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someonewhodied

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  1. OLD COMBOS STILL WORK. This thread will hold both combos from both pre-patch and post-patch. I will put a * next to combos that don't have their damage/heatgain values yet but have been tested to work. Notation:[table] >Cancel |>Link After landing from Aerial Move jJump djDouble Jump sjSuper Jump ADAir Dash IADInstant Air Dash jcJump Cancel sjcSuper Jump Cancel CHCounter Hit FCFatal Counter RCRapid Cancel [ ]Hold Input (N)Attack must deal N amount of hits [???] xNRepeat ??? N amount of times DMGDamage CTCrush Trigger[/table] Combo Format The combos are written in this format: [starting Form] Combo (Damage, Heat gain/Heat used) Easy BnBs [Dia] 2B > 6B > 5C > 3C > 236D (1703, 12/0) [Luna] 2B > 6B > 5C > 236B > 22A > 5DD > 4DD > 236D (2446, 17/0) [Dia] 5DD > 4DD > 236D (1333, 9/0) [Luna] 5DD > 236B > 22A > 5DD > 4DD > 236D (2041, 14/0) [Dia/Luna] Anti Air 6DD > 2DD > jDD > j2DD > djDD > dj2DD > dj214D(2051/2463, 14/17/0) [Dia] Throw > 6DD > 2DD > jDD > j2DD > djDD > dj2DD > dj214D(2644, 23/0) [Luna] Throw > 6DD > 2DD > jDD > j2DD > djDD > dj2DD > dj214D(2895, 20/0) General Combo Info All 2B starter combos can be done with 6B Starter. All 6B Starter Combos can be done with 5C starter. j.ODc and ODc are different. j.ODc is cancelling jump startup with an OD to extend duration. CHARACTER SPECIFIC COMBOS CHART (If you can make sense of it. I wrote it in my own shorthand but there is a key above to help people try to understand it) Mid-screen: A normal B normals [Luna]2B>6B>5C>236B~22A>3C(1)>236D~C~22A>6A>j.C>j.2C>2DD>214D~22A>214D~22A>662D>623C (3215, 22/0) [Luna]6B>3C>214B>5DD>214D~22A>2DD>236D~22A>5DD>236C (3809, 27/0) [Luna]6B>3C>214A>5DD>214D>66A>2147D>66A>4B>2DD>j.DD>j.2DD>j.214D(SMP) (4460, 32/0) [Luna]6B>3C>214A>66A>4B>6623C>446A>2C>j.DD>j.2DD>dj.DD>j.2DD>j.214D (4540, 32/0) [Luna]4B>2DD>214D~22A>214D~22A>66DD>2147D>66DD>2DD>623C (3046, 21/0) [Luna]4B>6623C>443C>214B>665DD>214D~22A>214D~22A>6C>236C (3603, 25/0) C normals *[Luna]5C(FC)>236B~22A>delay 5DD>66>5A>3C~22A>6A>4B>2DD>214D>665C>2C>623C Drives [Luna]5DD/4DD>236B~22A>3C(1)>236D~C~22A>6A>9j.C>j.2C>2DD>214D~22A>214D~22A>662DD>623C>2366D (3008, 21/0) *[Dia]4DD~22A>2A>6B>5C(2)>236B~22A>5DD>236D Specials Throw Air Throw Corner:A normal B normals *[Luna]6B>5C>236B~22A>236D~22A>5DD>214D>66A>2147D>6A>6C>236D>66B>236C>6A>623C C normals *[Luna]5C(Rollpunish)>2C>6C>CT>236D>66B>214D~22A>214D~22A>236C>5C>2C>623C>3C Drives Specials Throw *(Near Corner)[Luna]BC>214D~22A>236D~C~22A>6A>5C(4)>6C>236D>236C>6A>623C Air Throw Overdrive Combos:A normal B normals C normals Drives Specials Throw Air Throw
  2. Stole something from there to create this beauty: 5CFC(1)>CT>236C>214A>66A>2147D>66A>6B>623C>2DD>6C>236D>OD>66214D~22A>4B>632146D>632146D 9151 Damage, 125 heat.
  3. Luna: [Luna]5CFC>236B>Delay3C(1)>236D~C~22A>5DD~22A>5DD>4DD>214D~22A>236D>236C Dia [Dia]5CFC(1)>3C(1)>236D~C~22A>2B>2C(1)>9j.C>j.2C>2DD>4B>2DD>214D>66A>623C>236D oki
  4. Corner airgrab: j.BC>j.236A(Before the actual hit)>falling j.B>6A>623C>2B>5B>5D>oki
  5. Oh yeah I've been doing that sometimes when i remember to. The best part about this is if they don't tech the sicle oki, you get 214D~22A>214D~C oki instead.
  6. Anyone that knows how i play knows i like jumping around with 63214B here is one of my confirms for purely midscreen: 63214B(CH)>5B>5C>236A>236B>63214A~B>5D>j.B>j.236B>j.236C>665B>4B>41236D~A>421D>663C>2D>Delay 6C>66A>623D
  7. RIP Wrist again. This is like the 4th time i've twisted/bruised something while playing stick this week. Theres gotta be a better way of playing.
  8. I find dia 6C>act parser 44 to be a great tool for keeping the doll away.
  9. If you need commentaters, I'd be down. Skype commentating 4 lyfe.
  10. Crossup setup midscreen: ItsuuB>5B>5C>2C>3C>236A>236B>236C>5D do charged kanchan right after activating staff and the staff will be at just the right distance to hit twice RIGHT as you cross them through and combos into charged kanchan. Just a neat little gimmick, nothing to abuse constantly.
  11. If you time it too early or too late, the first part of the 236D won't catch jump startup. Its when it comes back that its unblockable with the j.B
  12. also i sorta goofed in that video. If you do 5C>4D>Dashunder its DPable normally. You need to do 5C>2C>4D>Dashunder If you add the extra height, you can cross them over as they wakeup.
  13. it works on anyone
  14. Huh, i didn't have a missile route before for midscreen B persia. also corner item cycle combo, works for any item except presentbox and bombs. https://www.youtube.com/watch?v=0OfVXbKMsTQ
  15. https://www.youtube.com/watch?v=HXGoCHutx3k Here is a combo idea I've had. Its not optimal but the beginning looks cool :3 https://www.youtube.com/watch?v=r4psn5sUo_E and a standard corner confirm combo.
  16. Here is a fun combo+oki setup https://www.youtube.com/watch?v=qiArNcmx6vU and a tager specific combo: https://www.youtube.com/watch?v=jiy432q7HFw
  17. https://www.youtube.com/watch?v=1KDFt9phzcg This 5CCH combo should work postpatch and here is a video of my current one that I've posted here. https://www.youtube.com/watch?v=eYOjxVWdygE Midscreen 5CCH: 5CCH>[22B]>3C>]22B[>6A>6C>8D>j.236D>22B>5B>2C>6[A]>6>236B 5361 damage.
  18. Oh that 22A was a mistake. I make those small mistakes all the time That route is just for carry yeah.
  19. Yeah it doesn't work on all characters. Its a backup route if you mess up the 5D~A>66>3C>6D~C>2D~A ender
  20. Here, from my post in the "general" thread And for midscreen 2B(Dia) i usually go: [Dia]2B>3C>22A>6A>766j.B>j.C>421C*>6DD>2DD>214D>2DD>6C>236A(or 236C if near corner) *its 623C but your opponent crosses you over (though its not really noticable). You do the attack animation backward but it still hits them forward from how you were originally facing.
  21. corner overhead combo: 6A~B>3C>6D~C>2D~C>4~6B>2C>5C>6D~C>5D~A>66>3C(Crossunder)>5D~C>6C>2D~A>5D~28D 5735 damage from overhead. Builds 33 heat before super. 5C or 3C starter, Character Specific: (5C>CT>)3C>2D~B(1)(Second hit whiffs)(Crossunder)>5B>3C>5D~C>5C>6D~C>2D~C>4~6B>5C>6D~C>5D~A>2D~A or 2D~28D
  22. So nem and me are teaming up. Team Murakumos! Whooo!
  23. That route is pretty outdated now honestly X>236B>3C>236D~C~22A route is more optimal for heat gain, corner carry, and damage. And the only character that it won't work on is rachel.
  24. in the corner: 5C CH>22B>5C>9D>2C>6C>dj.2C>j.236D>j.5C>j.2C(whiff)>6[A]>22B>5B>5C>6[A]>6B>236B>5C>214214A>9D~236D>236C 7770 damage, 50 heat, builds required meter. Midscreen: 5C CH>7D>236C(Bullets whiff)>6C>dj.2C>j.236D>2C>iad j.B>j.C>j.6D>j.236D>236B>(if near corner 5C>6B>214214A>9D~236D>6(1))
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