Jump to content
Dustloop Forums

Ice Cube

Members
  • Posts

    198
  • Joined

  • Last visited

Everything posted by Ice Cube

  1. Do we have any frame data for burst and overdrive activation? Couldn't find any on the wiki.
  2. Just realized that you can get Counter Assault'd out of 5C > BHS unblockable by the whole cast, so it's only true unblockable when your opponent has less than 50 meter? Guess you can not do the BHS at all to punish their CA, but they can actually mash CA during the superflash so...
  3. Azrael's oki after midscreen ground TCL: * Dash > 2A/2C Blue beat setup to train opponent to not delay their tech, so all the delicious oki setups can be used. * Dash > jump cancel > j.B This is a safe jump setup, will work even against Kagura's 8-frame DP. The jump cancel must comes out before Azrael disappear from the screen (the teleport effect), else it will not work. It's possible to change the j.B to any other aerial normal (except j.2C). j.2D has a wicked long startup, which makes a good DP bait. After blocking the DP, punish with 5D or 5C, depending on weakpoint applied. Loses to Yukikaze, 720, and some other stuff that I can't think of. * Dash > jump cancel > early j.C (whiff) > land 2A (low) > 2B Once they start respecting your safe jump. The jump cancel timing remains the same. * Dash > jump cancel > land 2A (low) > 2B Similar to the above setup. * Dash > jump cancel > IAD j.A j.B (overhead) After landing a low, do this to piss people off royally. * Dash > stand and wait/walk forward > 5B/2A/5A. Standard meaty oki. Has some advantage over safe jump, as your opponent can roll backward freely out of safe jump, where as they will be more scared of blue beat combo this way. Do your 5B early, gives more than +3 easily. Safe and good against characters without reversal. Your meaty 5A has a one-frame execution window to be safe against Kagura's 8-frame DP, 2-frame window against Ragna's, etc. Of course you can sacrifice the meaty and throw it out early to bait DP. Against DPs with more than 10 frames of startup, this is actually pretty reliable (Bullet's, Azrael's, Jin with <25 heat, etc.) Whiff 5A > 5B catches Kokonoe teleporting. Whiff 5A > Gustaf will punish Azrael's backdash. 2A is good against Noel and Carl with <50 heat, whose meterless reversal is beaten by low attacks. * Dash > stand and wait > dash TCL/5A Standard cross-up stuff. You can time your dash correctly and to dash through 2A mashing for confirmed hit. * Dash > 2A > dash TCL/5A The auto-pilot option to mix-up after tech punish. May or may not get beaten by mashing, it's pretty random depending on timing. * Dash > dash > jump cancel back j.B/j.2D Cross-up to fake cross-up setup. Somewhat safe against DPs without auto-correct. Tager's 2C beats this. Some 5A with good hitbox can beat this as well (e.g. Hazama's)
  4. Doesn't seem to be a guaranteed hit. My testing setup: training dummy guard first hit only, no emergency tech, backward roll, auto UW. In the corner, I did 2A > 6D, 5B > 2C, 5B > normal jump aerial, immediate 623C after landing, was blocked. Changed to 22C but same result (got it to hit once, but seem very height dependent and unreliable in general). I wouldn't do this in corner, especially when 5B is so strong there. I found an interesting use for it, however. After midscreen j.D, a slightly delayed 22C would force blocking on neutral tech, forward and backward roll, and beat late tech. Quick tech > mash 2A will lead to trade in your favor, as you can pickup with 5A. Will lose to neutral tech > reversal or quick tech > reversal. It gives +2 on block, so it's a pretty strong option-select, especially against opponents that you can't get a good read on.
  5. Neutral: Azrael's j.B has higher priority in air-to-air situations. 2C win in anti-air situations, especially against air dashes. 6A beats a lot of things ground-to-ground, but you need a good read before throwing one out. Offensive: On oki, make use of Azrael's side switches to scare Ragna from DP e.g. front dash through > jump j.B cross up, front dash through x2, etc. In corner, max range 2C will punish tech and is DP safe (probably). 6A will clash with DP (whiff 2A to start punishing) or even CH at times. Ragna can 5B out of most of Azrael's string into 6D/3D (e.g. 5BB > 6D, 2C > 6D) even on normal block, so don't spam these by all means. Frame trap him with 6A & 3C instead. Defensive: Backdashes is punished by Ragna's 5B often. Don't try to backdash out of his IAD j.C oki. Think before backdashing in general. Backdash is free if he's running at you after midscreen Hell's Fang, unless he keeps running and 2A but then that only forces blocking, and you might be able to Growler out. Growler against blood scythe. Early backdash > 5C might FC, but backdashing late and you eat a 5B CH. Backdash out of dead spike, easily done on reaction. Since Ragna can dash cancel it on whiff, you don't want to do this in corner. Growler absorb is an option. IAD j.B punish is a very good option, can be done on normal block, but you need a good read, whiff against dash cancel but you get out and put him into corner anyway. Respect his j.B cross-up oki and just block. Back dashing out and you eat 5B instead. Combo: Delay last hit of corner TCL slightly so you won't accidentally push him out of corner.
  6. I cleaned the post up a bit, much more readable (and shorter) now. I couldn't find any situation where Sentinel works well, might need some help on that (or maybe it's just not very good). I will post a compilation of tech punish combos some time later.
  7. Tech punishes from each of Azrael's midscreen knockdowns: Midscreen ground TCL If your starter is not 5A/2A, dash 2A > 5A > j.B j.C j.D works against everything except emergency tech. Eating this once should train your opponent to emergency tech the next time, so you can apply mix-up on wake up. (Or just throw out a 2A in case). If you started with an A attack, dash 2C > 6D is also guaranteed without emergency tech. Since emergency tech can be delayed for 8 frames though, use this with caution. 2A > Gustaf is a safer option but only leads to air tech. 2A > 6D if you feel like it, will force blocking on air neutral tech and may reset. 3D/6D are also guaranteed hit, but their long telegraphed start-up often scares your opponent into emergency tech. Safe on whiff however. If you have a weakpoint applied, consider dash 2C > 3D / 6D for major pain. Possible follow-up: for non-A starter either 5B > aerial, 6A > 6D for better knockdown, or 6A > 5C > BHS so they will always remember to emergency tech; for A starter, 6A > 6D or 6A > BHS. Or you can apply both weakpoints. j.2C There are certain situations where you can blue beat pick up combo with 2A > rekkas (always work against non-emergency tech): cross-up j.2C (hitting with the knee of the other leg instead of the kick), CH j.2C that hit the opponent's torso or lower (hitting their head won't work, not enough untech time), hitting a jumping opponent at their torso or lower. Otherwise, 5A and 5B works the same way, 2A may not catch forward roll if opponent's too close. Against backward rolls, 2C works most of the time. There's a certain random factor involved with this knockdown, so do be careful. D knockdowns executive flowchart: Emergency tech = 0 if (not backroll) then 2A else if (backroll) then if (knockdown with close 5D) then 2B else if (raw 6D/3D/j.2C) then 2C else if (j.D/j.2D) then 3D else if (2C > 6D/3D) then 3D else if (TCL > 3D or far 5D) then Gustaf/BHS Common amongst D knockdowns: 5B > 2C > 6D (input 4D if side switches) catches forward roll & quick tech. 5B whiff > 5B is meaty against neutral tech. Won't stop late teching most of the time. 5A > 5B > aerial or 5A > rekka catches forward roll. 5A whiff > Gustaf forces backward roll > jump back to the ground. Will whiff against quick tech but another 5A would be meaty. Whiff against neutral tech, gives enough time to apply mix-up. Won't stop late teching but you have enough time to try a 2A. 2A > 5A > aerial (or 2A > rekka if you can confirm) catches forward roll & quick tech & late tech, leads to 2.8k~3.5k. 2A whiff > Gustaf forces backward roll > jump back to the ground. Whiff against neutral tech, gives enough time to apply mix-up. Exceptions are point blank 5D, where it won't catches back roll, and after aerial j.D/j.2D, where it will blue beat so you have to delay it to tech punish (some time you actually want it to blue beat though). 2A is your best option-select (OS) in most midscreen situation. 2B > rekka beats quick tech and delayed tech for major damage (4.5k+), but it's barely safe on whiff. Point black raw 5D: 2B > rekka catches backward roll & quick tech & delayed tech for major pain (4.7k). Is barely safe against forward roll & neutral tech. Backdash to safety, backdash > gustaf to catch jumps, or try to read opponent. 5A is safest option-select here. A 2B can be worth the risk, however. Far raw 5D: Gustaf & BHS will guaranteed hit against backward roll, but really unsafe against other options. 2A is safest option-select here. Raw 6D (point blank most of the time): 2C > 6D > 6A catches quick tech & backward roll. Negative if whiff'd against neutral tech & forward roll, backdash to safety or hard read opponent. 2A is safest, but you may want to risk a 2C since it gives major reward against backward roll. Raw 3D same as raw 6D, except change your combo to 2C > 3D > 6A TCL > 3D same as far raw 5D. Short combo > Aerial > j.D/j.2D 2A > rekka will catch any non-emergency tech. Rest assured that they will emergency tech the next time. Long combo > Aerial > j.D/j.2D [*]2A > 5A > j.A x n will confirmed blue beat but no knockdown. Delay 2A for normal OS. [*]3D catches backward roll and delayed tech. Will catch quick tech as well if you do normal jump aerial, meaty if super jump aerial. Against neutral tech, 3D whiff is positive, but you have to be extra mindful when it comes to pressing buttons. [*]2B > rekka will catch forward roll & quick tech & delayed tech here. Barely positive against neutral tech. It beats the same stuffs as 2A but gives much better reward. [*]Delayed 22C is meaty on neutral tech & both rolls, and gives +2 on block. Trade with quick tech > mash 2A in your favor, 5A pickup after wards. Loses to neutral tech > reversal & quick tech > reversal. [*]3D seems the best option-select here, since most people won't forward roll at this range. Doubly so if you have a lower weakpoint applied. 2B is also good, especially when your opponent thinks he can outsmarts your 3D. A delayed 2A works, as always. 22C is mostly safe to just throw out, since it covers the most common tech options. Aerial > j.D (opponent lands far away) [*]Delayed 22C is meaty on neutral tech & both rolls, and gives +2 on block. Trade with quick tech > mash 2A in your favor, 5A pickup after wards. Loses to neutral tech > reversal & quick tech > reversal. About your only option here. Ground 2C > 6D/3D [*]3D catches backward roll and delayed tech. Meaty against quick tech, but loses to quick tech > DP. Against neutral tech, 3D whiff is barely positive, be extra mindful when it comes to pressing buttons. [*]Except for point-blank 2C (you don't 2C on point blank, seriously), 2B will catch forward roll & quick tech & delayed tech. Against neutral tech, barely safe. [*]Pick your poison between 2A, 2B and 3D. Anti-air 2C > 6D/3D [*]2A > rekka will catch any non-emergency tech, which hurts like hell. After corner knockdowns: After D knockdowns: [*]Much less variations compared to midscreen knockdowns. Azrael's 5B is as strong as Jin's old 5B in CT, will catch forward roll, backward roll and quick tech (provided your opponent try do those tech at first possible frame) for 4.5k+. 5B whiff > 5B is still meaty against neutral tech. Timing-wise, you have to delay slightly after j.D/j.2D/ anti-air 2C>6D / anti-air [*]2A is a confirmed hit option against delayed tech, but you might as well do a slightly delayed 5B. Its 7 active frames will do the job. Ground TCL: [*]If your starter is not A: Do 5A > 5B > Aerial. Whiff'd 5A still gives major advantage. At a specific range, this will even red beat. [*]If you started your combo with 5A: 5A > 5B > 5BB > TCL, (blue beat) 5A > j.A j.B j.C jc j.D. [*]If you started your combo with 2A: 5A doesn't lead to anything meaningful. 5A > j.A x 3, mix in a purple throw, if you must. Or just delay a 5B, works similar to D knockdowns.
  8. Neutral: j.B rules air-to-air situations, except if Noel does a hard read j.D. Ground to air, dive kick is quite good, beating her 4D if spaced correctly, also punish D spam in general. IAD j.B gets punished by 4D easily, so be careful about your air dash approach. Airdash is not a good option to get close to Noel in general. Ground to ground, again be careful with throwing Gustaf out, since 4D cleanly CH it. Anti-air, 2C beats jump-in as usual, but it can be difficult to react to her IAD j.C. If she's right above your head though, j.D/j.4D will beat all of your anti-air options, so don't throw out a 5A like other match-ups. There's no real answer to j.D except blocking. j.4D doesn't happen a lot, but since it has 10 start-up frame on ground you can actually 5B CH her, or jump the hell out.
  9. trying to optimize 5B(1) corner anti-air combos. Here's what I came up with: 6D route (if you catch your opponent fairly low) 5B(1) > 5C > 6C > 6D, delay 5C > 2C > 6C > 623C, (5B(1) > 5C > 22C) x 2 = 3475 5B(1) > 5C > 6C > 6D, 6C > 214B, 5C > 22C, 5B(1) > 5C > 2C > sj.2C j.C j.2C j.C 214C = 3800 j.D route (if you catch your opponent high in the air) 5B(1) > 5C > 2C > sj.D, AD j.2C j.C > 66 5C > 2C > 3C > 214B, 5B(1) > 5C > 2C > sj.2C j.C j.2C j.C 214C = 3439 5B(1) > 5C > 2C > sj.D, AD j.2C j.C > 66 5C > 2C > 3C > 214B, (5B(1) > 5C > 22C) x 2 = 3256 for 5B(2), 1st combo works fine, 2nd and 3rd combo needs to shorten the aircombo to j.C j.2C j.C 214C, 4th combo change the last part to 5B(2) > 22C
  10. j.2C immediately after an airdash has some carried momentum. Normally, when you press j.2C, Azrael hops a few pixels forward before coming down. If done right immediately after forward airdash, Azrael hops one character width forward before coming down. With backward airdash, he will hop one character width backward. I believe the best input is 9563C or 7541C. The forward version, of course, is more useful. This can possibly create some interesting mix-up. For example, from starting position, against Ragna, walk slightly back > 9563C would cross-up, delay j.2C slightly (or do j.C) and you won't cross up. Timed correctly, 9563C can beat wake-up DPs. For example, after midscreen 5B > 5BB > TCL, do 66 (slight delay) 9563C would hit Ragnas trying to wake-up DP C after emergency tech. That input is wicked hard though... (alternatively, you can do super jump forward > air dash j.2C, but this setup looks more obvious). Of course, against characters with auto-correct DPs like Kagura, Rachel or Hakumen you will lose out.
  11. Ice car D is burst-safe somehow. If your opponent burst during the ice car D active frames, you move on like no one's business. Even in corner. Drive them straight to corner from midscreen as well. Weird, and potentially useful.
  12. Great job on the OP! Some nitpicking: 1) Comparing 5B(2) > 2B > 5C > 2C > 3C> 214B~C (which is character specific and very range dependant) with 2B > 5B(2) > 5C > 2C > 3C> 214B~C (which is universal, less range dependant, does 3~4 less damage, and 2 frames slower), I think the latter is the better combo ender. 2) The anti-air > sj.D, AD > j.2C > j.C route, it should be clarified that you should either [8] jump or [9] jump depending on distance. In general [8] jump whenever possible. 3) In general, the OTG 214D pick up (after tk.Hizangeki or D DP) leaves the opponent pretty far away from you, so you might want to cut the follow up down to 5B > 5C > 2C > 3C > 214B~C only. 4) For the throw combos and the j.236D combo, 66 5C > 2C > 3C > 214B~C gives slightly better damage. 5) For the first 6A combo, you can add a 2B at the end for better damage. Won't work on the CH version though. 6) For the anti=air combos, sometimes the opponent float too high, you would have to 2C > sj.C > j.D, land 5B > 5C > 2C > air combo.
  13. realized that you can add a bit of damage for mid-screen combos by adding a 2B at the beginning of your ground string. e.g. 2D, j.2C > j.C > dash 2B > 5B(2) > 5C > 2C > 3C > ice car or ice car D (1) > dash 2B > 5B(2) > 5C > 2C > 3C > ice car you can also do 2B > 5B(2) > 5C > 2C > sekkajin to force blocking, sacrificing about 300 damage. If the don't tech immediately from the stagger, dash 5B(2) > 5C > sekkajin (blue beat) for same damage as the ice car combo + much better oki since there's auto-tech now, it's much easier to time a reversal after stagger though (hold A then do DP C, taking Ragna as an example). That said, the window's still quite tight. Can someone test how much frame advantage does sekkajin have on standing hit? I don't know how to.
  14. Wicked hard. Any tips on the timing? I probably won't ever pull this off during actual matches though... The last 6B > Hizansen, Fubuki only works against Tager I think. Against the other I needed to dash Fubuki, which reduces number of ice wave hits. Here's my version, should be universal. Starts at 90% HP and 79 Heat: CH 5B(1) > 6C > CT, tk.Hizangeki, 6C > ice car, 5C > 6C > 6D, OD, 6B > Hizansen, 6C > Sekkajin, 3C > Fubuki, Ice Wave Super (6935) 6D (in overdrive) combo into astral yes. 5C > ODC > 5C also works. So we can have silly stuff like 2A > 5B(2) > 5C > ODC, 5C > 6D, Astral. Wicked trolling. I would do 3C > dash 5C > 6D > Astral though.
  15. 6C > 214 (hold both D & C) for best and easy combo. The C hit comes out asap so the opponent would fly the furthest.
  16. Finally can combo dump. 5B(2) stuff: Midscreen 5B(2) > 5C > (2C) > 3C > 214B~C (1830, 20 / 2131, 22) (crouch) 5B(2) > 5C > (2C) > 6C > 2D, j2C jC > 2B > 5B(2) > 5C > 2C > 3C > 214B~C (3417, 31 / 3546, 32) 5B(2) > 5C > (2C) > 22C~D, dash 5C > 2C > sj2C jC j2C jC > 214C (3330, 9-25+6 / 3440, 12-25+4) 5B(2) > 5C > (2C) > 5D > 214D, dash 5B(2) > 5C > 2C > 3C > 214B~C (2860, 9-25+4 / 3047, 12-25+3) (Heat 26+, HP 50-) 5B(2) > 5C > 3C > ODC, dash 5C > delay 6B > j214C, 6C > 22C, 5C > 3C > 214B, (5C) > ice wave super (4901, 24-50 / 5054, 25-50) (last 5C is chara dependent) (Heat 23+, HP 40-) 5B(2) > 5C > 3C > ODC, dash 5C > delay 6C > 2D, dash 6B > j214C, 6C > 22C, 5C > 3C > ice wave super (5196, 27-50) (Heat 24+, HP 90-) (crouch) 5B(2) > 5C > 6C > 2D, OD, 5C > delay 6B > j214C, 6C > 22C, 5C > 3C > 214B, (5C) > ice wave super (5151, 26-50 / 5283, 27-50) (most viable OD combo) (Heat 21+, HP 40-) (crouch) 5B(2) > 5C > 6C > 2D, 6C > ODC, dash 6C > 2D, dash 6B > j214C, 6C > 22C, 5C > 3C > ice wave super (5593, 29-50) Near corner (opponent at the middle of the second box in Lessons stage) 5B(2) > 5C > 5D > 214D~C, 6C > 214B, 5C > 22C, [5B(2) > 5C > jC j2C jC j214C or 5B(1) > 5C > 22C] (3815, 9-25+8 / 3425, 9-25+6) (crouch) 5B(2) > 5C > 6C > (delay) 2D, 6C > 214B, 5C > 22C, [5B(2) > 5C > jC j2C jC j214C or 5B(1) > 5C > 22C] (3838, 27 / 3407, 24) (crouch) 5B(2) > 5C > 6C > 214D~C, 6C > 214B, 5C > 6C > 6D, 6C > 22C, 2B > 22C (4195, 10-25+9) (can be done from starting position) (crouch) 5B(2) > 5C > 6C > (delay) 2D, 6C > 214D~C, 6C > 214B, 5C > 22C, 5B(1) > 22C (3781, 15-25+4) (can be done from the literal mid screen) (Heat 51+, HP 90-) (crouch) 5B(2) > 5C > 6C > 214D~C, 6C > 214B, 5C > 6C > 6D, OD, 6C > delay 6B > j214C, 6C > 22C, 623B, ice wave super (5937) Corner 5B(2) > 5C > 3C > 214B, 5B(2) > 5C > TK j214C, 2B > 5C > 6C > 6D, 6C > 22C, 2B > 22C (3633, 26) (chara specific...?) 5B(2) > 5C > (2C) > 3C > 214B, 5B(2) > 5C > 6C > 6D, j.2C > j.C > 5B > 2B > 5C > 3C > 22C (3480, 24 / 3576, 25) 5B(2) > 5C > 3C > 214B, 5B(2) > 5C > 6C > 6D, 6C > 6D, 5B (1) > 5C > 22C, 2B > 22C (3551, 25) 5B(2) > 5C > 3C > 214B, 5B(2) > 5C > 6C > CT(hold), 6C > 6D, 6C > 22C, 2B > 22C (4014, 17-25+5) 5B(2) > 5C > 3C > 214B, 5B(2) > 5C > 6C > CT(hold), 6C > delay 6B > j214D, 6C > 22C, 22C (4404, 17-50+3) (Heat 23+, HP 90-) 5B(2) > 5C > 3C > 214B, 5B(2) > 5C > 6C > 6D, OD, 6C > delay 6B > j214C, 6C > 22C, 3C > 623B, ice wave super (5154, 27-50) (Heat 49+, HP 90-) 5B(2) > 5C > 3C > 214B, 5B(2) > 5C > 6C > CT(hold), 6C > 6D, OD, 6C > delay 6B > j214C, 6C > 22C, 623B, ice wave super (5702) (Heat 77+, HP 60-) 5B(2) > 5C > 3C > 214B, 5B(2) > 5C > 6C > CT(hold), 6C > delay 6B > j214D, 6C > ODC, 2C > 6D, tk. j214C, 623B, ice wave super (6193) (crouch) 5B(2) > 5C > 6C > 214B, 5C > 6C > 6D, 6C > 22C, 5B(2) > 5C > jC j2C jC j214C (4133, 29) (crouch) 5B(2) > 5C > 6C > 214B, 5C > (2C) > 6C > 6D, j2C jC > 5B(2) > 2B > 5C > 3C > 22C (3794, 27 / 3903, 28) (crouch) 5B(2) > 5C > 6C > CT, 6C > 214B, 5C > 6C > 6D, 6C > 22C, 5B(2) > 22C (4673, 10-25+11) (crouch) 5B(2) > 5C > 6C > CT, 6C > 214B, 5C > 6C > 6D, 6C > delay 6B > j214D, 6C > 22C (5192, 10-50+10) (Heat 20+, HP 90-) (crouch) 5B(2) > 5C > 6C > 214B, 5C > 6C > 6D, OD, 6C > delay 6B > j214C, 6C > 22C, 3C > 623B, ice wave super (5555, 30-50) (Heat 19+, HP 50-) (crouch) 5B(2) > 5C > 6C > 214B, 5C > 6C > 6D, 6C > ODC, 6C > delay 6B > j214C, 6C > 22C, 3C > 623B, ice wave super (5754, 31-50) (Heat 50+, HP 90-) (crouch) 5B(2) > 5C > 6C > CT, 6C > 214B, 5C > 6C > 6D, OD, 6C > delay 6B > j214C, 6C > 22C, 3C > 623B, ice wave super (6552) (Heat 78+, HP 60-) (crouch) 5B(2) > 5C > 6C > CT, 6C > delay 6B > j214D, 6C > 214B, 5C > ODC, 5C > delay 6B > j214C, 6C > 22C, 623B, ice wave super (7067)
  17. 5A to 5k combo: 5A/2A > 5C > 3C > ice car, 5B(2) > 5C > j.C > hizangeki, 6C > CT, 6C > ODC, 2C > 6D, tk. Hizansen, Fubuki, ice wave super (5225 if 5 ice wave hits, 5050 if 4)
  18. compiling damage of 5B(2) meterless corner combos: New hotness 5B(2) > 5C > 3C > 214B, 5B(2) > 5C > TK hizansen, 2B > 5C > 6C > 6D, 6C > sekkajin, 2B > sekkajin (3633) Basic 5B(2) > 5C > (2C) > 3C > 214B, 5B(2) > 5C > 6C > 6D, j.2C > j.C > 5B > 2B > 5C > 3C > sekkajin (3576 with 2C, 3480 without) Double 6D 5B(2) > 5C > 3C > 214B, 5B(2) > 5C > 6C > 6D, 6C > 6D, 5B (1) > 5C > sekkajin, 2B > sekkajin (3551) Some basic hizangeki starter combos: (corner) TK Hizangeki > 6C > ice car, 5C > 6C > 6D, 6C > sekkajin, 5B(2) > 5C > jC j2C jC > hizansen (4850) (corner) TK Hizangeki > 6C > ice car, 5C > 2C > 6C > 6D, j.2C > j.C > 5B > 2B > 5C > 3C > sekkajin (4651) (1/3 screen from corner) TK Hizangeki, ice car D~C, 6C > ice car, 5C > sekkajin, 5B(2) > 5C > 2C > sjC j2C jC > hizansen (4791)
  19. Try dashing before 5C or delay your 6C. Necessary against most character. And yeah works on Valk too.
  20. Change it to 5C > 6B > Hizansen route (the other version I posted), since 2D > OC > 6C won't connect. You shouldn't really activate OD when your health is high though
  21. Day 1 midscreen Overdrive combos: (OC is overdrive cancel) (you health needs to be low enough) 5B (2) > 5C > 3C > OC > 5C > (delay) 6B > Hizansen > 6C > Sekkajin > 5C > 3C > ice car > 5C > ice wave super (5k) (crouch) 5C > 6C > 2D, 6C > OC > dash 5C > (delay) 6B > Hizansen > 6C > Sekkajin > 5C > 3C > ice car > ice wave super (5.7k) add a Crush Trigger after 2D for 6.4k. Sexy. EDIT: Found better stuff. 5B (2) > 5C > 3C > OC > dash 5C > 6C > 2D, 6B > Hizansen, 6C > Sekkajin, 5C > 3C > ice car > 5C > ice wave super (5.2k) (crouch) 5C > 6C > 2D, 6C > OC > dash 6C > 2D, 6B > Hizansen, 6C > Sekkajin, 5C > 3C > ice wave super (5950) add a Crush Trigger after 2D and omit the last 5C for 6.4k.
  22. CP is here, time to login to dustloop again. Best meterless corner combos with Sekkajin knockdown I have found so far: (Rehhyou is 623C) 3C > ice car > 5B(1) > 5C > 2C > 6C > Rehhyou, 5B (2) > 5C > 6C > 6D, 2C > 3C > sekkajin (1 hit) > 3C > ice car > 5B(1) > 5C > 2C > 6C > Rehhyou, 5B (2) > 5C > 2C > j.D, 5C > 3C > sekkajin (2 hit) > 3C > ice car > 5B(1) > 5C > 2C > 6C > Rehhyou, 5B (1) > 5C > 2C > j.D, 5C > 3C > sekkajin Basically you do DP loop if you have 2 hits or less before 3C (3 hit) > 3C > ice car > 5B(1) > 5C > 2C > (delay) 6C > 6D, IAD/Jump j2C > jC > 5B (2) > 2B > 5C > 3C > sekkajin (4 hit) > 3C > ice car > 5B(1) > 5C > 2C > (delay) 6C > 6D, IAD/Jump j2C > jC > 5B (2) > 5C > 3C > sekkajin (5 hit) > 3C > ice car > 5B(2) > 5C > 6C > 6D, IAD/Jump j2C > jC > 5B (2) > 5C > 3C > sekkajin Not a good idea to do 5 hits before 3C and definitely not good to do 6 hits or more. The way to maximize damage is to stuff in as many C attacks as possible (and avoid B attacks) at the start, then follow the optimal route. Combos starting with A is different though, the hitstun decays really quickly so you can't get more than 2.5k damage in...
  23. Nice combo. Johnny can throw a high coin afterwards for his best oki setup. There's also the option of changing the last high MF to j.S > Ensenga for higher damage and retain level 2. Added to first post. Saw a new loop ender from the latest Mikado batch by Satou: MF-P(2), coin, dash jump j.SH KJ FRC j.HD, land MF-P(2), coin, short air combo. It doesn't do that much more damage than the above combo, and spend 25%, so it's more flashy than practical. Still added for reference.
  24. Since the PS Vita version is out, and the lack of online mode means it's only good for combo experimenting, thought that a thread for early players to discuss combos would be appropriate. (coin means 236HS, high coin means 214HS) MF-P(2) loop: The starters: 6K > MF-P(2) 5K > 6P > MF-P(2) 5K > 2D > MF-P(2) (character specific, range specific. Works wonders on Baiken. Should use on lightweights) 5K > 2D > MC(2) > 5K > 5HS > MF-P(2) (character specific) Throw > MF-P(2), not recommended for obvious reasons. 5K > (c.S) > 2D > Jackhound, 5K>5HS or f.S > MF-P(2) Coin/high coin anti-air Corner 5K > (c.S) > 5HS > MF-K(2), coin, dash 5HS > MF-P(2), (optional loop), ender. Not sure if the Enkasu ender works here. Corner point-blank/near point-black MF-K(2), high coin, 3HS > 6HS > MF-P(2). For those delicious corner mist setup. Huge damage. The loop: Midscreen loop: MF-P(2), delay coin, dash (optional 5HS for normal/heavy weight) > MF-P(2), repeat until appropriately close to corner (or you don't want to waste more coins) Corner loop: MF-P(2), slight delay coin, (optional 5HS for normal/heavy weight) > MF-P(2) High damage corner loop: MF-P(2), high coin, 3HS > (coin hits) > 6HS > MF-P(2). This push Johnny back too far and let the opponent float too low, so most enders (knockdown, mist, enkasu) wouldn't work on normal/heavy weights. It's a bit better on lightweights, but I can't seem to do Mist ender properly. 25% meter midscreen loop: MF-P(2), delay coin, MF stance, coin hits, Jackhound, 5S > 5HS > MF-P(2) 25% meter corner loop: MF-P(2), coin, dash jump j.SH > KJ FRC, j.HD, MF-P(2) Most of the time, the coins prorate too much for these variations to be worth the 25% meter. The ender: Easy-mode ender: MF-P(2), coin, dash jump air combo > Ensenga. Works at all range. If you're too far away, change dash jump to IAD. Mist ender: MF-P(2), high coin, mist (Lv2 + Mist) Knockdown ender: MF-P(2), high coin, (depending on range) f.S or 5K>5HS>DBT DB (Lv2 + Knockdown) Damage ender: MF-P(2), high coin, 3HS > (coin hits) > 6HS > j.S > Enkasu (Lv2 + Damage) Oki ender: MF-P(2), high coin, 3HS > (coin hits) > 6HS > MF-P(2), throw a high coin for best oki setup. (Lv1 + Damage + Best oki) Enkasu ender: MF-P(2), coin, IAD j.PSD/j.KSD enkasu. (Lv2 + Mist + Knockdown). Pat yourself on the back every time you pull this off I guess. ACR Johnny can recoin + mist / knockdown from lots of starter, even midscreen, without resorting to ridiculously bound-to-fail midscreen enkasus. Good stuff. Throw combos New coin combos: Throw, delay 5HS > coin (SO, PO, BR,... Throw, high coin (BA,...) (reliable Baiken coin option!) New (probably) DB knockdown combos, sorted by damage: Throw, 5HS > DBT DB (all non-lightweights) Throw, dash j.PSH DB (FA, PO, BR, ED, AN, BA, KY) (ED & AN timing is tough) Throw, dash j.SH DB (FA, SO, DI, ...) (tight timing) Throw, dash j.KSH DB (FA, BA, KY) (for 3 extra damage, not worth the much more difficult timing) Throw, dash j.PSSH DB (FA, SO,...) MF-S(2) midscreen combos: 5K > (c.S) > 5H > MF-S(2), jump(7) j.KSSH / j.SSH (on lightweights) > air overdrive, dash 5K > c.S > coin. 200 something + recoin. Worth the meter. 5K > (c.S) > 5H > MF-S(2), back dash 5S > high coin (if the opponent crossed up, change the motion to 236H). 120 something + recoin 5K > (c.S) > 5H > MF-S(2), jump(7) j.SSH>DB. Meterless knockdown combo for Sol and Slayer. Also works on lightweights but will not knockdown. (Pot-only) 5K > (c.S) > 5H > MF-S(2), backdash 5S > 5HS > coin (124) (or 5K > 5S > 5HS > high coin, a bit more damage but less reliable) (Pot-only) 5K > (c.S) > 5H > MF-S(2), backdash c.S > j.KSH > DB (153 + knockdown) Misc combos: (5HS CH) > MF-S(1), high coin. Yes, MF-S(1) floats now, it's damn strange.
  25. After corner 214A, neutral super jump, low j.2C -> 1) fuzzy dj.2C > j.D, land DP B > (Delayed) 6C > DC > 5C > 6C > DP C > 5B > 5C > 623D > 3C > 214Ax2, repeat. You end up with more meter after each time. 2) low 2B/3C 3) catch rolling out > 5C > sj.2C > j.D > AD > j.2C > j.C > 66 5C > Sekkajin > 6C > 214C 4) hit > ... 5) block reversal, lol Don't see any fuzzy combos around here.
×
×
  • Create New...