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PKLucas531

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    PKLucas531
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    PKLucas531
  1. So I can do Millia's IAD combos just fine, but I'm doing 866 for the j.D IAD j.SHS portion. Is there any problem with that? It works fine at a glance but I don't know if there are any situations/hitboxes/combos or anything where this would be a bad habit to have. I mostly use j.KSD IAD j.SHS to stabilize the combo but it feels very patchwork-ey and I'd like to know if I should unlearn it. 99 or 966 for is awkward since I'm used to BB/P4A but if it's better I'll definitely learn it.
  2. I actually just tried it. All JP DLC will work on the HK version of the game, not just the colors. I put the code on my friend's JP account in case it wouldn't work so at least he'd be able to use it, but it worked just fine, not a waste of $3 at all.
  3. For the Golden Tager combos, like this: 2B(1) 5B ODc 5B 5C 3C 9D 236B 22B > Golden Tager is there some sort of trick to anything in the combo? I can do the whole thing, but my damage is pitiful, like I'm not charging it enough, but if I charge any longer they can tech. I get in the range of 6k ~ 7k when I've seen a max of 9k from 2B(1) Edit: nevermind, looked up the super on the wiki and discovered I wasn't rotating the stick for more dmg, haha
  4. I really don't feel like I did anything even though the GFaqs team is praising me for taking out Flux lol :P I'll still be on P4A from time to time hosting random 2 person lobbies, so join or shoot me an invite if you see me on.
  5. GGs to all, I was from the GFaqs team And it may not happen again, this tourney was kind of Team GFaqs "swan song" since a lot of our players are retiring so to speak, this was really our sendoff set of games.
  6. Thanks for that alternate notation, I've got it down pat now. What would be a viable combo involving SB Megido? I can easily do Boost j.B j.C 5B j.B j.C(1) j.236CD 214A j.B j.C(1) j.236D but I'd like to see if there's a ground/non-CH starter that isn't raw sweep, as good as its range is, if possible. Or just an alternate ground starter combo in general. I've already tried [optional 5A or 2A] 5B 2AB Boost j.B j.C(1) 5B j.B j.C(1) j.236CD 214A (j.B j.2B) or (j.B j.C j.236D) and I believe in both combos they tech before the j.2B or before the j.236D respectively even without the 5A or 2A at the start.Maybe taking out the j.B after the 2nd 5B would make it scale less but I forgot to try in the time I had to practice. Does Aigis have any particularly damaging options with meter besides the obvious SB Megido combos, or is excess meter left to making things like her Furious Action safe? I can't seem to combo into her supers very well after an SB Megido unless the last j.C in her staple combos has enough hitstun left for any of her supers to combo after? Unrelated: I remember playing you in BB on 360 netplay HexaNoid, your controller disconnected mid-match and I remember you thanking me for not taking the free win after beating me :P
  7. About combos involving 2AB > Orgia Boost > j.B, is the whole sequence range specific, or combo starter specific? For example, if I do it point blank I find that the j.B just whiffs, and I feel like I'm doing it as fast as possible. Would doing something like 2A 5A 5B 2AB Boost j.B work, so Sweep hits later and is cancellable to the boost faster? I feel like there's a trick to it but I don't have access to my PS3 to try.
  8. I found these, done from the match start positions(purely midscreen), tested on Jin/Hazama/Bang(too lazy to test other hitboxes) They're all variants of the same combo: 5B 5C 6A 6C Swallow Moon j.C 236B *dash* 5C 2C 214C sj.B j.C j.B j.C j.236AAA 3655 damage, 41 heat gain (when doing 5C 6A 6C the 6A has to be gatling'd immediately) 5A 6A 6C Swallow Moon j.C 236B *dash* 5C 2C 214C sj.B j.C j.B j.C j.236AAA 2823 damage, 37 heat gain 5B 6A 6C Swallow Moon j.C 236B *dash* 5C 2C 214C sj.B j.C j.B j.C j.236AAA 3492 damage, 38 heat gain 5B 5C 6A 6C Swallow Moon j.C 236B *dash* 5C 2C 214C sj.B j.C j.C j.D(Hammer) 5C Cure Dot Typhoon 5147 damage, Uses 50 heat, regains 44. You can start with 6 heat and build the meter for the super ender. I'm VERY bad at doing Hammer Loop/Hammer Loop Variants, so these can probably be optimized further. But from starting positions(P1 and P2) they give corner carry, can go into your oki ender of choice(like 214C -> 236B -> 214B) and it looks to be more favorable than other midscreen BnBs. I dunno if 2B instead of 5C lets you pick up from farther away, to allow it to combo from outside of dead center midscreen or closer to the corner. I also think that doing 5C j.B j.C j.C j.D(Hammer) after 236B would allow for a Hammer Loop, whereas during the combos I posted they tech during the 2nd rep, you can't even do Air Persia ender if you throw in a hammer. I never see anyone do 6A 6C gatling, so I hope these are something new. EDIT: If the combo doesn't work on a character try doing 5B 6A, although 5B 5C 6A seemed to make it easier on some characters.
  9. Is the Hammer Loop + Variants the only reliable way to combo into Cure Dot Typhoon(when it's worth it?) I can't figure out much else that goes into it, and if I have the meter I'd like to spend it on possibly extra damage if there's something else and I don't have a Hammer.
  10. Is there any specific timing to getting 22C to come out after 6C in the corner? Since I just got her today I tried doing 5B 5C 236B 5C 2C 214C *6C 22C* 5C Air Combo1 but I always mess up at that part. I don't really like dropping a whole 1k of damage for the simpler 214C Air Combo 1 combo. The notation says to back up a little, but the 22C always comes out but whiffs.
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