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narga21

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Everything posted by narga21

  1. does anyone use s.akihiko? i've been trying some shadow rampage combos near corner 5b FC 236c 4b 6c dp 2b j.b 5b 2b sj.b1 j.214b 6c 8b 4a 6a SRc 236c A uppercut B uppercut B uppercut EX uppercut 7.6k also i wrote down some of bazorx stuff from his 30 minute video. i could post it if you want to update the first post. EDIT: moar shadow rampage stuff. in every instance, 236A+B is delayed. 5aa 2b 5b sweep 236A SRc 236B 236A+B 6a A uppercut B uppercut X2 SB uppercut 5707 corner 5aa 5b 2b 236a 8a 4a 4c 6a SRc 236D dp1 B uppercut X3 SB uppercut 5750 throw lvl0 sweep SRc 236A 236B dp1 B uppercut X3 SB uppercut 4485 throw lvl1 8a SRc 236A A uppercut X2 B uppercut X2 SB uppercut 4809 5c SRc 2a 236A 236A+B 236B 6a A uppercut B uppercut X2 SB uppercut 5867 5c CH dc 5b j.b 2a 236A SRc 236B 236A+B 6a A uppercut B uppercut X2 SB uppercut 6429 FC 5aa 5b1 236B 4b 8b 4a 8a 6a SRc 236c A uppercut B uppercut X2 SB uppercut 6584 sweep 236a SRc 236B 236A+B 6a A uppercut B uppercut X2 SB uppercut 5318
  2. theres a distinct lack of 5b/2b combos starter combos which makes me a little sad so decided to post mine. sadly most of these need omc but they're good to use if you can spare it and you got a random hit. 5b 2b 236c omc dash 5b 2b j.b dj.b j.236b 236236d-c 2460 10 runs AA 5b 2b j.b dj.b j.236b(1) omb 5b 2b j.b dj.b j.236b 236236d-c 2260 14 runs 5b 2b 236c omb 214c+d dash 6b 2b j.b dj.b j.236b 236236d-c 3169 10 runs victory cry 5b 2b 236c omb 214c+d [dash 5b CL hop j.b CL]x2 dash 5b CL 2d 214d 4321 7 runs in the corner 5b 2b 236c omc 5b CL 2c 2d ( side switch here ) j.b j.236b CL 5b CLhop j.b CL 124a CL dp CL 214b CL 5d 4153 10 runs. also works with 5aa 2c starter corner 5b 2b 236c omc delay 5b CL dp CL 214b CL 2b 5b CL 5c j.b CL j.236b CL 5b CL hop j.b CL 214a CL 5d 4106 12 runs corner AA 2b 5b j.b CL 214a CL dash 2b 5b Cl 5c j.b CL j.236b CL 5b CL hop j.b CL 214a CL 5d 3255 11 runs all of these should work with 2b 5b starters as well and at max range.
  3. was wondering if something like sweep 236b b c teleport 214a delay ab 2a was possible? trying to find a 25% combo. it looks like i have enough time to combo but 2a just whiffs.
  4. may i ask why there isn't a combo thread? all this useful info is scattered about this thread when it should be compiled into its own thread. you guys are really putting alot of work but it'd be easier for newcomers to akihiko to have a specific place for this stuff
  5. since 4ab combos seem to not work on sho, minazuki, or kanji, anyone find a 25 sp alternative to it that does similar damage?
  6. i was reading the kanji thread and it got me thinking, maybe every character should explore 5a fatal combos. so i decided to make one. 5aa FC 5c 214b 4b delay j.a 2b delay 5c 2c 5d 236c/d 5aa 5b1 5c sweep dp j.dp 3849. with wing ender it gets 4509. with awaken super ender it gets 4872. works in the corner as well
  7. i have a question. i was looking at adachi's info on the download page and it says you can unlock him by completing story, but i already did that. was i suppose to 100% it? and if so, how do i? i'm stuck at 94%. not a big deal, but i was just confused when i read that.
  8. feel free to ignore this question until the game comes out, i just wanted to post it before i forget. to anyone who's played junpei, how hard is it to time clean hits?
  9. ok so i was gonna make this huge post on OD combos but ajanta ( sorry if i mispelled ) beat me to it, and with better combos at that. but there are still a few i can post. most if not all of these combos use 50 % health OD [H1] [O] CT, OD, 5b 5c 41236C, 236D, 5b, 6b, 623C, 623D, 6b, sj.c, j.d [ 4803 ] 25 MG can replsce 6b with OD rage aggressor for [ 5804 ] keep your heat level in both versions [ H1 ] [O] throw ODc 6c, 623C, 623D, 6b, sj.c, j.d [ 4035 ] 29 MG replsce 6b with OD rage aggressor for [ 5246 ] keep heat level [ H1 ] [O] backthrow, ODc 3c 41236C, 236D, dash 623C, 623D, j.d [ 4015 ] 28 MG super ender you can add 6c j.c before 623C, for [ 5148 ] near corner [ H1 ] [O] 5a/2a, 5b 5c, ODc, 5b 5c 5DD, dash 6c, 623C, 623D, super [ 5264 ] 30 MG haven't really explored FC combos yet but i'll update this with anything i find.
  10. ok i'm back with the catherine stuff. it's nothing amazing but it should be good enough for beginners. IAD = instant air dash c.5C = close 5c f.5c = far 5c also keep in mind i picked run, and the two specials, not the supers 5a 5b c.5C 2d 214A basic knockdown into oki so you can go high/low/ throw after. 5A 5B c.5C 5D 214d 2C sjc j.B j.C j.D j.214D works from about p2 position or closer to the corner. you can also just stop after 214D and do 214A for oki. works on everyone i think 5A 5Bc.5C 5D 41236B IAD j.C j.D land f.5c/2C sjc j.B j.C j.D j.214D high damaging meterless combos, but it has it's issues. the command grab has to be almost point blank so it's best to use with a jump in, because it gives you time to dash in 5a. also you might want to take out 5B or 5D to ensure they don't fall out.also the IAD part is a bit inconsistent because j.D hits so low. you can just substitute it for j.b j.c instead to make it easier. 5A 5B c.5c 5D 623Kex IAD j.C j.D land f.5C/2C sjc j.B j.C j.D j.214D combo using ex cheerleader kick. works at about p2 position. easier than the above and works from a distance farther from your opponent. if you're too close to the corner when you do it, take the IAD part out. damage on the combos vary from about 9k to 11k
  11. i learned a couple catherine combos in training. i can't remember them offhand but, i'll grind out some training mode and post some decent ones
  12. if i may, i'd like to request a couple. yu and izanagi as adachi and magatsu izanagi respectively elizabeth and thanatos as p3 nyx and messiah respectively hakumen as thanatos please and thank you
  13. i forgot about the air turn but what i meant was if they delay tech, can you do 5c j.c (yellow beat ) for knockdown
  14. I'm sorry but against good players, it seems telegraphed. it seems like they'll realize they need to delay tech after the second 5c. I'm wondering though, can you react to the delay tech with a j.c instead? like timed correctly, can they beat both options? EDIT: sorry meant to quote your post. this is about the bufu 5c reset.
  15. i read the thread and didn't see it but is there a consistent way to combo ghastly wail midscreen?
  16. i did this 5 in the morning so i was too tired to test on anyone else but while i was practicing sans' combo i did this combo by accident: 2b > j.b > j.a > j.c > 2a > 5b > 5c > 2c > b.bufu > ender i was also able to combo off j.236c with 2b > jc > j.b j.236c. requires to be higher up though and it seems a little more unstable but it might just be my execution edit: CH 2b
  17. question. i haven't seen anything about this in the combo thread but is it better to end you combos with j.DD > crescent instead of j.2DD > crescent? i was watching some vids on youtube and this guy ended his combo: 6DD j.DD crescent. the thing about it is, when he hit the ground from the crescent, he didn't immediately tech, in fact he had enough time to do 236D for what seems to be decent oki. so what i'm asking is, is there a reason why i shouldn't do this for combos that end in 6DD 2DD air ender?
  18. i got a couple things to add here. in the first post, i think theres a typo in the fir j.c CH combo. it says 236c, i think its suppose to be 236a. and i have a few combos that aren't listed i think j.b ( air hit ) > 5b > j.b > 5aa > 2a+b > 236a > 6b if you're near the corner, you can do 2a > 236a+b > B+D > 2a+b > 236a > 6b after the first j.b instead j.c CH > dash 5aa > [ 5b > j.b ]x2 > 5aa 2a+b > 236a > 6b delay the 5b a tiny bit to make it more consistent 2b anti air CH> 7 jump IAD j.b > 5b > j.b > 5aa > 2a+b > 236a > 6b this is my first post btw, so sorry if this is old.
  19. if it were his comeback ability, then liz would be A tier too. she can ( and has ) do the same thing as akihiko. i think it's his 2a that does it. it's really fast, one of the best in the game. he also don't need his persona as much as other characters. so i'm not surprised he's A.
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