Jump to content
Dustloop Forums

cadacus_ater

Moderators
  • Posts

    248
  • Joined

  • Last visited

Everything posted by cadacus_ater

  1. Yeah, you can break Ignis in OD if you aren't careful. It's not exactly easy to do...generally have to spam Ignis pretty hard or start at low IG, but it is possible.
  2. My first impressions of CP 1.1 Jin: We can still hit 4k off of 5C crouching CH meterless, but you need to execute it super fast and microdash like a boss, lol. [CO] CH 5C > 6B > 5C > 2C > 6C > 2D, j.2C > j.C, 66 2B > 5C > 2C > 3C > 214B~C 6A CH can still combo into 5B but you might need to delay your 5B input a split second more or you could end up skipping the 5B input. Throw > DC seems better for using gimmicks than boosting damage. It does open up this corner combo for around 3160 or so (thanks to xlolxlolx): Throw > DC > 2C > TK j.214C, 3C > 214B, 5B(1) > 5C > 22C, 5B(1) > 22C [Couldn't get 5B(2) > 5C > 22C > 5B(1) > 22C to work] There is a more damaging TK j.214C corner throw combo with a single 22C for oki, but it is very very hard. Have to catch them with 6C practically as they land and then time the 6B perfectly (probably was possible with musou cancel, but as I said...it is HARD). Throw > DC > delay 6C > 6B > TK j.214C, 3C > 214B, 66 5B(2) > 22C [3204, 23] Yes, j.2C > j.C, 66 5C still works. I can get j.2C > j.C > dj.2C to combo (testing on Ragna) but the following j.C won't combo afaik. If you want a feel of how much extra time we get with Throw > DC Throw > DC > 6C > 623C > 5B is possible in the corner, lol (not optimal though from what I can tell). Bottom line...Jin just got slightly nerfed in damage...he is still pretty much the same as before.
  3. Only ways I know of to open people up without meter when they tech throws well are ambiguous cross-ups with j.2C, j.B, etc. or cross-unders, usually with AA 5B, high/low games with stuff like j.2C/{empty jump, 2B} or bait them with higher or lower risk frame traps. Sometimes you have to use really stupid strings to open block-happy people up, i.e. 5B > 6D, but they are very risky and you might be forced to eat a fat combo if they wise up fast...use sparingly, preferably with a healthy amount of HP. Could also try to 6A and fish for a CH, upon which you can use 5B to combo w/o meter.
  4. Yeah, he just neglected musou. I tried it out myself with RC > 66 2C and it looks like it could net around 3.2k in the corner. We can do a 5C variant of it with musou cancel, but it is hella tricky to time. Throw > 214B (whiff), 66 5C > tk j.214C, 3C > 214B, 5B(1) > 5C > 22C, 5B(1) > 22C gives 3161 damage and 22 heat.
  5. Using the 2C > 6C > 236C ~ 214B > 2363214C string can squeeze about 3.7k out of a 4D starter, but it still seems very height dependent. If you catch them too high they can tech in the air and might block the final hits of 214B and, in theory, block Vinum without it activating. I think it's better than catching them too low though. Depending on the opponent's hitbox, it seems to require a couple very picky delays or no delay at all for the 2C > 6C > 236C string: 4D, 236C~214A, 66 5C(1) > j.C > j.236C~j.214B, j.B, 2C > 6C > 236C~214B, 2363214C(whiff) [~3706/26%/3000 IG] Not sure whether it's my execution speed, Litchi's hitbox or something else, but I couldn't get [5C(1) > j.C > j.236C ~ j.214B, j.B, 2C] to combo without a tech before j.C or 2C. I use this version, which gets an OD Tedo at 50% hp, requires about 50 heat to start and should be universal. Damage assumes j.C is the first hit, otherwise damage is reduced by 200: 236D, j.C, CT, 236C~214A, OD, 2C > 214A, delay 66 5C(1) > j.C > j.236C~j.214B, j.B, 2C > 6C > 4D, (delay) 214B, (delay) OD632146D [6211/26%/9000 IG] Only tricky part for me is the delayed 66 5C(1), especially on Carl (but the combo still works on him).
  6. No sweat, we still get tons of damage off of CH 5C. 6C might give more, but I'd take a solid punish over extra damage any day.
  7. I found the [...6B > 236C > 214B > vinum] setup that Myoro proposed a bit tricky with it's timing/height for the vinum "glitch" and came up with a slight modification of his reset and unblockable string that I find more reliable, which nets 12.2k damage or so total (beats everyone but Tager at full HP) and builds all heat and Ignis meter required even at full hp, but you need to start with almost full Ignis meter. Corner: 5B > 3C > 236C ~ 214A, 66 5C(1) > [7] j.C > j.236C ~ 214B, (falling) j.B, 2C > 6C > (delay) 41236B, 5B > 5C(2) > 4D, (walk forward) 2C > 236C [4601/33%/3000 IG] 4D Reset Hits (vinum "glitch" is very height dependent): 4D, (walk forward) 2C > 236C ~ 214A, 66 2C > 6C > 214C walk back, (delay) 2C > 236C ~ 214B, (whiff)2363214C [3443-3507/~25%, -50%/3500 IG] Setup UB (timing can be tricky of course, but spacing should be fine, unless you are too close and Geara Act whiffs after 2-3 hits): 236D, falling j.C, (land) OD > 2C > 236C ~ 214A, 66 5C(1) > j.C > j.236C ~ 214B, (falling) j.B, 2C > 6C > AB, 5B > 4D, 2C > 236C [4095 minimum/27%, -25%/4500 IG] This all assumes vinum is completely blocked by the opponent. If they don't block it, use whatever other reset/mixup tactics you want for vinum starter. If you have 90% hp or less, Ignis should be at least barely alive after the third combo, which should allow you to attempt another 4D reset on Tager if you wish. Otherwise, she breaks at the very end of it. So far I have caused the vinum "glitch" nearly every time I tried the modified second combo. Note that without the walk back during Val Tus, and in some cases without delaying the 2C after Tus, you might have trouble on Valkenhayn, Hazama, Litchi, Carl, and especially Mu 12; as stated in the note above the combo, it is very height dependent. Don't walk back too far though, or vinum may not activate. I also found a slightly better 4D OD combo at 70% hp if they have 5k left and you don't want to bother with the vinum setup after the first combo above [need to use OD as soon as possible after 236C ~ 214A though, or the combo will drop on 66 5C(1); with 60% hp you can OD right after 4D and still get OD Tedo]. Corner: 4D, (66) 2C > 236C ~ 214A, OD, 66 5C(1) > [7] j.C > j.236C ~ 214B, (falling) j.B, 2C > 6C > 214A > 3C > OD632146D [5060/26%/5000 IG] Don't microdash the first 2C unless you aren't close enough to walk forward and hit with it. I haven't tried 214A > 214B at the end with this combo because it wasn't universal; might get more damage that way.
  8. I always use 214[7, 8 or 9] for my TKs; never had a problem with them on any character so long as they were at the proper height (very low) when I caught them with 5B after 214B. The most damage I've gotten for 5B meterless in the corner is from the following, for 3663 damage: 5B(2) > 5C > 2C > 3C > 214B, (delay) 66 5B(2) > 5C > j.214[8]C, (66) 2B > 5C > 6C > 6D, 6C > 22C, 22C Works on everyone as long as you microdash 2B (very tight) on Makoto, Izayoi, Carl (maybe Kokonoe, but I can't test on her) and Tao and delay 66 5B(2) so that you catch characters like Mu, Bullet and Carl as low as possible as they fall from 214B. Note, however, that depending on their height when you dash after 214B, you may not want to delay 5B on them at all.... For those who don't like TKs, you can get 3599 damage and 25 meter with a DP C route. On characters like Mu, Bullet and Carl, you have to delay the 5B to catch them very low after 214B, as well as delay the DP C [EDIT: On Tao, and perhaps some other characters, you have to delay 6C to connect it as well as delay the 5B catch after 623C on Tao, Litchi and any other characters which would whiff (22C, 2B); but you could always be lazy and change it to 22C, 5B(1) > 22C for less damage]: 5B(2) > 5C > 2C > 3C > 214B, (delay) 66 5B(2) > 5C > 2C > (delay) 6C > (delay) 623C, (delay) 5B(2) > 5C > 22C, 2B > 22C
  9. The only high/low games Jin really has involve 5B > 6A/2B and j.2C/empty jump > low. If you wanted to include specials he also has [6B or j.2C] > [j.214D/land > low]. Most of Jin's pressure is about catching the opponent off guard, so in a sense it sometimes comes down to extended pressure when high/lows don't work well. You also want to occasionally zone your opponent with his longer range attacks like 5C, 5D, 2D and attempt to frame trap them with things like 5C > 6B, ideally looking for a counter hit. Don't use 6B too often though, it's best to be unpredictable with it. The use of these tactics can depend on what character you are facing of course. Jin is a rather gimmicky character, when he wants to be, with many of his resets coming off of freezes or specific combos that end in such a way that you can resume pressure immediately. Probably his most used reset in the corner is stuff > 6C > 6D, reset high/low. You can also use some of his specials for decent resets, but I haven't used them much yet.
  10. Highest I've gotten with OD cancel is around 8.48k with the 6C starter combo that PozerWolf posted earlier, but in theory it could go up to 8.6k if you could get all 5 Ice Wave hits (I have yet to do so). I tried to see if I could stick a DP D > 3C at 30% hp after 623B, just before the Ice Wave, but the time decay won't let me do it. In pure OD, highest I've gotten is 8317 with 6C starter using 125 heat at 30% hp, with DP D > 3C before the Ice Wave. I'd like to use 22C~D before Ice Wave for style and a little more damage but I can't find a scenario in the corner that lets you get any decent number of Ice Wave hits after the side swap and launch, unless you sacrificed the heat gain and damage of an early Hizangeki in OD, which is less than optimal. If someone finds a way, that is awesome, but between the time decay, no gold bursts, and the changes to heat gain, I don't see Jin breaking 9k (Please prove me wrong, lol).
  11. You can microdash 5C but it can be difficult to space it to get all 5 ice wave hits, and if you miss even one of them, 9 times out of 10 it isn't worth the 5C. Mostly a risk vs reward call. My personal experience has been characters that are that thin are very particular for spacing to get all 5 hits in the corner. On Nu for instance if I microdash 5C I usually get only 3 out of 5 Ice Wave hits.
  12. Here is an alternative for Hazama: Corner, 80% HP left, 60 heat to start: TK j.214C, OD, 66 3C > 214B, 5C > 6B > j.214C, 6C > 623B, 5C > 22C, 5C > 3C > 632146C (5926/15, -75) EDIT: Won't work on Nu. This combo gives the most I've gotten for her. TK j.214C, OD, 66 3C > 214B, 5C > 2C > 6C > 6D, 5B(1) > 5C > 2C > sj.2C > j.D > j.214C, 632146C (5872/14, -75) I was hoping to get away from character specifics more than we have, but no such luck. At least position specific combos aren't quite as prolific...
  13. You can add a 5C without too much trouble before OD Touga to make it 5.9k and gain 15 meter instead of 14.
  14. Why burn an OD in the corner for a combo starting from AA, CH or crouching 5C when you can get 5.9k damage and ground oki for 50 heat? Just need a minimum of 30 heat to start...unless of course you don't want them bursting on you.... [AA, CH or CO] 5C > 6C > (hold) CT, 6C > 214B, *5C > 6C > 6D, 6C > 6B > j.214D, 6C > 22C, 22C (5925/21, -50) - Gains 20 heat before j.214D *...5C > 2C > 6C > 6D, 6C > 22C, 2B > 22C yields (5254/24, -25) Also works for CH 5B(1) > 6C...5.3k damage, but a little less heat gain.
  15. ^ So far I've only done AA 2C > 2D > stuff. Haven't done much with more vertical angles of impact yet. EDIT: For more vertical angles, you can do 2C > [8] sj.2C/sj.C > j.D, AD j.2C > j.C > 5B > 5C > 2C > 3C > 214B~C, though it might be somewhat tricky depending on spacing and your opponent's hitbox. I would suggest working on TK's (2147X input), microdashes, quick execution, the j.2C > j.C loop, and not mashing out combos. Input accuracy seems a bit more important in CP. Also might want to discontinue using sekkajin to get used to what kind of combos you can expect to use for standing, crouching and CHs midscreen. I'm not sure if they work in CS:EX, but you could also try your hand at ...> 3C > RC > 5C/2C >... for when you want extra midscreen damage without sacrificing as much meter or an OD. An example combo from CP is 5B(2) > 5C > 3C > RC > 2C > 2D, j.2C > j.C > dj.2C > dj.C, 66 5B(2) > 2B > 5C > 3C > ice car EDIT: They do work in CS:EX, but the j.2C > j.C loop version can be difficult to land on anyone but taller characters.
  16. Wow...my bad...I missed that one combo out of everything else I saw
  17. You can get more damage in the corner off of 5B if you use a CT after 236C > 214A. You have to both microdash and execute CT really fast to get it to work though. 5B > 3C > 236C > 214A > 66 CT > 66 5C(1) > j.(9)C > j.236C > j.214B > j.B > 2C > 6C > 41236B > 4D > 3C (4978/23, -25/3000) Adding 632146D at the end makes it 6013, and 6300 for OD 632146D.
  18. Meterless and 25 Heat Combos - Midscreen - [CH and CO] 5C > 6B, (66) 5C > 2C > 6C > 2D, j.2C > j.C > dj.2C > dj.C > 66 5B(2) > 2B > 5C > 3C > 214B~C (4209/37) - Omit 2C and add CT after 2D for (4664/30, -25). [CH and CO] 5C > 6B, (66) 5C > 2C > 6C > 2D, j.2C > j.C > 66 5B(2) > 2B > 5C > 3C > 214B~C (3979/35) - Midscreen to Corner - 6C > 2D, 6C > 214D~C, 66 6C > 6D, 5B(1) > 22C, 5B(1) > 3C > 214B~C (4310/27, -25) - Height dependent after 6D. Can add 5C before 22C, but very hard (4487/29, -25). - Start Position - FC 5D > 214D, 66 5B(2) > 2C > j.2C > (delay) j.C, 66 5C > 2C > 6C > 214B, 5C > 2C > 22C, (delay) 5C > 2C > 22C (3872/15, -25) - Universal, but better character specific variants exist. - Near Corner - FC 5D > 214D~C, 66 6C > delay 6B > delay j.214C, 3C > 214B, 5B(2) > 5C > 22C, 5C > 2C > 22C (4313/17, -25) - Works even on Mu-12 Rapid Cancel Combos Improved further as of Nov 10, 2013 Notes: In general, "Anywhere" combos are optimized for opponents at and between start positions; if too close to the corner, 632146C will often whiff 1-4 hits. - Anywhere - 5B(2) > 5C > 3C > RC, 66 5C > 2C > 6C > delay 2D, j.2C > j.C > dj.2C > dj.C > 66 5B(2) > 2B > 5C > 3C > 214B~C (3818/25, -50) - For those you can j.2C > j.C loop. Omit 2C for (3733/24). 5B(2) > 5C > 3C > RC, 66 5C > 2C > 6C > delay 2D, j.2C > j.C > 66 5B(2) > 2B > 5C > 3C > 214B~C (3632/24, -50) - Meant for characters hard/impossible to j.2C > j.C loop, like Bullet, Bang, Nu-13, Makoto, Carl, Platinum, Taokaka, Rachel, Noel, and Izayoi. 5B(2) > 5C > 3C > RC, 66 5C > 2C > 6C > delay 2D, CT, j.2C > j.C > 66 5B(2) > 2B > 5C > 3C > 214B~C (4042/15, -75) - If you really want to tack on a little extra damage w/o blowing all meter. After RC, you generally need to dash in as much as possible w/o dropping the combo for [5C > 2C > 6C > delay 2D] to connect. Delay 214B ender against Tager or it will whiff. These are mainly for if you want to save, or can't use, your OD. But, if you're going for the kill, you can use OD after 2D to get 5.2k damage using the standard 100% HP route farther down (-100 heat total). Throw Combos - Anywhere - B+C > 214B(whiff), CT, j.2C > j.C, 66 5B(2) > 2B > 5C > 3C > 214B~C (3573/15, -25) - Sub 6B for j.2C > j.C for (3399/15, -25). B+C > 214B(whiff), CT, OD, (66) 5C > 6C > 22C, 66 5C > 3C > 214B, 66 3C > 632146C (5137/18, -75) - At 100% HP. Omit CT and add 5C after 214B for (4682/23, -50). - Corner - B+C > 214B(whiff), j.2C > j.C > 66 5C > 2C > 3C > 214B, 5B(1) > 5C > 22C, 22C (3200/22) B+C > 214B(whiff), 6C > 214B > 5C > 2C > 22C, 5B(1) > 22C (3074/22) - Should execute as quickly as possible; can use 5B(2) at the end, but much harder. B+C > 214B(whiff), 66 5C > 6C > 623C, 5B(2) > 5C > 22C, 5B(1) > 22C (3131/22) - Easier than the former toward end; change 5B(2) to 5B(1) for easier 3071 dmg. B+C > 214B(whiff), (2C) > 6C > (hold) CT, 6C > 214B, 5C > 22C, 22C (3743/18, -25) - Omit 2nd 22C for 3.5k+ damage; omit 2C only for 3.6k+ B+C(2) > RC, 6C > CT, 6C > 214B, 5C > 6C > 6D, 5C > 2C, sj.C > j.2C > dj.2C > dj.C > j.214C (5365/19, -75) - The link for RC, 6C is very tight here. B+C(2) > RC, 6C > CT, 6C > 214B, 5C > 2C > 6C > 6D, 6C > 22C, 2B > 5B(1) > 22C (5163/16, -75) - For those who love ground oki; omit 5B(1) for (5103/15). B+C(2) > RC, 6C > 214B, 5C > 2C > 6C > 6D, 2C > 6C > cOD, 6C > 6D, 6B > j.214C, 6C > 623B, 3C > 632146C (6075/19, -100) - At 50% or lower HP. B+C(2) > RC, 6C > CT, 6C > 214B, 5C > 6C > cOD > 6C > 6D, 6B > j.214C, 6C > 22C > 5C > 623B, 632146C (7460/~28, -125) - 30% HP; thanks Shirushi! So far, Throw > RC combos don't seem worth it, unless you're willing to use 75 heat, or 100+ heat and an OD. Just 25 heat for CT seems more cost effective than just 50 heat for a RC. OD Cancel Combos 100% HP left - Anywhere - 5B(2) > 5C > 3C > 22C~D, OD > 5B(2) > 5C > 2C > j.C > j.2C > dj.2C > dj.C > j.214D, 632146C (5034/22, -100) 5B(2) > 5C > (2C or 3C) > 22C~D, OD > 5B(2) > 5C > TK j.214C, 66 5C > 3C > 214B, 66 5C > 3C > 632146C (4978 or 4941/21, -75) AA 2C > 2D, CT, OD, (66) 5C > 6C > 22C, 66 5C > 3C > 214B, (66) 5C > 3C > 632146C (4931/16, -75) - Omit CT for (4348/20, -50) AA 2C combo above seems to give the most optimal midscreen path after using 2D/6D/CT, OD at 100% HP. (...2D/6D/CT, OD, 66 5C > 6C > 22C, 66 5C > 3C > 214B, (66) 5C > 3C > 632146C) There is one other path I found that does...4-5 more damage ...but it is much harder with highly demanding speed, timing and spacing. (...2D/6D/CT, OD, 66 5C > j.D > j.214C, 66 5C > 3C > 214B, 66 5C > 3C > 632146C) - Midscreen to Corner - TK j.214D, *214D~C, 66 6C > **CT, OD, 6C > 6D, 6B > j.214C, 6C > 623B, 3C > 214B~C (5825/~24, -75) *For thin characters, this variant should work from start position to nearest corner; but if too close to the corner you may need to change the combo (a lot) for using 5B after 214B: TK j.214D, 214D, 66 5C > 3C > 214B, 66 5C > 6C > 6D, 5B(1) > 5C > 22C, 5B(1) > 22C (4320) - First 22C is height dependent, but don't delay 6D for too long. **Or [...214B, 5C > 6C > 6D, 5B(1) > 5C > 22C, 5B(1) > 22C] (4622/15, -50) - Needs 75 heat to start; OD just ends with the freeze on 623B. 214D~C can easily whiff on thin characters unless perfectly timed/spaced (impractical). Do not advise using against Nu, Valkenhayn, Litchi, Makoto (and Mu, Bullet, Izayoi, and maybe Hazama to a slightly lesser extent) unless corner is reached with 214D alone. - Near Corner - FC 5D > 214D~C, 66 6C > 214B, 5C > 6C > 6D, 5C > 22C, (delay) 5C > cOD, 5C > sj.D > j.214C, 632146C (5846/17, -75) - Corner - B+C > 214B (whiff), OD, 5C > 6C > 22C, 5C > 3C > 623B, 5C > 632146C (4538/21, -50) B+C > 214B (whiff), 2C > 6C > CT, OD, 6C > 6B > j.214C, 6C > 623B, 3C > 632146C (5303+/24, -75) 90% HP left - Anywhere - 5B(2) > 5C > 3C > 22C~D, OD, 5B(2) > 5C > CT, 66 6B > j.214C, 66 5C > 3C > 214B, 66 3C > 632146C (5320/17, -100) 5B(2) > 5C > (2C or 3C) > 22C~D, OD, 5B(1) > 5C > 6B > j.214C, 66 5C > 3C > 214B, 66 5C > 3C > 632146C (5008 or 4971/21, -75) - Closer to Corner or In Corner - FC 5D > 214D~C, 66 6C > 214B, 5C > 6C > 6D, 5C > 22C, (delay) 5C > 6C > cOD, (delay) 2C > (delay) sj.2C > j.C > j.214C, 632146C (6085/19, -75) - If too far to corner, final 6C whiffs. Change sj.2C > j.C to sj.D for easier combo (6009/18, -75). 80% HP left - Anywhere - 5B(2) > 5C > (2C or 3C) > 22C~D, OD, 5B(1) > 5C > 6D > 66 j.2C > j.C > j.214C, 66 5C > 3C > 214B, 3C > 632146C (5096 or 5059/22, -75) - Sub 6B in for j.2C > j.C for 5042 dmg with 2C. The 5B(2) > 5C > 3C > 22C~D, OD... route works on standing, but hitstun will decay quickly. Use OD when opponent reaches peak of their launch from 22C~D. 70% HP left - Closer to Corner or In Corner - FC 5D > 214D~C, 66 6C > 214B, 5C > 6C > 6D, 5C > 22C, (delay) 5C > 6C > (delay) cOD, (delay) 6C > (delay) 6B > j.214C, (walk) 623B, 632146C (6174/19, -75) - Very difficult after cOD, but can even work on Mu 12. 50% HP left - Anywhere - [CO] 2A > 5C > 6C > 2D, CT, OD, 5C > 6B > j.214C, 66 6C > 22C, 66 3C > 623B, (66) 632146C (4993/19, -75) - Corner - 5A/2A > 5C > 3C > 214B, 5B(1) > 5C > 2C > (s)j.214D, 6C > cOD, 6C > 6D, 6B > j.214C, (walk) 623B, 632146C (4838/18, -75) 5A/2A > 5C > 3C > 214B, 5B(2) > 5C > 2C > (s)j.214D, 6C > CT, 6C > cOD, 6C > 6D, [7] j.214C, 623B, 632146C (5298/19, -100) - Omit first 5C (tough) for (5318/18). 5A/2A > 3C > 214B, 5B(1) > 5C > 6C > CT, 6C > 6B > j.214D > 6C > cOD, 6C > 6D, [7] j.214C, 623B, 632146C (5526/18, -100) - Execute very quickly, tested on Tager and Mu. [CO or low AA] 2A > 5C > 6C > CT, 6C > 6D, 6C > cOD, 6C > 6D, 6B > j.214C, (walk) 623B, 632146C (5401/19, -75) [CO or low AA] 2A > 5C > 6C > CT, 6C > 6B > j.214D, 6C > cOD, 6C > 6D, [7] j.214C, 623B, 632146C (5941/16, -100) 30% HP left - Start Position to Corner - [CO or CH] 5C > 6C > 214D(whiff)~C, 66 6C > CT, 6C > cOD, 6C > 6D, 6B > j.214C, 66 5C > 3C > 22C, 3C > 623B, 632146C (7419/~33, -100) OD Combos 60% HP left - Anywhere - OD, 5C > 6C > 2D, CT, j.2C > j.C, 66 5C > 2C > 22C, 5C > 3C > 214B, 5C > 3C > 632146C (6401/22, -75) - For 5B starter, omit last 5C for around 5.8k+ damage. OD, 6C > 2D, CT, j.2C > j.C > j.214C, 66 5C > 2C > 3C > 214B, 66 2B > 5C > 3C > 632146C (6578/20, -75) OD, FC 5D, 66 5C > 6B > delay j.214C, CT, 66 6B, 5C > 6C > 22C, 66 5C > 3C > 214B, 5C > 3C > 632146C (6597/25, -75) - Use ...623B, (66) 5C > 632146C if ended near corner. OD, (TK) j.214D > 6C > 2D, CT, j.2C > j.C, 66 5C > 2C > 22C, 5C > 3C > 632146C (6759/26, -100) - Execute quickly. Alternatively, for the above OD combos (except FC 5D), you can use these paths on characters you can j.2C > j.C loop for more damage, though it can be tricky. (OD...CT, j.2C > j.C > dj.2C > dj.C > j.214C > 5C > 3C > 214B, 5C > 3C > 632146C) (OD, 6C...CT, j.2C > j.C > dj.2C > dj.C > 66 5C > 3C > 22C, 66 5C > 3C > 214B, 5C > 3C > 632146C) - Corner - OD, 5D, 66 5B(2) > 5C > 6C > CT, 6C > 6B > j.214D, 6C > 6B > j.214C, 5D > 632146C (6687/29, -100) - Simplest combo...might be optimizable. 50% HP left - Close to corner (start position) - OD, FC 5D > 214D(whiff)~C, 66 5C > 2D, j.2C > j.C > 5C > 2C > 6C > 214B, 66 5B(2) > 2B > 5C > 3C > 623B, 5C > 632146C (6059/32, -75) - Mid to long range 5D. OD, FC 5D > 214D~C, 66 5C > delay 6B, 5C > 6C > 6B > j.214C, 66 5C > 3C > 623B, 5C > 5D > 632146C (6111/32, -75) - Any range 5D. - Anywhere - OD, FC 5D > 214D(whiff)~C, 66 6C > 2D, j.2C > j.C > 66 5C > 2C > 6C > 22C, 66 5C > 3C > 214B, 5C > 3C > 632146C (6359/35, -75) - Mid range 5D only, still able to whiff 214D. OD, FC 5D > 214D(whiff)~C, 66 6C > 2D, CT, 66 5C > 2C > 6C > 22C, 66 5C > 3C > 214B, 5C > 3C > 632146C (6904/26, -100) - Mid range 5D only, or 6C will whiff. OD, FC 5D > 214D~C, 66 5C > delay 6B > delay j.214C, 66 6B > 5C > 6C > delay 214B, 66 5B(2) > 2B > 5C > 3C > 632146C (6039/32, -75) - Any range 5D; huge carry. OD, 5D > 214D~C, 66 5C > delay 6B > delay j.214C, 66 6B > 5C > 2C > 3C > 214B, 66 5B(1) > 5C > 3C > 632146C (5924/31, -75) - 214D(whiff)~C won't combo w/o FC. - Corner - OD, FC 5D, 66 5C > 6C > CT, 6C > 22C, 5C > 6C > delay 6B > j.214C, 6C > delay 6B > j.214D, 5D > 632146C (7240/29, -100) - Can start FC 5D, 66 5B(1) > 5C > 6C > CT, OD... 30% HP left Note: Damage given below assumes 5 Ice Wave hits. Usually, depending on the opponent and your spacing, you will get 4 or maybe 3 hits for 175 or 350 less damage. - Corner - OD, FC 5D, 66 5C > 6C > CT, 6C > 6B > j.214D, 6C > 6B > j.214C, 66 5C > 3C > 623D, 3C > 632146C (7811/~27, -125) OD, 5C > 6C > CT, 6C > 6B > j.214D, 6C > 6B > j.214C, 66 5C > 3C > 623D, 3C > 632146C (7709/~27, -125) OD, 6C > CT, 6C > delay 6B > j.214D, 6C > 6B > j.214C, 6C > 22C, (66) 5C > 3C > 623D, 3C > 632146C (8317/~37, -125) Will update as more are found.
  19. I just realized C followup for 214D rebounds the opponent off the edge of the screen in OD. If you have 50% hp or less, around 50 heat and you have good reads or reactions, you can probably OD to avoid damage and counter with 5D fatal for 5.8-6.2k damage...from just about anywhere. Note that you can't land the 214D(whiff)~C without OD to extend the 5D freeze time: OD, FC 5D > 214D(whiff)~C > 66 5C > 2D > j.2C > j.C > 5C > 6C > 214B > 66 5C > 3C > 623B > 5C > 5D > 632146C (6007/34) Works around start position, maybe a little farther. I've landed 6C after the rebound but it is spacing dependent; must be closer to the minimum distance of 214D(whiff): OD, FC 5D > 214D(whiff)~C > 66 6C > 2D > j.2C > j.C > 66 5C > 2C > 6C > 22C > 66 5C > 3C > 214B > 5C > 5D > 632146C (6247/34) Works anywhere. If too close to opponent to whiff 214D, try this: OD, FC 5D > 214D~C > 66 5C > delay 6B > 5C > 6C > 6B > j.214C > 6C > 623B > 5C > 5D > 632146C (5913/33) Works around start position, maybe a little farther. Or try this: OD, FC 5D > 214D~C > 66 5C > delay 6B > 5C > 2C > 6C > 22C > 66 5C > 3C > 214B > 5C > 5D > 632146C (5840/31) Works anywhere. If you don't like 5D, you can use 5C for a nice 5.9-6.3k depending on how good your spacing/timing is for the ice wave. Need a little over 50 meter though: OD, 5C > 6C > 2D > CT > 6B > 66 5C > 3C > 22C > 66 5C > 3C > 214B > 66 5C > 3C > 632146C (6306/22) Works anywhere. Can use 5B starter too, for around 5.5k+ damage minimum. If you are gutsy, go for 6C: OD, 6C > 2D > CT > j.2C > j.C > 66 5C > 3C > 22C > 66 5C > 3C > 214B > 66 5C > 3C > 632146C (6464/21) Works anywhere. I'll try to dump some stuff in the combo thread once I'm done trying more stuff out.
  20. Tried the j.2C > j.C loop on Bullet...it does not work...at all. You might be able to get it if you jump in j.2C but I haven't yet been able to connect the 2nd j.C. On FC you can't even go 5C > j.2C...it will whiff. As such, I made a few different FC OD combos, the first one specifically for Bullet (which needs to begin with her in start position or closer to corner) 80% hp, 57 heat to start: FC 5D > 214D > 5C > 6C > 214B > 5C > 6C > 6B > ODC > j.214C > 6C > 623B > 5C > 5D > 632146C (5748/18) 80% hp, needs 57 heat and carries farther than the other: FC 5D > 214D > 5C > j.2C > j.C > 5C > 6C > 214B > 5C > 2C > 22C > 5C > 6C > (delay) ODC > j.D > j.214C > walk 623B* > 632146C (5709/18) *With 90% hp and 58 heat to start, omit 623B for 5595 damage 70% hp, needs 57 heat: FC 5D > 214D > 5C > j.2C > j.C > 5C > 6C > 214B > 5C > 2C > 22C > 5C > 6C > (delay) ODC > 6C > (delay) 6B > j.214C > walk 623B > 632146C (5832/18)
  21. Thought I'd mention it seems like TK hizansen > 3C is character specific. I can't for the life of me get it to work on Mu. Also for those who want as much meterless damage as possible from 2A/5A in the corner, the most I've gotten is as follows Standing: 2A > 5C > 3C > 214B > 5B(1) > 5C > 2C > j.C > j.2C > dj.2C > dj.C > j.214C (2637/18) Crouching (edit): 2A > 5C > 6C > 22C > 5B(1) > 5C > 2C > j.C > j.2C > dj.2C > dj.C> j.214C (2820/20)
  22. Ok...Jin's damage is seriously stupid. Can get 6k+ from a crouching hit 5C with around 78 heat to start with at 80% hp left...from pretty near midscreen: [CO] 5C > 2C > 6C > 2D > CT, OD > 5C > 6B > 5C > 6B > j.214D > 66 6C > 22C > 66 3C > 623B > 632146C (6376/~28 iffy on the heat gain) If you opt for starting with only 51 heat, you can go this route instead, but you need to be a little closer to the corner for ice wave to connect after fubuki: [CO] 5C > 2C > 6C > 2D > CT, OD > 5C > 6B > j.214C > 66 6C > 22C > 66 3C > 623B > 632146C (5981/24) No time to optimize further tonight.
  23. Wait...you can go ... > 6C > CT > TK hizangeki? Jin has so many combo branches with CH, OD, etc that it's crazy. There is some sick stuff in that video. Also thought I'd ask...has anyone been able to connect CH 6A > 5B on Plat or am I right in saying that it always whiffs?
  24. Wow, there is some super efficient use of OD in that video. 7.2k at full health with 100 heat off of crouching hit 5C in the corner...I like. Looks like you can maximize use of OD if you use it after drive moves like 2D and 6D, thus avoiding OD cancel. There's quite a bit of cool stuff there...some things more situational than others but I can get behind it overall. Found a stylish, sorta midscreen finisher for 5B starter with 50 heat at full health. Need to be a bit past a start position and go to nearest corner: 5B > 5C > 2C > 3C > ODC > 66 5C > 6C > 2D > 66 5C > 2C > sj.C > j.2C > dj.2C > dj.C > j.214D > j.632146D (4666/25, uses 75 heat) If you have a little more heat and are farther from the corner, omit the dj.2C > dj.C and use 632146C on landing. So far the highest I've gotten for CH 5B OD combo is as follows... With 90% remaining hp: CH 5B(1) > 6C > CT > 6C > 214B > 5C > 6C > 6D, OD > 6B > j.214D > 5C > sj.D > j.214C > 623B > 632146C (6637/23, uses 100 heat) With 80% remaining hp: CH 5B(1) > 6C > CT > 6C > 6B > j.214D > 6C > 214B > 5C > ODC > 5C > sj.D > j.214C > 623B > 632146C (6886/18, uses 100 heat) Looking at what Ice Cube has in the combo thread, I'm doubting I can find much more for 5B starter that hasn't already been found, lol.
  25. Anyone come up with a better midscreen to corner FC 5D > 214D combo than this with sekka ender? [FC] 5D > 214D > 66 5C > j.2C > j.C > 66 5C > j.2C > j.C > 5C > 6C > 214B > 5B(2) > 5C > 22C > 5C > 22C (3970/15, Net heat is -10) Edit: Actually, I'm getting two different heat gain values, 15 and 16...probably from the speed at which I complete the 5C > j.2C > j.C loop. 22C seems really picky with the 22 input, controls feel tighter/stricter in general to me than EX.... Also, from what I can tell, it seems that 214D(whiff)~C combos need to start from around a player's start position, traveling to nearest corner...might be able to reach farther, but I'm inclined to say that would be impossible. Don't mash the C followup when doing whiff combo...you'll mess up more often than not. Learn to time it for best results. Midscreen to corner (around P2 start position to nearest corner ideally) CH 5B combo, needs 25 heat (Must execute as fast as possible or you'll run out of time on final sekkajin. Omit ending 5B > 22C for more solid oki, netting around 3.7k.) CH 5B(1) > 6C > 214D(whiff)~C > 66 6C > 214B > 5C > 6C > 6D > 6C > 22C > 5B > 22C (4050/19, net heat is -6)
×
×
  • Create New...