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KayEff

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Everything posted by KayEff

  1. FC 2C > 5C > 2D > 5B > 5C > 5D(1) > 214D > 6B > 6D > j.214C > slight late 6D > late j.214B > 22C > dash 5A > 5C > 6C > dc 6B > 5C > 2C > 5D > 214A > 214D > 623D > 236C > 236C > dash 5D > 22C (623D must have 2 hits) Damage: 7021, Heat: 88 you're welcome.
  2. dude, if you can get 6D > j.214B to work on tager, then a 7k meterless combo might be possible
  3. who was this on
  4. 6D > late j.214B won't work on tager in FC
  5. dude i don't think you belong in this forum
  6. 5B+C > 214D > 6B > 214214D > 5C > 5D(1) > 214D > 5C > 5D(1) > 214B > 214D > BK combo stuffs if you try to do 5B+C > 5C > 5D(1) > 214D > 5C > 5D(1) > 214214D, the very last 5D won't connect. if you have 100 heat: 5B+C > 214D > 6B > 214214D > 22C RC > 6D > j.D whiff > 5D(1) > 214D > 6D > j.D whiff > 5D(1) > 214B >> 214D > 6D > 623D >> 236C >> 214D > j.D > j.214C > 5D > dc 5D > 214214D
  7. the hitboxes are extracted from the game itself, thanks to shtkn's work.
  8. all the information in the frame data is based off of the BBCSEX mook, which if i recall correctly, is done by a team of individuals outside of ASW. how they manage to obtain these values is not particularly known, but their findings are incredibly accurate, which is good enough for most of us.
  9. the only practical fuzzies for ragna are: 6D > j.D > jc j.A/j.C falling j.C (from GH RC is best) > jc j.A/j.C j.C works on most characters, but j.A only works on characters with tall hitboxes, such as tager, hakumen, jin, litchi, ragna, rachel (i think), hazama, and other people i can't seem to think of off the top of my head.
  10. moved to beginner mode, may be more relevant there
  11. CH 6A is probably one of the more probable starters
  12. that combo should work. you're probably not doing the whole 5D(1) > 214214D > 5B > 5D(1) stuff fast enough. i also want to point out something. if a combo works in training mode, then it's going to work online. if you mess up online, then you're doing the combo wrong. as far as starters go, it's much less the starter that matters and more of the circumstances that apply. if you hit a grounded opponent, you'll generally want him to be crouching and in the corner. also, just about any anti-air combo will be good for BK.
  13. i use it a lot myself, and it may have rubbed off of course this is assuming that i'm hollywood enough that i'm making an influence on people but ionno
  14. dead spike in itself has a butt load of corner carry, dunno why you would want to use 5D
  15. pretty sure this hasn't been posted/discussed yet, but i'm a little far behind by about two months or so 214B RC > late j.dash j.C > j.D > dash 5D(1) > 214D > dash 5C > aerial stuff this does work against everyone and it works in midscreen. the timing's a bit iffy but it's not to the point where the combo's impractical. i've been able to pull it off quite a few times consecutively on several characters.
  16. this should be anything > 2D. 5C (IB) is probably the most common when ending with 2D. i'll add some more: 6D > j.D whiff > anything 6C(1) (IB) > 6C(2) 5B > not 2B, 5C, 2C, 3C, or 6A anything > GH anything > 6B that should be about it.
  17. if they do supercrash immediately, you'll still be locked in blockstun, so if you don't end up IBing 5D, just input inferno divider; if it doesn't come out, punish supercrash with 5B.
  18. or, if you're expecting the jayoku to happen after 5C has been IB'd, you can actually cancel 5C into either inferno divider or blood kain for a guaranteed punish.
  19. probably to celebrate the announcement of GGXXAC R
  20. if you're somewhere near the corner, you can dash cancel the 6C into jump j.C - 214A, and then into 5C - 623B - stuff otherwise, ice car and 2D are your only meterless options.
  21. 6C - 2D is actually doable, you just need to be really close when 6C hits for it to work on most characters
  22. ggs to cabutler and your ragequit shoutouts to both of us sounding pretentious as fuck in our messages to each other ( ´∀`)
  23. off topic but pfffffffffffffffffffffhahaha
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