have her. But to my knowledge there shouldnt be any reason why tiger knee ninja dash combos dont work vs everyone. Either you arent doing enough hits before you do the tiger knee, or you arent doing the tiger knee low enough. Assume both of those are correct you should always be able to get the link after words to a air dash combo or whatever. You say fall through the hs though, are you just linking a hs after the ninja dash? Probably better to keep it safe and just do s, then hs I think.

Posted

whatever connects -> JI 2HS j.PKK dj.KKS tj.SHS 623S/214214K

 

This is the universal teleport combo. It requires one extra K in the dj section, so dj.KKKS, on Potemkin and Bedman.

It does like 10-15 less damage than character specific teleport combos, but it's good to have a stable combo before learning 20 different variations.

The first PKK is a little tight on Faust, but it works.

  • 2 weeks later...
Posted

Is 2D Gamma Blade possible anymore?  I just get teleport when I try it.

Also what's the best way to go into an aircombo after 22H?  I'm trying 22H j.H(2) *land* 5S(ji) 2H 22S but the 2H is really tricky to land.

Posted

Also, I find it easier to do c.S>(ji)f.S>2H>xxxx it's more consistent

I can do that fine, but I'm trying to do (something) into 2H off of a teleported overhead.

Posted

try a very short dash after the j.hs(2) and before the close S - i don't know if that's always enough to connect the 2HS though. Personally i'd rather go for a combo into 2D for the knockdown and the oki options that come with it.

Posted

Is there any trick/shortcut to doing the JI into teleport route?

5p/c.S~(up)>2HS>22S>j.KS

I cant pull it off with 100% consistency. Anything I should be aware of to pull this off consistently? 

Posted

well. I use jp after the teleport and it seems more consistant.  What part of it are you having trouble with?  The teleport?  The jk?

Posted

Just make sure you input the JI quickly and right after the 5.S, not at the same time because Chipp will just jump instead. Each time you do it it gets a lot easier trust me.

Posted

and after the 2hs, you only need to input 2s for the teleport.  the "2" from the 2HS counts as one of the "2"s in 22s.  Sorry if that came out confusing

  • 2 weeks later...
Posted

a quick note about roman cancel damage proration:

make sure to delay your followups after a roman cancel slowdown, if possible. this is especially important for:

 

  • Gamma YRC or RC into 6HS
  • Alpha RC into 6HS
  • Air Throw into 6HS

 

if you max delay the 6HS to the end of hit stun after the roman cancel slowdown, you will get much higher damage.

 

examples:

 

air throw, RC, 6HS, dash S©(ji),2HS,22S, j.K,S,dj.S,tj.HS(1), beta(1): 133 on i-no without delay, 159 with max delay. please note that if you did the air throw very low to the ground, there will be not enough time for the slowdown to end before the opponent hits the ground, preventing you from getting the non-prorated 6HS.

  • 3 weeks later...
Posted
added these to the first post:
far/max range D, air dash j.DDS,tj.S,HS(2),beta
BE,PO 96
SL 99
FA 100-107 (1 hit of j.HS. N
EL,KY,LE,SO,VE 107
SI 108
AX,IN,MA,RA 110
ZA 113
MI 125
CH 135
 
longer range D, then simply omit 1x j.D from the bnb:
against AX,BE,EL,IN,KY,LE,MI,RA,SL,SO,VE: too unreliable / doesn't work
PO: 101
SI: 114
FA: 114, even from far away
MA: 116, somewhat unreliable
ZA: 119
CH: 142
  • 1 month later...
Posted

I'd love to get some good KD combos going for the cast.  I rely too heavily on 2D 236S 5P JI 2HS, which is good dmg but doesn't net you that KD / corner / safe jump positioning which to me is more important then dmg.

 

If they are crouching you can go for a ...5HS IAA, and if they are standing you can go for ...5HS IAD j.D.  I'll need to practice what sort of safejump setups I can come up with these.  In both cases though you end up crossing them up, not really good mid->corner carry combos

 

I'm looking more like this: Against Ky you can do 2D 236S Dash 5P 5HS IAD j.k(2) j.d.  Unfortunately it doesn't look like this combo is very universal.  For most of the cast you can do 2D 236S 5P j.D but it doesn't leave you in a great position for oki.

Posted

Here's some I don't think anyone has mentioned, but they cost meter. You can get corner KD from anywhere with 623HS RC, even a wall cling cross-up.

 

Ex:

 

2 hits > 2D > 236S > 623HS > RC > Dash 5HS > IAD > j.D >  Air Alpha > Wall Alpha

 

... 623HS > RC > 5HS > IAD > j.P* > j.D [j.P* > j.K(1)* > j.D (POT, BED, KY, SIN?, AXL?)]

*omit depending on spacing and end with j.D

 

Gamma Blade starter works.

 

AA 6P CH > 6HS works but not a corner KD from anywhere.

 

 

I'm not sure how great the oki options are on a j.D ender compared to Wall Alpha in terms of wake-up time, but I know some things can be safe-jumped at least. They will still be fully cornered  without wall bouncing (H Tele won't cross-up) with the right timing on the RC and the Dash 5HS, and the normals used for the IAD in regards to spacing.

 

You also have to RC at different times depending on the char to catch them with 5HS. It basically comes down to RCing right away or giving them a head start on their momentum, depending on how they float through the air. I'm positive it's a universal combo route.

 

Overall I'm happy to do JI combo when Tension Pulse is good, but i'm conflicted on what to do when Tension Pulse is bad, especially with a 2K starter. Do it anyway? 2D ender? Chipp's oki off a KD seems pretty poor outside the corner unless I'm missing something.

 

 

Posted

If you're going to be spending 50% meter then you could always do kunai super after a JI combo for the knockdown, which gives you the damage too. And I think enough time to set up invisibility.

 

Or if after the ground bounce you do 5S>5H>IAD>j.P>j.D then it becomes nearly corner to corner. They don't get knocked down for long so I'm not sure if you can FDC safely

 

You could even cancel j.D into slow shuriken so they have something to block or if they are close enough to the corner at the start to wallbounce then throw their tech.

 

I haven't tried this on every character but I know it works on Sol.

Posted

If you're going to be spending 50% meter then you could always do kunai super after a JI combo for the knockdown, which gives you the damage too. And I think enough time to set up invisibility.

 

Or if after the ground bounce you do 5S>5H>IAD>j.P>j.D then it becomes nearly corner to corner. They don't get knocked down for long so I'm not sure if you can FDC safely

 

You could even cancel j.D into slow shuriken so they have something to block or if they are close enough to the corner at the start to wallbounce then throw their tech.

 

I haven't tried this on every character but I know it works on Sol.

You can't get a Wall Alpha ender on that combo and it is restricted to JI range. It's a bit more damage but not as versatile. Unless the spacing is right for the  IAD j.P > J.D to leave them fully cornered without Wall Bounce or the Kunai Super itself, it doesn't seem like a good route for corner KD.

  • 3 weeks later...
Posted

I understand that Chipp's air is underwhelming, but every video I've watched has kids air combo'ing like mad. You'll have to excuse me as I'm only 4 days old into this video game, but since Sunday have put almost 50 hours into practicing and getting better. I'm not here to just be a casual player. With that said, I learned notation the other night from someone nice enough to stick around my stream and show me the ropes. I've looked in a lot of places for air combo's (even the combo thread), and you could probably chalk it up to my newness, but I can't seem to find any combo listings specifically for air combos. If you could list off a couple or maybe tell me what I should be looking out for in notation for obvious air combos that would be wonderful. Thanks ahead of time.

Posted

I understand that Chipp's air is underwhelming, but every video I've watched has kids air combo'ing like mad. You'll have to excuse me as I'm only 4 days old into this video game, but since Sunday have put almost 50 hours into practicing and getting better. I'm not here to just be a casual player. With that said, I learned notation the other night from someone nice enough to stick around my stream and show me the ropes. I've looked in a lot of places for air combo's (even the combo thread), and you could probably chalk it up to my newness, but I can't seem to find any combo listings specifically for air combos. If you could list off a couple or maybe tell me what I should be looking out for in notation for obvious air combos that would be wonderful. Thanks ahead of time.

 

That's because there aren't really that many "set" routes, more like rules of thumb. If you're close enough to the corner to get a double alpha, you want to keep your combo meter at 7~8 or less before you go into the alpha blade. If you want a knockdown from a normal launch, j.P j.P j.K(2) j.D works on every character. For dusts, j.D j.D j.D j.S dj.S tj.S j.HS beta is about as good as it gets. If you really need that last ounce of damage, lots of j.Ps and j.Ks jump canceled into even more dj.Ps and dj.Ks and so forth. If you absolutely need that knockdown or those last few pixels of damage, tack a ryuuyanagi (the shuriken air super) onto the end for a hard knockdown from any height.

Posted

https://youtu.be/ChLNWQhnsZg?t=6241

susumu is doing a new combo vs middleweights in the second round:

leaf throw > wall cling > wall dive > dash S(jump install) 2HS, 22S, j.K,S, double jump delay D, alpha, wall alpha, \/, 6HS, TK alpha for knockdown

 

you can relaunch with S,S etc. if you like to kill, otherwise its probably best to go for wall cling oki like in the vid.

 

SL 170
FA,LE,SO 182
KY,VE 184
SI 185
AX 188
ZA 194
CH 232

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