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4r5

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Everything posted by 4r5

  1. here's a little bit more 2 star (you in corner) D>214B, 2C>sj.2C, f.C, land, 2C>sj.2C, 2C = 5069 (you in corner) 2D>214B, 2C>sj.2C, f.C, land, 2C>sj.2C, 2C = 4389 3 star (you in corner) D, 2C>sj.B>dj.C>214C, f.C, land, 2C>sj.2C, C = 5307 (you in corner) 2D, 2C>sj.B>dj.C>214C, f.C, land, 2C>sj.2C, C = 4627 (tager only?) D, dash, A>sj.B>dj.B>214C, f.B, land, 2C...? = 4109...
  2. No combos are designated as meter building, as I wasn't looking for meter building combos. Really, you're either spending stars or you're doing the j.2C-loop.
  3. So I've found these to be the most damage you can get for the stars spent. Let's see if we can squeeze out a bit more damage. ok, I'm going to list the following combos by stars, with the most damaging last. You can start these combos how ever you want. How you start the combo will obviously affect the damage, but if you intend to spend the stars: these are the most damage (that I have found) you can get for the stars spent. I'm also going to show an example combo, just so you can atleast get an idea for the damage. and here's a small legend: , = link > = cancel (x) = first x hits, only [n] = charge n button f.n = falling n COMBOS 0 Star A, A, A, A = 490 6A, 6A, 3C = 1395 2A, 2A, 2A, 2A = 408 B, 2A, 2A = 820 2B, 2A, 2A, 2A = 843 CH A, 3C = 909 CH 6A, dash, 6A, 6A, 3C = 1517 CH B, 3C = 1414 CH 2B, 3C = 1275 CH 3C, 2C>j.2C = 2103 1 Star 236A C>236A = 1448236A, 6C (236A connects on air hit) 6B>236A, 6C = 2008236A, 6[C] (236A connects on high air hit) CH 6B>236A, 6[C] = 2099236A, 2C... (236A connects on high air hit, near corner/corner) 6B>236A, 2C>j.2C, f.C, land, 2C>sj.2C, 2C, ad.2C, 2C, C = 3333 2 Star 214B C>214B = 2236236A>623A, 2C... (236A connects on air hit) 6B>236A>623A, 2C>j.2C, ad.C = 2391 214B, 2C... (corner) C>214B, 2C>j.2C, f.C, land, 2C>sj.2C, 2C, ad.2C, 2C, C = 4586 3 Star 214B>236A, 6C C>214B>236A, 6C = 333441236C, 3C CH C>41236C, 3C = 3633 214B, C>236A, 2C... (corner) C>214B, C>236A, 2C>j.2C, f.C, 2C>sj.2C, C = 4852 41236C, 2C... (corner) CH C>41236C, 2C>sj.2C, f.C, land, 2C>sj.2C, C = 4924 4 Star 214B(1)>623A>A>jump, f.C, land, 2C... C>214B(1)>623A>A>jump, f.C, land, 2C>sj.2C, ad.C = 4280(corner) C>214B(1)>623A>A>j.2C, f.C, land, 2C>sj.2C, 2C, ad.2C, 2C,C = 480441236C>236A (corner) CH C>41236C>236A, 2C>j.2C, f.C, land, 2C>sj.2C, C = 4976 5 Star 214B(1)>41236C, 3C C>214B(1)>41236C, 3C = 4639214B(1)>41236C, 2C... (corner) C>214B(1)>41236C, 2C>j.2C, f.C, land, 2C>sj.2C, C = 6191 6 Star 214B(1)>41236C, C>236A, 6C C>214B(1)>41236C, C>236A, 6C = 5571214B(1)>41236C>236A, 2C... C>214B(1)>41236C>236A, 2C>j.2C, f.C, land, 2C>sj.2C, 2C = 6236 7 Star 214B(1)>41236C, C>236A>623A, 2C... C>214B(1)>41236C>623A>A, jump, f.C, land, 2C>sj.2C, ad.2C = 5966(corner) C>214B(1)>41236C>623A>A>jump, f.C, land, 2C>sj.2C, 2C, ad.2C, 2C = 6304214B(1)>41236C, C>214B, 2C... (corner) C>214B(1)>41236C, C>214B, 2C>j.2C, f.C = 6621 8 Star 214B(1)>41236C, C>41236C, 3C (near corner/big characters) C>214B(1)>41236C, C>41236C, 3C = 6615214B(1)>41236C, C>41236C, 2C... (corner) C>214B(1)>41236C, C>41236C, 2C>j.2C, f.C = 7118 Going to change it up a bit now. I'm going to list the combo, and underneath the combo will be the starter to the above combo. DRIVE-COUNTER COMBOS 0 Star 6C D = 2710 6[C] 2D = 2215 j.2C, f.C, land, 2C>sj.2C, ad.2C, 2C, C (you in corner) D = 4157(you in corner) 2D = 3477) superjump, f.C, land, 2C>sj.2C, ad.C 6D = 2119 1 Star 236A, 6[C] D = 31072D = 2427 superjump, f.C, land, C>236A, 6C 6D = 2302 2 Star 236A>623A, 2C>sj.2C, ad.C D = 34572D = 2745 superjump, f.C, land, C>623A>A>jump, f.C, land, 2C>sj.2C 6D = 2867 3 Star 623A, C>623A>A>jump, f.C, land, 2C>sj.2C, ad.2C D = 43732D = 3693 superjump, f.C, land, C>41236C, 3C 6D = 3367 4 Star 6C>632146C D = 4976 6[C]>632146C 2D = 4481 C>41236C, C>236A, 2C>j.2C, f.C (you in corner) D = 5577(you in corner) 2D = 4669 superjump, f.C, land, C>41236C, C>236A, 6C 6D = 4001 5 Star 214B(1)>41236C, 3C D = 52922D = 46126D, superjump, f.C, land, C = 4192 214B(1)>41236C, 2C>j.2C, f.C (you in corner) D = 6058(you in corner) 2D = 5378(corner) 6D = 3880 6 Star 214B(1)>41236C, C>236A, 6C D = 62392D = 55596D, superjump, f.C, land, C = 5559 214B(1)>41236C, C>236A, 2C>j.2C, f.C (you in corner) D = 6653(you in corner) 2D = 5973(corner) 6D, superjump, f.C, land, C = 4809 7 Star 214B(1)>41236C>623A>A>j.2C D = 55652D = 48856D, superjump, f.C, land, C = 4412 8 Star 214B(1)>41236C, C>41236C D = 68582D = 61786D, superjump, f.C, land, C = 5452 214B(1)>41236C, C>41236C, 3C (you in corner) D = 7304(you in corner) 2D = 6624(corner) 6D, superjump, f.C, land, C = 5811 DASH>214B COMBOS 2 Star dash>214B>doublejump, f.C, land, 2C>j.2C, ad.2C = 3410 (corner) dash>214B>dj.2C, f.C, land, 2C>sj.2C, 2C, ad.2C, 2C, f.C = 4008 3 Star dash>214B>doublejump, f.C, land, C>236A, 6C = 3632 (corner) dash>214B>doublejump, f.C, land, C>236A, 2C>j.2C, f.C, land. 2C>sj2C, 2C = 4710 4 Star dash>214B, land, dash>214B>doublejump, f.C, land, 2C>sj.2C, ad.2C = 4065 (corner) dash>214B>doublejump, f.C, land, C>214B, 2C>j.2C, C = 4741 5 Star dash>214B>doublejump, f.C, land, C>41236C, 3C = 4734 (corner) dash>214B, land, dash>214C, land, 2C>j.2C, f.C, land, 2C>sj.2C, ad.2C, 2C, C = 5390 6 Star dash>214B>doublejump, f.C, land, C>41236C, C>236A, 6C = 5392 (corner) dash>214B, land, dash>214C, land, C>236A, 2C>j.2C, f.C, land, 2C>sj.2C, 2C = 5556 7 Star dash>214B>doublejump, f.C, land, C>214B(1)>41236C, 3C = 5586 (corner) dash>214B>doublejump, f.C, land, C>214B(1)>41236C, 2C>j.2C. f.C = 6223 8 Star dash>214B>doublejump, f.C, land, C>214B(1)>41236C, C>236A, 6C = 6374 (corner) dash>214B, land, 214B(1)>41236C, C>236A, 2C>j.2C, C = 6576 DASH>214C COMBOS 3 Star dash>214C, land, 2C>j.2C = 3284 (corner) dash>214C, land, 2C>j.2C, f.C, land, 2C>sj,2C, 2C, ad.2C, 2C, f.C = 4878 4 Star dash>214C, land, C>236A, 6C = 3874 (corner) dash>214C, land, C>236A, 2C>j.2C, f.C, land, 2C>sj.2C, 2C, ad.2C, 2C = 5169 5 Star dash>214C>214B>doublejump, f.C, land, 2C>sj.2C, ad.C = 4646 (corner) dash>214C, land, 2C>j.2C, f.C, land, C>214B, 2C>j.2C, f.C = 5263 6 Star dash>214C, land, C>41236C, 3C = 4976 (corner) dash>214C, land, C>41236C, 2C>j.2C, f.C = 5506 7 Star dash>214C, land, C>41236C, C>236A, 6C = 5633 (corner) dash>214C>214B>doublejump, f.C, land, C>214B, 2C>j.2C, C = 5711 8 Star dash>214C, land, C>214B(1)>41236C, 3C = 5827 (corner) dash>214C, land, C>214B(1)>41236C, 2C>j.2C, C = 6465 As you can see, there's def some diminishing returns going on. There's even some situations where the lesser star combos do more damage then the greater star combo, dunno if I bothered listing them or not. If you wanna figure out the damage to star ratio, I leave the division to you. Also, someone might want to figure out how much meter each combo gives back. alright, goodnight. hopefully no typos and I didn't forget anything. JackG, do whatever you want with it edit: couple more thing. off dash cancel 214C. Apparently when you cancel the dash affects what you can follow up with. You wanna cancel it as late as possible, so that you're closer to the ground and land faster after you connect, or something. And when doing 214B(1)>41236C, you wanna try to put as much delay as possible between the two moves. This is so they land closer to you, when you hit them with 41236C. Not needed for every combo, but it also won't hurt it. e-edit: last couple of things. everything done on Jin. haven't messed around with crouching combos yet
  4. 236A>623A, 2C It's a link. If you hit 2C and no 2C comes out, you hit the button too soon, you were still in recovery from 623A. If 2C does come out but doesn't combo, then you hit the button too late, you waited too long. (BB specific: Or the combo has too many hits.) This is straight up execution. Hit the button, if it ain't working, then it either doesn't work or you need to practice more. This is the answer for all your posts in the gameplay sections, and has been the answer you've been getting for years. There's no special trick to it. It's just execution. You either practice or you don't. You either hit the button at the right time, or you didn't.
  5. yes, forward throw is, and leads to, more damage Not to single any one person out, but.. Shit people, 1 minute in training mode.
  6. Rush That Shit Down
  7. you can get a 2C off a dash>214C also
  8. 4r5

    [CT] Hakumen Thread

    Kara is some Japanese word, means something like empty, or something shrug. It means to start a move but cancel that move into something else before it goes active. So a kara-throw means you are starting up a move but canceling it to a throw. When people are talking about a kara-throw, they are usually talking about kara'ing a move that brings you forward, there by increasing the range of your throw.
  9. 4r5

    [CT] Hakumen Thread

    well, with Haku-men, you can do D+B+C to 'install' a throw escape into your drive-counters I think you can do 4A+B+C add a throw escape to your barrier. And I think you just add B+C to whatever attack to do an attack with a throw escape. So like, adding a throw escape to Hakumen's 5C would be like: C~B+C. I guess I'll try these out right now. Atleast it's only OSing with a throw escape. In GG you could OS with a throw attempt, and create a situation where your opponent's only option was to 1f jump into an air FD-block.
  10. 4r5

    [CT] Hakumen Thread

    More like +frame moves are about the only way to land a throw. There are attacks that come out faster then throws, so you need the +frames to even get your throw out there. GG's 0f throws meant that you only had to weasel your way in to your character's throw range, and you force a throw situation on your opponent. But BB's throws are 7f's. (6f if your tager) Alot of character's jabs are faster then this. Meaning it's not good enough to be in your throw range. You have to be in your throw range AND you need frame advantage. But since, in BB, you commit to throws (unlike GG's option-select bullshittery), if you feel your opponent is going to try and tech your throw, you can turn your tick-throw into a tick-tick and CH their tech (which has turned into a throw attempt), Or in Hakumen's case, instead of tick-tick, it's tick-C. edit: wait, I think BB does have some OS trickery. Damnit ArcSys! :shakesfist:
  11. 4r5

    [CT] Hakumen Thread

    I guess you don't play a very good Nu...
  12. Do the j.C late. Do the 2C the moment you touch the ground. Superjump the moment 2C hits. j.2C as soon as your superjump startup ends. It's done like it sounds. About the only trick there is is to take advantage of is advance input, to help time your 2C's and your j.2C's.
  13. It's dated 2007, that's still early in AC's lifespan.
  14. It's been a few years and I'm not at a place where I can double check. Off the top of my head, you might want to try K-c.S or c.S-HS, instead of the usual K-HS.
  15. ...MMF2/LMF2, dash, K(ji)-HS>DBT>DB(frc), K-S>dj.S-HS-D>Ensenga is the basic combo
  16. Every D counter comes out in 1f, except for 5D, which has 4f startup. The D counters don't have any level associated with them. Hakumen's counters are composed of two moves: the initial startup (and whiff), and the actual attack that is initiated when you successfully counter a move. What you are in the frame data next to (1) is the startup and whiff data, and next to the (2) is the data for the initiated attack.
  17. I think you might be misunderstanding.
  18. Off-The-Ground, which isn't really something that BlazBlue has. Being on the ground isn't a separate state, like it was in Guilty Gear and other fighting games.
  19. the cheesiest combos

  20. 4r5

    [CT] Hakumen vs Noel

    Noel's command throw? You mean the Hooligan? Just duck, like SF4 Cammy. Jumping works too.
  21. 4r5

    [AC] Johnny vs Baiken

    If you can't consistently MC then there isn't really much to talk about. Not even for this matchup, but Johnny in general.
  22. Slash was the first. The PC version of #r, with nethack, has this feature as well. Standard #r does not. (also, this is petty)
  23. 4r5

    [CT] Hakumen Thread

    Rachel doesn't need to mixup when she can lockdown from full screen. cannon, pumpkin, forward wind, lightning. or whatever the hell that loop is. I forget if the loop included a frog or not, been a while.
  24. What move were you testing the counter-super with? The only way a person should be able to escape the super is if it catches a projectile move. If you catch a non-projectile move, the person is locked in place and can't do anything.
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