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Tsnow

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    Gorilla_Brigade

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    GorillaBrigadeJP
  1. I've been trying to experiment with different stuff after 66C cancel into fireball (on hit and on block). Heres what I have so far. http://pastebin.com/B3YUZWxz Merkava Converting off of 66C xx 214A/B All damage values calculated with Vorpal ON, against Akaktsuki. 1. Anywhere - CS 66C xx 214A/B xx CS > 6D > j.C > j.2C > 2CC > j.C > j.A > j.B > 66C ~2700 dmg & oki The above is ONLY if the 66C connects! The combo is cut short due to the fireball using up one of your OTGs! This is not really the combo you want! (explained later on.) Confirming off of 66C varies GREATLY on spacing. The above is the simplest version that works anywhere on the screen with just about any spacing and at just about any height. Depending on the distance you may need to use 214B instead of 214A, though in my admittedly limited testing it would seem that 214A is often the correct choice. Spacing/Height allowing, you can do different routes off of the 6D > j.C (i.e. 6D > j.C > j.A > j.B > 66C) 2. Anywhere - CS 66C (blocked) xx 214A/B xx CS > 6D > j.C > j.2C > 2CC > j.C > j.A > j.B > 66C > 2C > 4B ~3000 dmg & oki This what you want to happen! The goal is to get you opponent to attempt to mash after 66C is blocked and counter them with fireball. In this scenario the fireball is really the first hit of the combo allowing you to get a 2nd 2C OTG. This gives you some added damage and the joy of beating your opponents mash, which may put them on tilt or otherwise help you condition them. All of the spacing restrictions from the first combo still apply.
  2. Hi, these are my notes on what I do on raw 236C. http://pastebin.com/JQ3wjuUG Merkava 236C Starter Combos All damage values were calculated with Vorpal ON, against Akatsuki. 1. Midscreen - 100% Meter - CS 236C > 6C > 214B xx CS > 6D > delay j.C > j.2C > 2CC > j.C > j.A > j.B > 66C ~4200 dmg & oki 2. Midscreen - 200% Meter - CS 236C > 6C > 214B xx CS > 6D > delay j.C > j.2C > 2CC > j.C > j.A > j.B xx j.214C ~4600 dmg no oki 3. Opp In Corner - 100% Meter 236C > 5C > 4B > 2CC > j.C > j.A > j.B > 66C ~3900 dmg & oki 4. Opp In Corner - 200% Meter 236C > 5C > 4B > 2CC > j.C > j.A > j.B > 66C xx j.214C ~4500 dmg no oki 5. Opp In Corner - 100% Meter - CS 236C > 5C > 6C > 214B xx CS > 6D > delay j.C > j.2C > 2C > 5C > 4B ~4100 dmg & oki 6. Opp In Corner - 200% Meter -CS 236C > 5C > 6C > 41236C xx CS > 2CC > j.C > j.A > j.B > 66C > 2C > 5C > 4B ~4500 dmg & oki 7. Opp In Corner - 200% Meter -CS 236C > 5C > 6C > 214B xx CS > 6D > delay j.C > j.2C > 2CC > j.C > j.A > j.B xx j. 214C ~4700 dmg no oki Notes: The timing on 214B xx CS > 6D > delay j.C is somewhat strict. Hitting the opponent with the j.C too early after the 6D results in the opponent recovering on the ground after the subsequent j.2C before you can continue the combo. A late j.C will simply not connect resulting in an air tech. Here is a trick I found useful for more consistently being able to execute the timing (your mileage may vary). Notice when chainshifting that on the left or right side of the screen (1P & 2P respectively) a line of text appears announcing that you've chainshifted. In the combo(s), following the chainshift of the 214B, immediately 6D and attempt to have the j.C connect right as the opponent falls past that line. This increased my personal reproducibility of the combo by at least 50%. The chainshift on 41236C must be done at the end of the drag animation but before Merkava takes off into the air again for the final slam.
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