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Mr. Cartpusher

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Everything posted by Mr. Cartpusher

  1. Good catch, now does about 3.8k on Ren, 4.2k on Senna. The man can do almost half life to the poor girl with no meter.
  2. Ah, my kinda day one with this ver. of the game, guess I shoulda read up a bit more before posting On another note, can someone with better execution end this combo with Ren for me? So far I got: 2A, 2B, 2C, j.2C, 214+B, 5A, 2C, j.2C Wondering if you can do another 214+B, 5A, 2C, then end with 623+B? Pretty much what kazukifafner was talking about a few page back with looping 2 j.2C together with Ren. I just wanna know the damage on that sucker, since it works midscreen. I like it because he is switching sides with each tackle, looks goofy, but awesome. EDIT: Found a new ender for the Rouga combo I found (9C, 2A, 2B, 2C, 214A, 214B, 5B, 214A, 214B, 5B, 5C, 623A.) instead of 623A, did j.B, j.A, j.B, 214A instead, for 3.8k without meter on Senna, 3.3k on Ren. Video of it:
  3. Yeah Mengjun, just found that infinite with Senna as well, and Chain Girl has another infinite, Her 63214+C (Whip Spin) can be chain infinitely, in the corner only, with proper spacing. Spacing is easy to do, just do a 2A, 2B, 2C combo into it, and there is your infinite. I did find something interesting with this though. Once the combo counter hits somewhere around 120-130 range (hard to tell with the whip hitting so many times, and like hell if I'm going to do 120+ reps of her other infinite), the damage goes to zero. Guess some sort of measure to prevent a kill from an infinite? Still can get a timeout though. But I'm sure it's just weird coding.
  4. Found a new possible Rouga b&b. Works anywhere, gauge-less/boost-less, 3k-ish damage. Landed it on all the current characters. 9C, 2A, 2B, 2C, 214A, 214B, 5B, 214A, 214B, 5B, 5C, 623A. The first 214A/B must be done as fast as possible, but the second one must be delayed between the A and B to combo correctly. Not going to lie, for me I only can land it 50/50, seems like a tight link to land a B after the 214B. Can only do two reps, because the 3rd bounce will make them un-hittable. He might have a stronger corner variation, doing 9C, 5A, 5B, 5C, 214A, j.214A, 5B, 214A, 214B, 5B, 214A, 214B, 5B, 5C, 623A. You use the jump-cancel from a 214A to go into a TK'ed j.214A, and since the high bounce doesn't count as one of your bounces (tested real quick by doing just 5A, 214B x2 after the TK'ed dive, then did B, C, 623A), this may be possible. I haven't done this combo in full though, so I dunno if it works yet. EDIT: Seems the other variation does less damage, and hard as hell to combo off a jump-in. Flashy I guess, due to all the rekka reps you do lol.
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