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Shikyo

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  1. Yeah, I just list for max damage. You can modify them all for B Coup pretty easily if you don't want max dmg, most of the time just like you said. Just for finishing others off or if oki just isn't in your style for some reason(though it should). Some players also prefer guaranteed damage over potential damage, and these could also be used to end the round. That's not really essential, the different routes are. Still, you can do some airtech mindgames with even these. Thanks alot for helping me with timing the OMB, now it works pretty consistently already. Here's an example midscreen OMB combo against a crouching opponent, no CH: 5B > 2AB > A Coup > OMB > [6B] > [2B] > 2D > [5B] > 2AB > C Bufula > [5B] > 2AB > B Coup for 5283 damage. Surprisingly powerful. Burst worth spending at the start of the round for this? o_O It's sort of listed but in the midscreen section and incorrect notation. Anyway, this is the corner 2A combo that can be used as an unreactable 50-50 mixup along with instant overhead when you have 50 meter: 2AAA > A Coup > OMC > 2AB > B Coup > 2A > 2B > C Bufula > [5B] > 2AB > A Coup for 3049 damage. More dmg meterless off an air throw CH near the corner: AT > [5B] > 2AB > B Coup > 2A > 2B > C Bufula > [5B] > 2AB > C Bufula > 2AB > A Coup for 5045 damage. A good instant overhead combo in the corner: j.B > OMC > [j.B] > j.C > 2D > [5B] > 2AB > B Coup > 2A > 2B > C Bufula > [5B] > 2AB > A Coup for 3973 damage. A good instant overhead combo midscreen: j.B > OMC > [j.B] > j.C > 2D > [5B] > 2AB > C Bufula > [5B] > 2AB > B Coup for 3517 damage. There's a few routes I haven't properly experimented with(ex. 2B > C Bufula > [j.B] > j.C > 2DD > [4B] etc. when 2B > 2D gives them enough time to airtech) but her combos feel generally simple to map out. I really like how I can memorize just a few things and it works for just about all her combos no matter the situation.
  2. You cannot do OMB off A Coup, it misses. Unless I am bad. For the corner, this works vs crouching, no counter hit: 5B > 2AB > B Coup > 2A > 2B > 2D > [j.B] > j.C > C Bufula > [5B] > 2AB > C Bufula > [5B] > 2AB > A Coup for 5011 damage. The same combo works against standing as well if you start with [5B], of course, doing 5221. This is way more than any other meterless corner combo listed here off that starter. By the way, at this point the combo scales so much that if you end with C Bufudyne and they tech as soon as they can, they get hit by it after the tech and if they don't tech at all it combos. Good luck. Same is of course true for a sweep combo, so off a non-counterhit sweep near the corner you can just go: 2AB > B Coup > 2A > 2B > 2D > [j.B] > j.C > C Bufula > [5B] > 2AB > C Bufula > [5B] > 2AB > A Coup for 4548 damage. A significantly more damaging 2B counterhit antiair combo when you are a bit closer to the corner than midscreen and hit them deep enough with 2B is: 2B > [6B] > 2AB > B Coup > 2A > 2B > 2D > [5B] > 2AB > C Bufula > [5B] > 2AB > A Coup for 4495 damage. [j.B] > j.C > C Bufula version does 4353 damage. By the way, here's my perfectly optimized Mabufudyne corner combo off [5B] FC. I haven't seen this exact one anywhere so hopefully it's not widely known: [5B] > 2AB > OMB > [6B] > 2AB > B Coup > 2A > 5B > [2B] > 2D > [5B] > 5C(15) > Mabufudyne > 2A > Getsui Ei > C > Myriad Arrows B(hold) > C > D > (Kick gets released) > D Bufudyne It does 10077 damage. You need to delay the C after the Getsui Ei so that all the ice doesn't land or it drops. Just the higher ice can land, the lower ice needs to whiff. It builds about 15 meter before mabufudyne so you can start it at 85 or so.
  3. For a midscreen sweep FC, assuming you have a backcharge, it's better to do: 2AB(FC) > B Coup > OMC > j.DD > [5B] > 5C(15) > 5DD > [4B] > 2AB > C Bufula > [6B] > 2AB > A Coup for 4850 damage. On the same note, for a midscreen [5B] FC combo, when you want to use the meter for OMC, it's probably best to do: [5B] > [2C] > [5B] > 2AB > B Coup > OMC > j.DD > [5B] > 5C(15) > 5DD > [4B] > 2AB > C Bufula > [6B] > 2AB > A Coup for 5547 damage. You need to hold the 2C and then delay the second [5B] for as long as possible(until they're almost lying down on the floor) or the charm will miss and you really don't want it to. Note that this generally is not a meter efficient combo as you can do very close to a similiar amount of damage without OMC, although the charm does make it a lot better. I'd generally use this if I'm near full meter and hence don't want the charm to go to a waste. These aren't even that difficult after you get the beginning down, they're rather simple to time and flashy as all hell to people who don't know Mitsuru that well. They won't work if you're close to the corner, in that case you of course just go for a corner combo without the need for OMC. I guess the most difficult part is getting the end right after the 5DD. I'll try to figure out an optimal OMB combo off 2AB(FC) midscreen. I tried for forever to do something with: 2AB > OMB > [6B] > [2B] > 2D > [j.B] > j.C > C Bufula > [5B] > 5C(15) > 5DD > [4B] > 2AB > C Bufula > [5B] but the combo drops here. I guess C Bufula > B Coup would be possible, didn't try. Probably not worthwhile. A good combo that's much easier and more consistent: 2AB > OMB > [6B] > [2B] > 2D > [5B] > 5C(15) > 5DD > [4B] > 2AB > C Bufula > [6B] > 2AB > B Coup
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