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kousaka

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Everything posted by kousaka

  1. there's one listed in the wiki that's similar jC FC >214C>5D>jA>jC>jD
  2. okay so theory time.. theoretical max combo damage is likely in corner jC followed by pure 236C>d bug>c bug>jC>214C loops and two supers starting with as much curse bar as possible.. in theory it do like 10k
  3. what happened was the blocked 6a> jC >214B>D bug jC seems to do reverse proration so it's the best starter afaik now.. and he goes into a single loop of 236C>D bug>C bug>jC>214C which reverse prorates a bit more, then he goes into regular j6c>236C>D bug loops followed by supers
  4. the biggest problem with jD is actually the execution.. it used to have guaranteed execution after a certain point allowing it to trade.. but quite often now people will hit you out of it despite seeing it hit..
  5. 2c actually will fatal counter.. and depending on distance you can get 5d, or 5a>6b, and according to jp wiki you can even get 6a>5d
  6. hmm not listed afaik.. there are some 3c ones but not on CH and not 100%
  7. alright Pre-reg me now for everything
  8. yeah i've been using 6a>jC>214C>d bug as well as 6a>2b>2aa>5c>d bug jC is quite beast as it also guard breaks.. you can also do 6a>jC>jD but it's not that useful since jD isn't low
  9. afaik it seems to be the same but we wont' know exact details until the new frame data is out.. the j4b is required for it to combo.. but like i said u can do a block string instead if your too far so yeah the recent vids seem to indicate that jC>214C does some reverse proration.. they now start from regular ground D bug starter, single loop of 236C>d bug>c bug>jC>214C> then proceed with j6c>236c loops in my testing i haven't really been mixing them.. i only do the jC>214C variation in corner and i go with this the whole combo but i can't reach the damage they reach in vids... and im 100% sure just regular j6C>236c loops can barely get to 6k something is weird with the damage calculations here in those recent vids..
  10. no, even just the first IAD followup is quite strict.. you have to be fairly deep when you hit with 2a.. most of the time 5d will whiff.. 5b has to be canceled asap.. careful if you plan to use this as a block string.. if they are too far they'll block the j4b and normally they'll have to block something like a j4b>5b>5d
  11. im not sure if it has changed.. you could just start from 5D though
  12. then 6A>5D>beam super>5D>JA>JC>JD also 100%
  13. hmm i see what you mean, but instead of that crappy super after a guard break.. use this for 100% curse meterless jD>land>5d>jA>jC>jD and as for them not teching.. i haven't confirmed but the ground slam hit on the B bug is supposed to force a tech
  14. but if you don't get them into another combo you've lost your 50% recurse at the end of the combo and some of your guaranteed damage
  15. guard break strings seem like a lost cause.. to use it to get a recurse means you either failed to get into a curse combo or you ended curse combo early do to this block string if you did it at the beginning to break guard to go into a curse combo that'd be okay though even though it'd be only usuable against certain characters and even then 2aa>6a bug quite often gets eaten up by uppercuts/supers i figured out some issues with C bug timing, if you do j6c>236c your c bug will not recover fast enough after j6c for you to catch them... so basically you have to choose between 236C>c bug or j6c>236c and the only time you can switch is if you did j6a>jc>j6a>236c also if you're moving the opponent forward during D bug down.. be careful not to move too far forward.. you can actually move them out of the hitbox of D bug up*sigh*
  16. yeah i cant think of anything that is fast enough, 2a>5b>5d, 2aaa>2c(rc)>5d etc.. but 5a>6b is probably better as it gets them off you which is needed.. and in corner loops for a second jD or even straight into corner 236C loops
  17. ahh i want to recurse!! but atm it's pretty easy to improv 50% curse meter at the end of combos.. im finding that im using all my bursts for gold bursts now though.... i need more bursts.. arakune should get like 4
  18. alright finally starting to get the timing on the corner jC>214C>C bug loop.. on tager it's so dirt easy.. the C bug isn't even needed.. you can just jC>214C anytime the D bug is going down had a lot of weird things happen doing it on noel though.. one time jC>214C changed sides but somehow still combo-ed on the up D bug part jC is weird, it's very easy to whiff on skinny characters during bug pressure
  19. yeah i think C bug startup is too slow if you begin curse on the end jD to continue
  20. i've been using 3aa>6a bug> 5c> C bug> D bug everything just kinda hits together at 5c.. then i usually walk foward and move the opponent during D bug down hits
  21. hehe is there a way to go straight into this combo from the normal combo starters? 3aa>6c>c bug>d bug?
  22. i think 3c is also
  23. yeah i haven't been able to ever get a FC with kune yet.. played around with gold burst today.. did standard 5d>jA>jC>jD the C bug startup is kinda long.. it's like 1 almost 2 seconds i think.. i managed to do the corner jC>214C hits.. it helps to just hold 6 the whole time.. only did it on noel today.. still more testing required
  24. i heard that some nyc peeps might be coming up to Toronto to try some bbcs? that true?
  25. well i could delete the other thread no problem, i just thought a translation of the wiki combos would be useful.. i've been testing them daily
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