Jump to content
Dustloop Forums

Flubsy

Members
  • Posts

    19
  • Joined

  • Last visited

Everything posted by Flubsy

  1. I was playing around with FC 3C today and found out you can very easily go into mode change combos off of it. Here's what I came up with in the corner: FC 3C 2C 236C~6D 2C 236D 5D 5A 623B~214B 623C sjC jD 4.4k +2 stocks(requires 2, builds 4) Depending on if you jump up forward or just neutral you either leave them midscreen or in the corner. Gets you falling jD oki and a net gain of two stocks. I practiced this on taokaka who I've noticed the other mode changes combos are a bit easier on, so this may be tricky on a a good portion of the cast, but probably not more so than the other mode change combos. A micro dash before the 5A would probably help make the combo more universal.
  2. Sorry if this has been posted, but who are the Japanese Hakumen players generally considered the best? I'm looking into exploring this character a bit and would like to find some players to look for. Who's highest dan?
  3. Great contributions everyone so far! @Tari: I added your relaunch post into the combos in the first post so people don't need to scrounge through the thread now that we're a page past the post.
  4. I edited the first post with a bunch of combos from the thread. Tons of these are more or less the same though with only one or two normals or specials different depending on the confirm/stock usage/stock production/damage/Oki. Thanks to everyone who's stuff I shamelessly ripped for the first post.
  5. Yea I guess blowing everything isn't standard, but if you're doing a 6.3k combo chances are you're ending the round. (I counted stocks in the combo I was thinking of, I guess it uses 5? Probably can bring that number down a bit at the cost of not very much damage.) EDIT: @Tari I know Azrael requires tweaking some of my combos, specifically anything using Valkyrie Astrea. 236C -> 6D needs to be delayed as much as possible due to Azraels nonsensical TINY aerial hit box. I've only played much against Bullet/Az/Tao/Relius and other than Azrael having a disturbingly small hitbox, haven't needed any changes.
  6. Speaking of 6C, if you're ready for it to hit them, FC 6C -> CT -> 5D -> 5B combos, and leads to DAMAGE. I was doing a standard GA bnb and getting 6.3k.
  7. Rapid Cancel into an Air dash seems to be the best way to combo off it from what I've seen. @Celerity I've been reping this video and here's why: It answers so many questions.
  8. This video is probably worth linking in here. A good amount of the stuff here is just stylish and far from practical, others require specific spacing, but there is tech in here that's useful. Also its stylish. Izayoi Combo Movie "Spiral"
  9. @Nard The timing is a bit loose, but its later than you'd expect. The cancel into Strike Fall feels a lot later than the cancel into a teleport. You're going to want to delay longer as a result, however in high hit stun combos too much delay can make the Strike Fall come out after they tech, so you can't wait for days. I've found that if I'm just mashing out the combo, I hit D too soon and it doesn't come out, but if I actually focus on the timing, remember to delay, its a lot easier.
  10. Alright there was some talk about making this thread on the general discussion, and I figured I had some time to put down the BNBs I've figured out so far. Regular Mode Confirms: The combo you're going to want to look for mid-screen is a normal string into: String -> 236B~214A 2A 5B 623B~214B 623B (+6 stocks) The damage here varies based off of what you confirmed obviously, but whats important about this bnb is that it builds 6 Zero Weave Stocks. If you confirm off a 2A -> 5B -> 5C, you're going to get damage in the range of 1.7k. Comparatively, jC -> 5B -> 5C as your string nets about 2.8k damage. In the corner the string confirm is much the same except make this substitution: String -> 236B~214A 2A 5B 623B~214A 623B (+6 stocks) If you use the B teleport in the corner to follow up Crusade Seraphim, you'll cross under the opponent. In this situation you're still able to reverse input the 623C Crusade Seraphim to finish the combo, but it seems unreliable(perhaps character specific? I've noted you don't need always need to reverse input, while other times you most certainly do). The Relaunch Combos: These combos all follow the basic route: (N Starter) > C move > 236B > 214A > launcher > air route > ender. Launchers: 2B > 5C - Works on almost the entire cast at most ranges. Requires close range against Taokaka and Rachel. Does not work on Makoto. 2A > 5C - Works on all characters at most ranges. Requires close range against Taokaka and Makoto. Air Route: (these are generally done from super jumping after a launcher) j.BAC - Universally applicable. Works midscreen on everyone. Hardest timing. Works at further range than any other route. Only path that has been tested to work on Noel, and is obnoxiously hard on her. j.BAAC - Slightly easier than j.BAC. Does not work on Makoto, Taokaka. Is prohibitively hard against Rachel (see j.ABAC for her). Hakumen, Valk, Bang, and a few others require no timing. j.ABAC - Variation of j.BAAC for certain characters. Suggested against Carl and Rachel. Requires minimal timing effort. Also arguably useful for Litchi or other characters if BAAC is dropping, I guess. Not sure why I have Litchi listed as a "maybe" here, but whatever. j.BABC - Easiest combo path. Only works on Relius, Bullet, Jin, Tsubaki, Platinum, Nu*, and Kokonoe. Requires literally no timing, just do all the hits as fast as possible. *(Nu requires a 2A > 5C starter to use the j.BABC path) Enders: 5A into blah into 623C > sj.C > j.D oki 5A -> 5C -> Another jump loop works off fatal counters such as 2C as the starter. Gain Art Mode: Combos in Gain Art mode vary a lot depending on how many resources you want to spend or have, so remember that if you run out of stocks half way, you may need to alter your confirm. A good example of this is the optional use of Phorizer after Strike Fall in combos. At maximum scaling phorizer still hits for 660 damage so any combo that ends and strike fall can have a phorizer at the end if you have the meter to spare. Midscreen: 5B 5C 236C~6D~214B 5B 5C jC jC 236C~214D jC jC 236C~214D jC jC 236C~D optional Phorizer ender: 236236C (4013 without ender, 4673 with, uses 4 stocks) 623B~214D jC jC 236C~214D jC jC 236C~214D jC jC 236C~D optional Phorizer ender: 236236C (3091 without ender, 3751 with) Corner: 5B 5C 236C~6D 2C 236B~214A 2A 5B 623B~214D jC jC 236C~214D jC jC 236C~D optional Phorizer ender: 236236C(4106 without ender, 4673 with, uses 4 stocks) FC 3C 2C 623C~6D 2C 236B~214A 5C 623B~214D jC jC 236C~214D jC jC 236C~D optional Phorizer ender: 236236C(4849 without ender, 5509 with, Probably not optimal, but the best FC confirm I've come up with so far, potentially longer air combo could be done but the strike fall already needs to be canceled into immediately so that's questionable if you want that ender) Comboing into Astral CH 623C -> 632146C (works midscreen and corner) 5B 5C 236C~6D 632146C (Works midscreen and corner, easier in corner however. Overdrive also makes this easier due to reduced push back on Valkyrie Astraea) 5C -> Astral Throw -> Astral Air Throw -> Astral EDIT: Combos from the thread thrown into the first post, I'm not sure what here is optimal, but these do at least all work, and for the most part they serve slightly different purposes. Throw combos: GA: Throw > CT > 5C > 236C~6D > 5C > j.B > j.C > j.B > j.C > 236C~D > 236236C - 4681 damage Airthrow > 6C > j.C > jc.C > j.236C~D [2542 damage, 18 heat] Regular: Throw > 236B~214A > 2B > 5B > 623B~214A > 623C [2828 damage, 20 heat, 6 stars] Throw > 623B~214A > 623C > sj.B > jc.BC(~D) [2762 damage, ?? heat, 4 stars] Throw > 214B > 5B > 5C > sj.BAB > jc.BC~D [2777 damage, 19 heat] Regular mode combos: 5B > 5C > 236B~214A > 2A > 5C > SJC > j.B > j.A > j.A > j.C > 5A > 5C > 623B~214B > 623C (3000 Damage / +6 Stocks) FC 2C > 6C > 236B-214A > 2B > 5C > sj.B > j.A > j.C > 5A > 5C > 623C > sj.B > j.A > j.C > j.236C 6 stars, 27 meter, 3834 dmg FC 2C > 6C > 236B-214A > 2B > 5C > sj.B > j.A > j.C > 5A > 5C > sj.B > j.A > j.C > 5A > 5C > sj.B > j.A > j.C > j.236C 4 stars, 27 meter, 3866 dmg AA CH 623C > 5B > 623B~214B > 623B [???? damage, ?? heat, 6 stars] Gain Art combos: (Corner) 5B > 236C~6D > 2C > 5C > 2C(1) > 623C > sj.C > dj.C > j.236C~D > 5A > 5C > 623B~D - 4449, 3 stars CT > 2C > 236C~6D > 2C > OD > 5C > 2C(1) > 236B > 214A > 5C > 2C(1) > j.B > j.C > dj.B > j.C > j.236C~D > 236236C - 5652 damage j.C > 2B > 5B > 236C~6D > 2C > 5C > 2C(1) > 236B~214A > 5C > 2C(1) > 6C > j.C > jc.C > j.236C~D [3764 damage, 27 heat]
  11. I was thinking about making a combo thread yesterday after I figured out some BNBs(most of which are ripped from Shimotsuki). I hesitated though when I thought about all the information I'd need to throw into the first post to make it any kind of half decent thread.
  12. Oh damn. No NA release planned? I hope this changes, game looks sick. Sent from my GT-I9100 using Tapatalk 2
  13. make nanako playable
  14. That's an interesting thought, I never even considered that this could be just a few of many new characters. Who else would they even add though? I haven't played much of the main series persona games but are there many other characters explored enough for full move sets? I've heard p3 MC isn't viable due to the way the game ends?
  15. Whats everyones thoughts on a timeline for this things release? Japan Arcade/Japan Console/NA console?
  16. If we don't get it today, how unlikely is it that we get it before next tuesday?
  17. Flubsy

    AC: Combo Guide

    Mainly I'm doing it off of a MF lvl2 low, but anti air 6P and occasionally MFlvl2(edit: MFlvl2 High) are used as well. I'm disappointing that Axl and Sol are some of the hardest, as in my local scene of 5 players, we have an Axl and a sol player. At least that means I'll need to get good at it. As far as throws, most of the time I just use them to get a coin on and follow up with pressure. @Qwerty I'll give those other strings a try, see if they seem easier. Thanks for the input guys.
  18. Flubsy

    AC: Combo Guide

    Hey guys, new Johnny player here. I'm hoping someone could give me some tips on some johnny air strings. Specifically my issue is with jKSSH Killer joker. I can consistently land jKSKS Killer joker, but post FRC they are always positioned badly, so I've been trying jKSSH killer joker, which from what I've read is a better choice most of the time anyway. The problem is that every time i do KS -> doublejump -> S it either whiffs OVER them or they tech recover too soon. Am I just not mashing out the S fast enough after the double jump? I realize this could be hard to diagnose without video. Its like i'm too much above them for the jS to hit after a jumping KS. I'm kind of expecting i just need to do it faster but I'm sort of hoping there's some brilliant tip that will explain everything for me.
×
×
  • Create New...