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Partialartist

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Everything posted by Partialartist

  1. Is the only change to the A ice blade less recovery, or does it have less hit stun? I posted a combo in the CT thread, that's tough to link consistently, but a few more frames would make it viable. I could see something like this working. Back throw > 236A > 66C > Dash > (s)j.C... Edit: From what I've read, 2C is also faster. In CT, you can do 236A > quick dash 2C from a neutral throw, but not from a back throw. Back throw pushes the opponent too far away. It sucks on the neutral throw, because if you try to do an air combo, it's very tough to get enough height to end with an ice car. I think the 236A on the back throw hits them lower, so the improved recovery + faster 2C might make it linkable, as well as making it possible to end the air combo properly.
  2. Ooh, relegated to the archives. I suppose it was time. Anyway, new throw combos. Back throw > 214A > 5C > 2C > 6C > pause > 632146D > 66C > 623A/B Requires 31 heat, does a little over 3950. The next one requires 33 heat and does 4160 damage, but is tougher to link. Back throw > 236A > 66C > pause > 632146D > 66C > 623A Only tried on Ragna.
  3. I keep fighting you on my first matches of the day. Give me some time to warm up, so I don't get beat as badly!

  4. I remember fighting you. Add me, or I'll add you, and we'll do some player matches sometime.

  5. Hey. I think we did fight. Can't remember who smoked who, though.

  6. I just realized it's possible to RC ice blades, which means you can do CH 236B > RC > 2D etc., for the same damage as the 236A version. You just need 54 heat to do the full combo. Edit: Looking at that again, landing a CH isn't even necessary, if you're fast enough. 5B > 5C > 236B > RC > 2D etc. works on characters with fatter/taller(?) hit boxes. Requires at least 56 heat... 5B > 5C > 236B > RC > 2D > 6C > dash > 5C > sj.C > j.C > 214D > 2C > 623B > 623A Does 4350 damage. With 40 heat, you can end with a 214B, for 3681 damage and a knockdown. Re-edit: Works on Haku, Tager, Tao, Bang, Litchi, Arakune and Nu. Works on crouching Ragna, Carl and Rachel. Edit again: A better option, compared to the 214B version. Requires 31 Heat, does 3817 damage 5B > 5C > j.B > j.C > j.D > 6C > wait > 214D > 6C > 236D> 5B, as they land > 5C, which can be blocked, but eliminates their wake-up options. Continue with corner pressure. The landing and blocked hit can be whatever works best for you. I suppose it depends on how many hits the 236D does. All 3 hit on Tager, so you can slip a 623A in there, for ~3.9K. Final Edit: Okay, some of this is pretty silly. Make use of what you can.
  7. They're just combos I stitched together. Their practicality is up in the air, but the consensus is that combos leading to knockdowns are better. I just put them out there, because they're options. Never hurts to know more combos, as long as they're not terribly impractical. Edit: Got hit with the CH 236A combo earlier today (I think by TetsuyaHikari). Now I know what it's like to be on the receiving end of it. It hurts.
  8. That's basically my work week, so no go. Eh, I'm sure we'll find time to spar, sooner or later.
  9. Hey, IllogicalDreamr. I remember playing with you, way back when. I played Ky and my cousin played Pot. Wish I could come to the gathering, but my work schedule won't allow it. If you or anyone else is free on a Wednesday or Thursday, though, I could host. We're in Somerville, close to the red line and several of buses, and have GGAC and BBCT, plus a bunch of other fighters.
  10. CH 623C > Dash > 5C > sj.B > j.C > j.D > 5C > sj.C > 214D > 2C > 623B > 623A Does 3135 damage. Requires 6 heat.
  11. Or that, yeah. Just putting those out there. I don't know why, but I like how high the first throw combo leaves the opponent. It feels like it's easy to keep tabs on where they're going to end up, plus it eliminates the wakeup DP option. If someone had heat, I'd prefer them high in the air than on the ground, most of the time.
  12. All of which is largely pointless, since CS is here/on the way. I hope they at least put CT characters in as EX's, on the console version. Edit: Just to compile the combos on the bottom of the last page, minus the commentary. On crouching 6B > 5C > 6C > 2D > 6C > Dash > 5C > sj.C > 214D - 3912 damage 6B > 5C > 6C > 2D > 6C > Dash > 5C > sj.C > 214D > 2C > 623B > 623A - 4514 damage 6B > 5C > 6C > Dash > 5C > sj.B > j.C > j.C > j.D > 214D > 2C > 623B > 623A - 4131 damage CH 236A > 2D > 66C > Dash > 5C > sj.B > j.C > j.C > 214D > 2C > 623B > 623A - 5318 damage Back Throw > 214A > 5C > 2C > 6C > Dash > 623A - 2821 damage, 22 heat On Ragna, Noel, Arakune, ?? Back Throw > 214A > 5C > 6C > Dash > 5C > sj.B > j.C > j.B > j.C - ~3200 damage, 25 Heat Back Throw > 214A > 5C > 6C > Dash > 5C > 623B - 2889 damage, 22 heat
  13. Here's a fun one. On crouching... 6B > 5C > 6C > 2D > 6C > Dash > 5C > sj.C > 214D - 3912 damage The second 6C and following 5C have to be done low to the ground. Most of the time, they'll fly across the screen, but some will stay in the same corner, so you can tack on some damage. If you manage to end with 2C > 623B > 623A, it gets 4514 damage. Won't work on Carl. Harder on some characters than others. Then again it's easier to connect with... 6B > 5C > 6C > Dash > 5C > sj.B > j.C > j.C > j.D > 214D > 2C > 623B > 623A which does 4131 damage. Since I'm dealing with impracticalities anyway, here's another. CH 236A > 2D > 66C > Dash > 5C > sj.B > j.C > j.C > 214D > 2C > 623B > 623A Does 5318 damage. Edit: Here's a throw combo that works on Noel, Ragna and I think 2 other people, who I'm forgetting. Back Throw > 214A > 5C > 6C > Dash > 5C > sj.B > j.C > j.B > j.C Does a little over 3.2K and builds 25% heat. The lack of a knockdown sucks, but the damage and heat are good, for a throw. Re-edit: Looking back through the pages, a couple of these might have been posted in some form. I'll leave them, since they have numbers attatched to them. Here's another. Mid-screen. Back Throw > 214A > 5C > 2C > 6C > Dash > 623A - 2821 damage, 22 heat Won't work on Carl. Practicing this one with the opponent teching forward, I noticed you can do a 236C that's completely undetectable, until the opponent is on top of it, though I doubt someone's just going to fall into it. Can't tell how safe it is, but there might be some use for it. Variation for the Ragna, Noel, Arakune, ?? combo. Back Throw > 214A > 5C > 6C > Dash > 5C > 623B - 2889 damage, 22 heat Don't like this one too much. It does less damage than the other character specific combo and leaves you in a slightly worse position than the combo above it. Unless you do it in a spot where you can land a 623A afterward, I wouldn't use it.
  14. It's pretty straight forward.
  15. Sure, but you don't have to. Well, you do, if you want the 5C after you land, but you can also just go for 5B->3C.
  16. I put that in there, because the first time the combo was shown it was off of a 6C launch. I wasn't sure if that aspect was giving you any problems, so I put it in, for good measure. Connecting the j.C and the 5B isn't terribly difficult, on the first combo. The height of the freeze was the only thing that made me screw up the combo, which is why I mentioned the part you put in bold.
  17. You don't need to dash after the j.C, on the first one. Just make sure that, after the 6C, you let the opponent drop a bit before connecting with the 5C. Otherwise you could dash in on them while they're still in the air. With the second one, you have to delay the j.C as much as possible. The timing is pretty tight.
  18. Yeah. If it's blocked, you RC and try not to get punished.
  19. It's making sure a move connects, before continuing with a combo, particularly when following up with a move that would be stupid to do if your opponent was blocking.
  20. Actually, I mean sj.C> fall a little> j.C, no jump cancelling. Look at the recent video where Arakune did 9300+ damage to see what I'm talking about. It was a corner combo. Edit: It reminds me of Ky's dust combo vs. Pot, where he would land a j.HS on the right frame and be able to land another one before he hit the ground.
  21. Do it at roughly the same time as a whiffed 214A. It'll catch them before they land. Some characters are smaller/floatier, so you have to do it a pinch later. I got the idea when I saw a video where Buppa ended a match with throw> 236A> 623A and figured there were other ways to follow it up.
  22. In some recent Hakumen videos, I think the player was Kaqn, he was comboing his new j.C into itself, off of a super jump. I was wondering, seeing how similar Jin's new j.C is, if he could do the same thing. Or are the move properties different?
  23. Bump, in case my edits were overlooked. Any opinions on that throw combo? Looking at the list on page 5, the B version does the most damage outside of the corner, except the long sekkajin combo, with the D version having the potential to beat it.
  24. I was able to connect with this. 5B(2)> 5C> j.B> j.C> j.D> 236D> dash> sj.B> j.C> 214B If you're going to use 25% heat in the combo, you might as well do something like this. 5B(2)> 5C> j.B> j.C> j.D> 6C> pause> 214D> 2C> DPs/airgrab It's more damaging than the first one and has the advantages mentioned a couple of posts up. Edit: Also note that the first one requires 9% heat to execute, while the second only requires 7%. Double edit: This is just something I hobbled together. In case you ever land a far, non-CH 6B... 6B> quick dash 5B> 3C> 2B> 5C> sj.B> j.C> j.D> 5C> 623A The timing on the 5B is very tight, but it gets around 2.4k. Here's another. Forward throw> 236A> 6C> Dash> 623A Does 2514. Another variation is... Forward throw> 236A> sj.B> j.C> j.C> 214B/D Does 2786/2866, respectively. On floaty characters, the 236A has to be delayed slightly, which increases the odds that the 214D will hit them forward, instead of backward, meaning you can squeeze more damage out of the combo. Double DP follow up does 3235. Requires 6% heat. Works with Haku-men, V-13, Bang, Jin, Ragna, Noel, Taokaka, Tager and Litchi. Can be done against Rachel, if you alter it to... Forward throw> 236A> sj.B> j.B> 214B/D Impossible against Carl and prohibitively difficult against Arakune.
  25. So, before the 2C-> Grab/DPs, the combos break down like this: CH 6B -> 6C -> 2D -> 6C -> Dash -> 5C -> j.C -> j.C -> 214D 9 hits, 4032 dmg, 4210 with 2C CH 6B -> 6C -> Dash -> 5C -> 6C -> Dash -> J.B -> J.C -> DJ.C -> DJ.D -> 214D 10 hits, 3947 dmg, 4084 with 2C The one I posted scales a little better. Either is fine, if the opportunity presents itself.
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