Jump to content
Dustloop Forums

Effenhoog

Members
  • Posts

    354
  • Joined

  • Last visited

Everything posted by Effenhoog

  1. Alright I got it, I didn't know you could delay the 22A that long and have it actually still combo. I'm curious what ASW actually planned for her combos to be like because a lot of her stuff feels like it kind of just happens to work rather than being intentional
  2. I've been fiddling with some of the less obvious combo starters, especially random sonic punch hits/counterhits. I don't have all the damage numbers yet, got kind of lazy with that part, might add them in if I have time/motivation. As always, might not be optimal, might be some typos, etc. I bolded a few parts to indicate that there are some differences between similar-looking combos, mostly because I was also typing these up partly for a specific person who I know will find it useful corner airthrow > 2A 236A 4B 8B 4C 2C 236236B ~4.3k, 2.7 without the super. I can't get anything else to combo but the 4C 2C is enough to get up to level 4 cyclone so the super hits level 5. Sonic Punch level 4-5 A sonic punch 4A 8B 4D 6B (fatal) 5B j.B 5AAAAAA 6B (4086 dmg, side swap) level 4-5 A sonic punch 4A 8B 4D 6B (fatal) 5B j.B 5B 2B sjc j.B j.214A (4194 dmg) level 1 B sonic punch (fatal) 4B 6C 4A 8A 4C 6B (fatal) 5B 2B sjc j.B j.214A (3792 dmg) level 1 B sonic punch (fatal) 4B 6C 4A 8A 4C 6B (fatal) 5AAAAAA 6B (3629 dmg, side swap) (max damage? hardest confirm? Can always do super after the 6B fatal but damage is kind of meh for the meter) level 1 B sonic punch (fatal) 4A 8A 4C 6B (fatal) 5B 2B sjc j.B j.214A (3230 dmg) level 1 B sonic punch (fatal) 4A 8A 4C 6B (fatal) 5B 2B 5AAAAAA 6B (3316 dmg) level 3-4 B sonic punch 4B 4D 6B (fatal) dash 5B j.B 5AAAAAA 8A 6B (~4000 dmg) level 3-4 B sonic punch 4B 6C 4A 8A 2C 236236B (~ 4700 dmg, works midscreen and corner. 3100 without super) level 5 B sonic punch 4 4C 6B (fatal) 5B j.B 5AAAAAA 8A 6B level 5 B sonic punch 4 4C 6B (fatal) 5B j.B 5AA 2B sjc j.B j.214A corner: level 3-4 B sonic punch 5B j.B 2A 236A 4B 8B 4C 2C 236236B (~2800 without super, 4500 with super) Not optimal but a good lazy/netplay confirm or for situations where you really weren't expecting to get the hit and your hands didn't know what to do. Hook level 1 B hook 8B 4A 8A 6B (fatal) 5B j.B j.214A (~3500, knockdown) level 1 B hook 8B 4A 8A 6B (fatal) 5AAAAAA 8A 6B (~3500, sideswap) level 2 B hook 8B 4D 6B (fatal) 5B j.B 5AAAAAA 8A 6B level 2 B hook 8B 4D 6B (fatal) 5B j.B 5AA 2B sjc j.B j.214A Also, I ran into an issue with some characters not getting comboed by 5AAAAAA 8A 6B, with the 6B whiffing under them because they are too skinny or something. I don't remember who all it happened on but Yukiko for sure was the one that really made me notice it. After testing some stuff I also noticed that even on characters where the 5AAAAAA 8A 6B works it sometimes causes a different hit effect on the 6B where they are able to tech in the air instead of bouncing into the wall and flopping to the ground for a knockdown. It may be better to just do 5AAAAAA 6B to end longer combos universally just for that, I will have to mess with it more and revisit old combos Edit: stupid corner OMB combo: 5AA 5B OMB 5[C] 2A 236A 4B 8B 4C 4A 8A 2C 236236B - 4010 damage, 5675 with super for comparison: 5AA 5B 2B 236A 8A 4A 8A 4A 6B 236236B - 2741 meterless, 4406 with super maybe worth it under the right circumstances
  3. This doesn't seem to work on Labrys or Shadow Labrys. 5C 22A/B doesn't seem to work on her at all unless you are point blank and just hit with raw 5C, cancelling from any other normals just seems to push you too far away and the 22A/B whiffs
  4. Ground burst can be punished with dashup 5B into jump loop but it's harder timing since they land quickly. In the corner you can punish with 5B j.B 2A 236A 4B 8B 6C 4A 8A 2C 236236B, or just straight up 236A into the rest of the combo for easymode punish timing air burst gives you lots of time to run up 5B, just be careful not to 5B too soon or you get 1 hit and they don't juggle
  5. Corkscrew punch proration has been mauled, you basically don't get anything from corkscrew of any strength, cyclone level, counterhit, fatal, omc, doesn't matter. You can maybe get 5AA but you can't even get a basic string or autocombo
  6. midscreen: basically what you posted near corner: 2B (ch) jump back airdash j.B 5B j.B 5B j.B 2A 236A 4B 8B 6C 4A 8A 2C super I usually leave out the bolded part because weird stuff can happen when you try to do 5B loops and the damage difference is minimal. You can also insert a 2A before the first 5B if you think your airdash j.B is too low and the combo will work if you omit the bolded part so i just leave it out by default and cover all my bases. midscreen you can also do jump back airdash j.B land 5AAAAA 8A 4B 8B 4D 6B/2C route on the characters that it works on like Narukami, with super does over 4.6k. it's a little wonky but I wish this was a standard route on everyone, midscreen damage is a lot worse off a lot of stuff midscreen without it. speaking of Narukami, it recently came to my attention that 2C > level 5 236236B does not combo on him midscreen, like in the standard fatal counter combo. Or maybe I'm bad and just can't get it to work. Looking for a fix to this, I learned that you can modify the combos to end in B corkscrew instead, which actually does a little bit more damage (~6400) So taking the original FC combo (the one I've been using anyway): 5B (fatal) 236C 4B 6C B+D 2B j.B 5B 2B superjump j.B(1 hit) j.214B 6C 8B 4C 4A 8A 2C 236236B (6356 dmg in the corner with slightly delayed super timing to get maximum hits) 5B (fatal) 236C 4B 6C B+D 2B j.B 5B 2B superjump j.B(1 hit) j.214B 6C 8B 4C 4A 6B 236236B (6414 dmg) As a side benefit, since doing level 5 super typically sideswaps them out of the corner, even when you are doing a corner FC combo you can use this route and 6B will knock them behind you and the super will put them back in the corner. However, getting the 6B > super to connect midscreen can be a bit fiddly because the angle they bounce back from is closer than what i am used to with other 6B > super combos, sometimes they go over your head or only get hit by the first hit or two of the super if you delay too much. You can also use this alternate route with similar combos like AoA combos, if only for keeping them in the corner after the super: AoA fatal D ender 236B 4B 8B 6C 4A 8A 2C 236236B AoA fatal D ender 236B 4B 8B 6C 4A 6B 236236B
  7. I am tentatively giving Sho the title of new most annoying Akihiko matchup. His normals have massive range advantage, are quick, and unlike say Mitsuru 5A duck/weave doesn't seem to work. he doesn't seem to have that much health though so hurt him a lot when you finally have the chance. Persona Sho's teleport attack is super annoying but can be beat cleanly by 2B, although the timing is kind of finicky and it's easy to mistime it and whiff 2B and get hit, trade and lose the punish, or do it too late and just get hit. If you do manage to 2B it the move has fatal counter status and you can do something like 2B (fatal) jump back airdash j.B 5B (or 2B) j.B 5B 2B superjump j.B(1) j.214B etc for the normal 5B fatal counter combo, does over 5.5k as I recall, so be sure to practice 2Bing it and getting the combo a bit in training mode, I believe the input is 236C/D. You can also counterhit him with j.A but you have to call it out way harder and don't get nearly as much damage
  8. I played a lot of Yukari matches yesterday, I think getting used to the new j.A counterhit confirms is going to be important. Even if it's just a babby combo into j.214A, if you don't confirm into a knockdown she can just tech away from you and start playing keepaway all over again. This seems good, although after messing with it I find I prefer to end it with 5AA 2B superjump aircombo into j.214A to knock them down right next to you. Does 100 less damage or so but I like to keep positioning whenever I can. I'll update my other post with it (any any other useful combos or information people contribute) until a mod makes a proper thread or starts keeping a post updated somewhere. Do we even have an active mod anymore? I kind of remember Skye saying he was going to switch to Sho or something
  9. You just have to wait for the first 6B to recover all the way before inputting the 214C, and make absolutely sure you are using C weave and not C duck as it is too slow for the combo to work on most characters
  10. The fruits of my training time so far. Probably not all optimal, most of it I just figured out myself based on what I kind of remembered seeing done in japanese matches. Wrote it up quick so there may be some mistakes midscreen 5AAAAAA 8A 4B 8B 4D 2C OR 6B (character specific) 5AA 5B (2B) 236A 8A 4A 6A/B 5AA 5B 2B 236A+B 4B 8B 4A 8A 6B 236236B (have to input the super facing the same direction you started, and wait a moment for them to bounce back closer to you) 5B fatal 236B 4B 8B 4A 8A 6B 236236B (babbymode FC combo, only do this if you autopilot into 236B or if you know that it will be enough to kill and you want a virtually undroppable babbymode combo) 5B (fatal) 236C 4B 6C B+D 2B j.B 5B 2B superjump j.B(1 hit) j.214B 6C 8B 4C 4A 8A 2C 236236B (midscreen you need to execute the super right after the 2C slams them to the ground or it will whiff) 5B (fatal, opponent in the air) j.B 2B j.B 5B 2B superjump continue fatal counter combo as normal. I feel like there is definitely potential for improvement here any hook fatal counter: 6C B+D and do the 5B fatal counter combo from that point 5C OMC 2A 5B j.B 2A 236A 6B 5C counterhit dash (2A) 5B j.B 5B j.B 2A 236A 6B j.C counterhit 236C 6A j.C counterhit 236A+B 6A/B 2B counterhit jump back airdash j.B 5B j.B 5B j.B 2A 236A 6B j.A counterhit JC j.A j.B j.214A j.A counterhit land 5A 2B superjump j.A j.B j.214A j.A counterhit, [wait just a moment for j.A to recover] airdash j.B 5AAAAAA 8A 4B etc into the character specific combo listed above j.A counterhit airdash j.B 5B j.B 5B j.B 2A 236A 6B AoA mash C launcher j.A j.B j.215A corner 5AA 5B (2B) 236A 8A 4A 8A 4A 6A/B (omit the last hook and use A corkscrew if you don't want to bounce them out of the corner) 5B sweep 236A delay 8A 4B 8B 4D 6B 214C 6B (this works off of 5A but you have to input exactly 5A 5B sweep, no 5AA 5B, no 5A 5B 2B, etc. Timing is a bitch on some characters, Aigis has been the hardest of any character I've tested) 5B fatal: same as midscreen, you can delay the super a little bit in the corner so they drop lower and you get a tiny bit of extra damage 5AA 5B 2B 236A+B same combo as midscreen 5C OMC 2A 5B j.B 2A 236A 8B 4C 4A 8A 2C 236236B 5C counterhit dash (2A) 5B j.B 2A 236A 4B 8B 6C 4A 8A 2C 236236B j.C counterhit dash (2A) 5B j.B 2A 236A 4B 8B 6C 4A 8A 2C 236236B j.A counterhit 5B j.B 5B j.B 2A 236A 4B 8B 6C 4A 8A 2C 236236B AoA non-fatal D ender 236A 8A 2C AoA fatal D ender 236B 4B 8B 6C 4A 8A 2C 236236B edit: throw combos I use these same combos notes C duck and C weave are interchangeable in some corner combos, especially combos that use stuff > C duck/weave > 4A 8A anytime you are uncomfortable with how low the opponent drops in 5B j.B loops and are afraid the next 5B might whiff you can always do something like 5A/2A 2B superjump into an air combo and end in j.214A EX duck crossup works from: 5AA 214C 6C+D 8A 4A 8A 6B super OR 5B j.B j.214A (some characters don't need the 214C because they are wide enough to get hit by 8A 4A 8A 4A 6B midscreen, I don't remember who they are though (maybe Kanji?) but it's probably rare) anytime you do any sonic punch version in a blockstring it seems to work, even if you just do 236A 8A 6C+D 8A etc you should still build enough cyclone to get the fatal counter corkcrew crossup does not seem to work off any hook ever, and I have yet to find a reset that works (i.e. doing a combo with hooks/sonic punches and using EX duck to crossup for a new combo). rip my favorite P4A reset: grab > A hook > EX duck Using the quoted combo as a base, you can also end it with 5AA 2B superjump j.A j.B j.214A to knock them down right next to you, does ~100 less damage PS why don't we have a combo thread yet
  11. You have to input the super right as they get slammed into the ground, so start buffering it before then. It might also depend on cyclone, I only ever use it when I'm at level 5
  12. Hard to say. He got some buff but also quite a few annoying nerfs. Sonic punch alone is a fantastic improvement to his pressure game. Generally he seems much more difficult to play this time around so it might take a while for people to get comfortable with his new stuff (I'm definitely having a hard time adapting myself). I have a feeling he'll end up about the same with improved pressure and damage off certain things but lots of little nerfs that add up. B assault dive combo works from anywhere and does 6.2k (you can get a tiny bit more in the corner if you delay your super a bit but you risk whiffing the super, probably not worth the risk imo). it's probably the go-to 5b fatal combo, although I haven't figured out how to modify it for double super ending yet.
  13. A couple things I have noticed: J.A counterhit duration severely reduced. It is now difficult to land and juggle them, rip damage off air counterhit EX corkscrew proration is awful, can't even get an autocombo with fatal counter or OMC
  14. Double monocle Slayer when
  15. I know everyone would rather rant about how the sky is falling, but location tests (especially early in the location testing process) typically report a lot more about nerfs and/or things that don't work anymore rather than buffs and new changes. It's easy to notice things that are worse than before or don't work at all anymore, and it can be much harder to figure out and take advantage of positive changes in such a short time. Things also can and will change between location tests, and between tests and the final product. You may now return to screaming like children
  16. I recently got the timing down on it and have been using it a lot lately. I used to think it was annoyingly unstable but I haven't dropped it in a long time so I guess it's good
  17. There are ways to deal with DPs without backdashing. Block for a moment instead of always just going for the meaty, and 6A can beat or clash with a variety of reversals in your favor. Doing 6A on their wakeup also prevents them from rolling through you if they try to forward roll out, I'm not confident that 6Aing with that timing is actually reliable in general but it works a lot online and landing it a couple times often convinces people to stop trying to roll out. It will always be a guessing game on wakeup but if you don't mix it up and always back off then you're just giving up momentum to go back to the neutral game and I don't think that's where Azrael wants to be most of the time. Personally my biggest struggle with Azrael is anti-airing, 5A/5B/2C have great hitboxes but no head invuln so I get stuffed a lot, and 6B seems really unreliable outside specific situations. There are a good number of matchups that I struggle with and really don't feel like I should, but I eat too many counterhit jumpins off failed antiairs. Such is life when you are shit at games.
  18. This is really cool, I was kind of sad that they didn't make gustaf RC 3C more consistent in the patch but this seems like a much more reliable option.
  19. One of Nu's common zoning tools is her j.2D, the air sword that goes downward. If you are within a certain distance and she tries to do it you can duck it, and it has a very long period of recovery and even counterhit state. The easiest thing to hit her with is gustaf but she is probably in the air and you don't get anything off the counterhit. If you are in 5C range you can 5C fatal > 6C > 5A > stuff for good damage I have not had a chance to play this matchup since I found this in training mode so i'm not 100% sure how often this chance comes up, but at the very least it's something to keep in mind.
  20. TCL RC is the best RC path but you can also RC 236A. 5C 236A RC 3C 22C etc, although this whiffs randomly at some distances and against some characters, I really wish they would have fixed that in the patch. You can also just 236A RC 236D if they have upper weak point already. comboing into j.D RC j.C land j.C j.D into whatever is a good way to get extra damage when you don't have a weak point but it's really finicky and I rarely go for it unless I notice that I anti aired someone at the exact right height that seems to work for it.
  21. I was messing with the overdrive blockstring into unblockable BHS in training mode and it doesn't seem very reliable. Even a little bit of barrier blocking can make your normals whiff and you have basically wasted your overdrive. That said, I did use it a couple times last night to just blockstring a second weakpoint and cancel into unblockable BHS, so that seems potentially viable, though situational.
  22. So there are no double weak point combos off forward throw that work on the characters who can't be hit by rekkas into 236D midscreen, like Litchi/Rachel/etc? Thanks for the help though
  23. I'm sorry, I forgot j.C was in this combo twice. it's not the IAD j.C that drops, it is the last j.C. I can do the combo all the way up to j.B but then they tech out before the last j.C hits I can do it off of TCL RC IAD j.C 6A IAD j.C 214D etc but not off the throw
  24. I have been trying to do this combo for a while on various characters and it always drops at j.C someone pls help I'm bad
  25. edit: just realized this was in the video posting thread but I can't seem to find the delete option in this new system
×
×
  • Create New...