Jump to content
Dustloop Forums

Fireryda

Members
  • Posts

    359
  • Joined

  • Last visited

Everything posted by Fireryda

  1. I agree. RC'n for the extra ~500-600 damage isn't worth it when you can just Jayoku for an extra 1300-1400 (which still isn't that great) and even then, doing the j.214B# will give you meter and almost as much damage. Having 50 meter handy really scares the other player and will benefit you in the long run. If you're absolutely sure you can kill them in the combo go for the Jayoku. If you time your 6D~A's right they can't burst and will just eat massive amounts of damage. Is it possible to start a burst during a super flash and have the invul frames or whatever stop the attack? I'm pretty sure it's not... Hopefully.
  2. If you have like 40 heat and will get 50+ sometime during the first part of the combo it isn't that bad of a choice. 623D > (dash) 3c > 236236B > standard jayoku combo is much better though. You'll get like ~400 more damage depending on your follow up. *Edit Just did a quick damage check on your combo eclipse and it landed ~3700 (I did start with 5b though ) If I gave you that number or something then I messed up and a wrong number from my list Better off going with a Jayoku definately.
  3. Not sure about the teching issue but that looks like a nice combo. Just remember to delay the 5C after the 214D~C so you hit them when they're almost level with you. If you do the 5c at the earliest possible time you won't be able to do 623D after 4D~Ax2 unless it's Rachel or Tager. You could also add j.6D~D > 5c > 2C after the RC. Not sure how that'll work out but it'll help your damage. *Teching issue should be fine though since you don't do alot of hits in your combo. You may have to drop your last set of j.c's though. Should test it out, I'm thinking ~20 hits before teching though you might be able to redbeat the whole thing. It's always better to get more hits on j.C than dj.C since theres less proration which means more damage and the first and last hits of each C spam do alot more damage so its important to get those in. Either way it looks like a pretty good combo to do. Personally I prefer my Jayoku's but that's not too bad either.
  4. Definately a stylish combo but damn I think it looks awesome in action. 90+ heat 5B > 3C > 214D~C > (dash) 5C > 2C > 4D~A > 4D~D > j.Cx5 > j.214B > RC 4D~D > 5C > JAYOKU(236236B) > 6D~A > 6D~D > j.Cx5 > j.214B Damage = 3970. Important to only do one set of j.C otherwise the tech time ramps up too high. Lol what a waste of heat.
  5. None needed. It's a bit tricky though. Timing is a bit hard and you gotta be in the right position but I can guarantee it works on at least almost all the characters. If you spam 5A you'll see that it connects after the 214D~A. You can only connect 1 5A for some reason though.
  6. When you get to boss Hazama with Rachel he says "MUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDA" Incase you don't get where it's from. http://www.youtube.com/watch?v=qbArvIqZzkI I think that's reason enough to play him. And yeah dash cancelling into 3C is wierd. I'm not 100% sure but if you do a Jakou from a 4D you won't be able to do the 236236B after the dash 3C since it just hits them too far away since you're on one side of the screen and you're just throwing them further away from you, not towards the wall near you. Not sure about this but thats just the feeling I get.
  7. I find Tsubaki's to be fine and anything that works on Jin for me seems to work on Hazama. Carl isn't that much of a problem unless its vertical range. Sometimes I drop my j.C on him because I overestimated the size of his hitbox... Lambda and Noel seem to be the wierd ones for me Rachel's doesn't seem to be too tall but she's fat... too much tea and cake
  8. I'm not 100% sure on the exact damage but I know it cleared 7k. It was about that much though. Hopefully he's actually alot more difficult than he seems to be and keep all the spammers away. He's one of the characters that clicked for me so it was rather easy for me to play him. Love his style too. I can't even dash cancel into BnB's. The best I can do is dash cancel into 3C/2B since the stick at my local arcade is a bit whack and doesn't seem to register my 4 input. Not too hard to work around as he does have other options.
  9. OTG Rachel with 214D~A = I test everything on Jin because he's so bishie~ I'm assuming if it works on Jin it should work on everybody else bar Carl.
  10. Oh sure np. It makes up for my inability to actually play Hazama. I know all these combos but I can't apply them and just get thrashed because I don't know how to get in on them or defend properly either that or bang & litchi vs Hazama = I've been using the 6D~A's alot since i never got the timing down for 214D~C. I just have this feeling with the 6D~A so I know when to press it and i can usually do it 2 times at least. 214D~C follow is quite good because it gives you alot of heat back. I think it was like ~33 vs ~21 or so. Off a FC Jayoku I'm pretty sure you can do 4D~Ax2 as well for more damage which means if you're at like ~90 heat you could do the 214D~C follow up, get to 50 heat and jakou into another Jayoku for fun times btw 214D~A > 5A > 5B > 3C > 214D~C > 5C > 2C > 4D~A > j.214B# = 1798 damage. No CH needed.
  11. After a bit of testing. You can combo off 214D~A on a non-ch but you have to be standing back a bit since his attack arcs a bit where it goes foward and comes back slightly. If you're point blank I find that the 5A just whiffs completely.. Not too sure though but the damage isn't great off it.
  12. FC Jayoku 236236B > 6D~Ax3 > 6D > 623D > (dash) 3C > 236236B > 6D~Ax2 > 6D~D > j.214B# = 7039 I think it was. 5C > 236236B > 6D~Ax2 > 6D > 623D > (dash) 3C > 236236B > 6D~Ax2 > 6D~D > j.214B# = 7940 doing a 6D~A follow up is better than 214D~C because it has less proration which means you'll be dishing out more damage with the C mash. And I'm thinking 236236B isn't actually 2500 damage but probably 2000 which would make alot more sense with the numbers I'm getting during a combo. I used to be able to get 2B's all the time a week ago but now I can only get them half the time..
  13. Anybody had any luck comboing off a normal Rassenga? (214D~A) I know 5A links after it but I don't think you can combo further from that. My 5A,5B whiffs and 5C comes out too slow but I think it could just be my timing.
  14. Slightly delayed Jakou It works for me sometimes when they're too low when i'm chaining my 6D~A's after a Jayoku. If you go 6D > 623D the jakou comes out pretty much instantly. Doing a 6D~A you'll see that when they get released from the chain they fly up slightly. Since you cancelled with A you can Jakou and it'll grab them. You don't need to do it on a neutral throw but other situations it's helpful to know Though if they're at the edge of your 6D range you won't be able to grab them either way. 1.Yep it's right. Proration completely ruins the damage 2.Yeah but it's hard. It's alot more stricter than other characters. You're probably not A cancelling fast enough or you're not at the most optimal range. IMO in order of difficulty from easiest to hardest Tager - Rachel - Arakune - Hakumen, Bang - Ragna, Tsubaki - Litchi, Taokaka, Lambda, Jin, Hazama - Noel - Carl. 3. According to the frame data it says Jayoku does 2500 by itself. After comboing from a 5C I think it did 2216 which is a bit strange. The reason a 5C starter does more damage is because it has its 100% proration applied instead of Jayoku's 70% (which I'm not sure is right.) Jayoku has a 94% proration in a combo so it's really good for extending damage which is why combos with Jayoku are so high. Somebody correct me if I'm wrong but afaik for P1 and P2. P1 is the proration the move has on other attacks if it's used as a starter while P2 is the proration mid-combo on subsequent hits. So the 4th unique attack in the combo will have P1 of the 1st attack and P2 of the 2nd and 3rd. 4. Personally I'd just do Jayoku FC since it's much more reliable and you get the FC bonus which is good for a corner combo as it increases the timing window (I still drop it at the 2B sometimes ) or at least keep 50 heat to get you out of those situations unless you can guarantee a kill. But if you wanted to squeeze that extra bit of damage out of a BnB, I would go 5C>3C. Damage is slightly less but you hit-confirm it. If you can hit-confirm 5C > Jayoku go ahead but I feel that the hit-stun is too short for that and I generally put 3C in my attack-strings so I'll be throwing it out anyways.
  15. 6D~A > jakou should do it if you're doing the 6D fast enough. Her hitbox is wierd, you gotta throw it out on the first active frame pretty much. You'll see that it looks like the chain isn't even touching her when it connects. Its possible to do 6D>Jakou but i find 6D~A more reliable. It's really at the edge of the jakou range so if you do it too late it'll just whiff. Yep. afaik FC adds +2f untechable time to every hit in a combo. If you tried without the FC and are doing it almost perfectly you'll find that they can tech out before the last chain hits them.
  16. It doesn't. It all depends on positioning. You want to nab them in the head with the 6D~A at the closest range you get hit-stun in. Hard to describe but after a Jayoku it's about 1-2 steps backwards. Because you hit them in the head, everytime you cancel with A they go higher a bit and since you're close you'll be able to chain 3. Depending on their height you either cancel last chain into 623D or ~A > 623D for height. If you hit it too early you'll only be able to land 2 since the last chain will whiff. If you're too far, it'll bluebeat.
  17. More damage checks Mid-Screen 5B (CH) > 6A > 236236B > (Adjust) 214D~C > 5C > 2C > 4D~D > j.214B# *50 Heat* Damage = 3680 *note 5B>236236B = 4020 - 5B>3C>236236B = 4006 Stylish 5B > 3C > 214D~C > (Dash) 5C > 2C > [4D~A x 2] > 623D > 632146C *50 Heat* Damage = 4108 *note 5C>3C = 4233 - 5C(2hits) > 3C = 4432 *5c is better as it does more damage and pushes them away allowing for the 623D to connect if the (dash) 5c is done too early 214D~B (CH) > (Back Jump) j.6D~D > 5C > 2C > 4D~A > 4D~D > j.214B# Damage = 2037 Ah.. forgot 5C was 2 hits so that changes alot of the damage values.. probably only slightly by around 100-200. Well time to get some damage figures for 5c starters and some approximate heat figures BnB's 5C(2 hits) > 3C > 214D~C > (Dash) 5C(2 hits) > 2C > 4D~A > 4D~D > j.214B# Damage = 3270 - 36 heat 5C(2 hits) > 3C > 214D~C > (Dash) 5C(2 hits) > (JC) [j.C x 5] > (Land) 2C > 4D~D > j.214B# Damage = 3216 - 43 heat
  18. 214D~B (FC) prorates at 75% 214D~B (CH) prorates at 60% From a CH only using one 6D~A (6D~A x2 is hard, gotta have a close CH and do the A cancel fast otherwise it'll bluebeat) i got ~3500 damage so the figures look about correct. Proration difference is massive and Jayoku prorates really wierd. In a combo its damage goes down the drain but outside of a combo it's pretty damn high. Even after a 5C it doesn't add as much damage solo.
  19. Hmm. I'll test it again. That looks wrong too.. might've been an error on my part. Also you can do 6D~Ax3 on all characters in the corner except maybe Carl. I did it on Noel so i'm pretty sure it'll work. afaik, only Lambda has a wierder hitbox. I can't seem to get my 5B>3C>214D~A>5A combo off on her. The 214D~A just whiffs.. it works on everybody else albeit with really hard timing except tager and rachel because you can OTG them with 214D~A
  20. It works mid-screen. It's just REALLY REALLY hard to get yourself in position. I'm trying to test the 7k but i'm only barely breaking it atm. I'm thinking too much proration due to the massive amount of chains I'm using. (6D~Ax3, 6D~Ax3 > 6D~D) 7 ouroboros' ... It's really hard because the AI just loves to air dash over me and put themselves in the corner.. 236236B (FC) > (Adjust) [6D~A x 3] > 623D > (Dash) 3C > 236236B > (Adjust) > [6D~Ax2] 6D~D > j.214B# = 6982 damage. 214D~C follow up is still 6641. *Goes to test 5c starter* 5C > 236236B > (adjust) 6D~Ax3 > 623D > (dash) 3c > 236236B > (adjust) 6D~A x2 >6D~D > j.214b# = 7940 damage. Possible to break the 8k barrier in corner And according to the frame data, no reason not to start with 5C unless FC/yomi/reversal since it has 100% proration as a starter In other words, if you land the 5c and can react fast enough, JAYOKU!!
  21. It's pretty much replacing 214d~c with 6d/4d since it has less proration on damage allowing the C spam to be more effective. 236236B (FC) > (Adjust) [6D~A x 3] > 623D > (Dash) 3C > 236236B > (Adjust) > 6D~Ax2 > 6D~A > j.214B#. I think it was like 6890 damage. For pretty much all the combos that have a ground 6D~A, it's possible to replace with 4D~A for the same results and an easier time doing j.214B# which is what i do Alot harder to time though. And yeah the cross-up intou Jakou would bump the damage up quite a bit. Oh and is the 236236B >2D combo corner only? I've found that I didn't have enough time to get under them and 2D with enough range for hitstun unless in the corner.
  22. I can't even guard crush people Takes too long to dish out gp breaking attacks but that does sound pretty crappy.
  23. Damage Checks. Mid-Screen Combos *5B > 3C > 236236B > (adjust) 6D~Ax2 > 6D~D > j.214B# Damage = 4415 (4695 with 5c starter) 236C > 5C > 3C > 214D~C > (Dash) 5C > 2C > 4D~A > 4D~D > j.214B# Damage = 1848 [Far] 6C (CH) > 5D~D > j.2C > (Land) 5B > 3C > 214D~C > (Dash) 5C > 2C > 4D~D > j.214B# Damage = 3321 I did [Far] 6C(CH) > 5D~D > j.Cx2(3) > (Land) 5C > 3C> 214D~C > (Dash) 5C > 2C > 4D~D > j.214B# Damage = 3642 Not sure if it works on everybody but I tested on Jin and Ragna. 214D~B (CH) > (Adjust) [6D~A x 2] > 623D > (Dash) 3C > 236236B > (Adjust) 214D~C > 5C > 2C > 4D~D > j.214B# *50 Heat* Damage = 3706 236236B (FC) > (Adjust) [6D~A x 3] > 623D > (Dash) 3C > 236236B > (Adjust) > 214D~C > 5C > 2C > 4D~D > j.214B# *100 Heat* Damage = ~6641 .My combo is better and safer Corner Combo (Opponent in Corner) Neutral Throw > (Adjust) 4D~A > 4D~D > j.214B# Damage = 2700 *214D~B(CH) > (Adjust) 4D~Ax2 > 4D~D > j.214B# Damage = 2290 (Non-Charged) Stylish 236236B > (Adjust) 236236B > (Adjust) 214D~C > 5C > 2C > 4D~D > j.214B# *100 Heat* Damage = 5582 (6D~Ax2 > 6D~A > j.214B# follow-up does 5881 damage) 236236B > (Adjust) [2D~A x 2] > 2D~D > j.214B# *50 Heat* Damage = 4620 *TK j.214B (CH) > (Adjust) 236236B > (Adjust) 4D~Ax2 > 4D~D > j.214B# Damage = 3843
  24. http://www.youtube.com/watch?v=5c6L51mcopM Jayoku > Rekkazan 4325 damage. Also why not TK j.214b#. It's stupid but honestly. who cares it's awesome
  25. Yep, Pretty much Jayoku then backdash and you should have enough range. it's a bit hard to time though but it's possible. If you want i can record it in action. Oh and not really something practical since the timing is pretty strict but 5b>3c>214d~a>5a>5c>4d~a>4d~d>j.214b# = 2763 damage
×
×
  • Create New...