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Lodrak

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  1. That works seems to work well enough, I'll go with that for now unless I see something better, thanks.
  2. I didn't see anything like this in the first post, and a quick google search didn't turn anything up... What are some of Hakumen's best combos for when you Guard Crush your opponent? I see that you can hop forward to get point blank and land a full charged 6C, I'm assuming you start from that since it does huge damage and staggers them for 60 frames, but I don't see any 6C starter combos in the first post. Maybe that's not the right route? If someone has some they could post, maybe a meterless one, corner variation, one for when you have 2 or 3 magatama, etc. Really just anything to point me in the right direction would be appreciated.
  3. You probably just need to do 2a > 5b > 2b faster, that's usually the problem, buuuuut... it could also be that you aren't hitting 5c correctly after 2b, you have to hit them at the very peak of it's vertical range (as you can see in that video) for the combo to work, it takes some practice to get it consistently.
  4. To punish Aigis' DP, if you instant block it you can just walk forward slightly and 2C FC, on normal block you can only walk up 2C if you block at almost point blank range, like when you block Megido fire and they mash on DP. If I run into Aigis players who almost always use Furious Action/Super on wakeup, I tend to just walk up and instant block.
  5. -FC 5C>2B>236B>2A>2B>236B>2A>2B>236C>236A/B [DM: 4730] -FC 5C>2B>236B>2A>2B>236B>2A>236C>OMC dash 2B>236C>236A+B *cost 75 SP* [DM: 5521] -FC 5C>2B>236B>2A>5AA>j.A>j.B>dj.A>dj.B>J.214B>236A/B [DM: 4521] -FC 5C>2B>236B>2A>2B>236B~j.214B>OMB>5C>236C+D>dash J.B>2B>236C>236A/B *cost 25 SP* [DM: 5611] -FC 5C>2B>236B>2A>5AA>j.A>j.B>dj.A>j.B>j.214B>236236A/B>OMC (2nd hit) 214214C *cost 150 SP* [DM: 6915] These combos should all start with 5C > 2C > 2B instead of 5C > 2B, I just tested all of them and they all work with the 5C > 2C starter and work from a longer range and do more damage. Grabbed the damage values for them if you just want to paste this over them in the first post... new Kanji players looking for combos need to know about these so they don't think you can only combo off of FC 5C meterless if you're within 2B range after. -FC 5C>2C>2B>236B>2A>2B>236B>2A>2B>236C>236A/B [DM: 5085] -FC 5C>2C>2B>236B>2A>2B>236B>2A>236C>OMC dash 2B>236C>236A+B *cost 75 SP* [DM: 5682] -FC 5C>2C>2B>236B>2A>5AA>j.A>j.B>dj.A>dj.B>J.214B>236A/B [DM: 4885] -FC 5C>2C>2B>236B>2A>2B>236B~j.214B>OMB>5C>236C+D>dash J.B>2B>236C>236A/B *cost 25 SP* [DM: 5859] -FC 5C>2C>2B>236B>2A>5AA>j.A>j.B>dj.A>j.B>j.214B>236236A/B>OMC (2nd hit) 214214C *cost 150 SP* [DM: 7295] PS: Quick note, the second combo is slightly harder to do with the 5C>2C starter because you have to dash a little bit more after the OMC before the 2B. It's really easy if you know this, but if you try to do it with just a microdash the second 236C will whiff. PPS: You could also add this combo under the 5C (Air hit) section, best combo I've found anyways: -FC 5C>236B>2A>5B>2B>5C>236B>2A>5B>2B>236B~j.214B>236A/B [DM: 4930]
  6. Combo thread has problems in the first post that need to be fixed. For every Fatal combo listed off of 5C that begins with 5C > 2B, you should actually be doing 5C > 2C > 2B. This has FAR more range and does better damage, though it doesn't work from MAX range, use 236 A+B for that, if you have no meter you're out of luck as far as I know. I'll do the combos with this starter and get the damage values and post them so maybe AXIS could paste them over the old ones so people stop doing these crappy FC 5C > 2B combos... Also, for FC j.C combos, just dash before you do the 2C/5C, it should work from max range. If you'd rather, you can also use the FC j.C>j.B>2B combos, you can do them from max range if you do an instant air dash before the j.B.
  7. If you hold forward or down forward while doing a OMC on the ground, you come out dashing immediately. Being able to do this holding DOWN forward is nice because any buttons you input will come out as a crouching attack, even though you're dashing while holding it down. So, knowing this, all you need to do is OMC at the earliest possible time (the last hit of 236C, when they are slammed to the ground) while holding down forward, then hit B as quickly as possible after that, and cancel into 236C again. It's really easy to do after you know you can just hold down forward.
  8. Little combo I haven't seen anyone mention yet, good damage off of 5AA confirm. Better than any of the 5AA sweep combos listed in the OP. Some variations: 5AA > 2AB OMC, 2C > 5B > 2B xx 236B~214B > 236A/B [2906 dmg, requires 50 SP, builds 9] 5AA > 2A > 2AB OMC, 2C > 5B > 2B xx 236B~214B > 236A/B [2912 dmg, requires 50 SP, builds 10] 5AA > 5B > 2AB OMC, 2C > 5B > 2B xx 236B~214B > 236A/B [3008 dmg, requires 50 SP, builds 11] 5AA > 2A > 5B > 2AB OMC, 2C > 5B > 2B xx 236B~214B > 236A/B [3003 dmg, requires 50 SP, builds 12] You can also go into 236CD like so: 5AA > 2AB OMC, 2C > 5B > 2B xx 236CD, j.B |> 2B xx 236C > 236A/B [3459 dmg, requires 75 SP, builds 10] You have to slightly delay the 5B after the OMC, 2C for the 236CD to connect afterwards, though.
  9. ^Yeah 214D sounds like a good idea, but I don't think my hands are fast enough to input it on reaction to an AoA if I'm already in down back. I'll have to try it for awhile in training mode and see if I can do it consistently. Found a reset I really like, doesn't involve wasting a burst this time. Starts like this... FC 2C>2B>5C>236B>2A>5B>2B>236B>5AA>j.A>j.A (4709 damage) From there, if you do 214B, you'll catch Neutral tech and no tech. If you double jump forward and 214B, it catches Forward, Back, AND Upward techs! You can easily OMC this into 2C>2B>236C>5AA>236C>236B if you end up in the corner for another 4562 damage, which brings the sequence to 9271 damage overall. If you end with 236AB, it does 4958 damage... for a grand total of 9667 damage, enough to kill all characters from full health except Aki and Kanji, for only 75 SP. I'll be trying my luck with this the next few times I get a FC 2C/5C and can't kill with the combo, most of the people I play seem to always use Forward or Back tech ASAP. I guess you could always just j.A three times and then try to catch them on the way down as well, but Kanji seems too slow for that to be very effective to me. Any thoughts?
  10. Found a neat reset that's probably not a very good use of burst, but whatever, fun to mess with. Starts from this combo: FC 5C>236A+B>5B>2B>5C>236B>5AA>j.A>j.B>dj.A>j.B>j.214B End that with OMB>5C>236C+D>j.B>[They tech here]>2B>236C This only works if they're within a character width or so of the corner after the j.214B, which they will be if they're less than 2/3 of the stage from the corner at the start. The trap catches Up and Back techs, forward tech will escape, neutral tech will land on the ground before the 2B hits so it isn't air unblockable, though you can could cancel that into whatever I guess if you could react to their tech/whether or not they block. I know I can't do that. If they don't tech and get caught by 236C... you end up with 5964 damage if you end with 236B, and 6364 damage if you end with 236A+B. Anyone have any ideas to improve this or any other fun resets/tech traps? Don't know what they're supposed to be called actually haha.
  11. Noticed at least one problem in the original post. For one, in your FC 5C combos, you have FC 5C > 2B > etc, but the proper combos are FC 5C > 2C > 2B > etc. Interestingly enough the damage values you have listed for those combos are actually what the combo would do with the FC 5C > 2C > 2B opening, so all you have to do is add the 2C in there. Second, for air hit 5AA combos, you can get a couple more hits in I think. You have 5AA>j.A>j.B>j.214B>236A/B, but you can do 5AA>j.A>j.B>dj.A>j.B>j.214B>236A/B for 2248 damage. Maybe this doesn't work on all characters though? I know it's what I do and I haven't noticed it failing on anyone yet.
  12. I can't get this to work at default axe level (whatever you start with/revert to over time). Doesn't build enough gauge to get the Fatal Counter B+D, though after it hits it puts you in Red Axe. My problem is the opponent breaks out of the J.C after one hit, every time, tried it on Yu and Kanji. Am I doing something wrong, can someone confirm that this combo works from default axe? I can get it to work if I start in upper green level, then I get red for the fatal counter.
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