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baohead

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Everything posted by baohead

  1. I dont know if this has been posted or not, if anyone think it's useless , please spare me and just ignore me. I found out if j.2c hit opponents very close to ground, 6c will connect on the ground after you land. That means it opens new possibilities to combos. For example, corner combo 5b > 5c > Dp b > 6c > 6d > 6d > 5b >2b> 5c > 3c do 2.9k but now 5b > 5c > Dp b > 6c > 6d > IAD > j.b > j.2c > 6c > ice car C do 3201
  2. Correction ------ 5b > 3c> 2b > 5c > 6c > dash cancel > j.c > j.d > ice car C for 2469 5b > 3c> 2b > 5c > 6c > dash cancel > j.b > j.c > JC > j.c > j.d > ice car C for 2.7k Also im testing air fireball combos, i will try later. 5b > 3c> 2b > 5c > SJ > j.c > j.d > delay air fireball b > air dash cancel > j.b and stops here , really didnt have much chance to see if i can connect to ground combo as i rarely connect the air fireball at right time
  3. 5b > 3c> 2b > 5c > 6c > dash cancel > j.c > j.d > ice car C for 2.7k
  4. yes it does work, and you can vary it by slipping j.c in the combo. So far I havent play too much tager. And I know 6c > 2D will connect for every character, it just that thing seems to mess up when you add hits before 6c such as 5c/5b on crouch opponent. I hope Im just wrong here
  5. It seems that the best way to do damage on standing opponent is by sweeping them down with 3c and relaunch with 2b. So far I tested: 1. 5b > 3c > 2b > 5c > j.2c > j.d> air dash >j.2c > j.c >5b > 3c 2. 5b > 3c> 2b > 5c > 6c > dash cancel > j.c > j.d > ice car C Im pretty sure both of them do more than 3k, with the 2nd one more stable, the first one get disconnected randomly. I appreciate if someone test them out And 5c(ch/crouch opp) > 6c > 2d doesnt work on some short characters like Nu, havent fully tested others yet
  6. lol i tried in training mode so hard, but didnt even get one. It seems worth practicing because it will make your opponent guessing
  7. anyone have idea how Ren combo jb jc on crouching opponents like in here http://www.youtube.com/watch?v=1UL5wKZnZ5Q @ 0:34
  8. if you do a counter hit 6C, either you delay the dash cancel or do a double dash before you 5c
  9. Thanks. Btw, the 236D corner combos seems pretty hard for char like arakune and Ragna. Are we supposed to wait for the opponent land on the ground before doing 6C? Because the 3rd hit of 236D always seems to miss for these characters and delay timing for 236D seems really tight.
  10. Just wondering, when you guys do grab > 623B > 5c > 6C > 6D corner combo? Do you move backward after grabbing? 6D seems to miss if I dont move backward after the grab, but the timing is also pretty hard
  11. Nice! 2b does cover little bit more distance 3c relaunch with 2b gives you 3893 dmg with knock down 3c gives 4019 with knockdown 6C gives 42XX but techout before 214B EDIT: just found out a little bit more If you relaunch with 2b at Max distance, the 214 B after 2nd j.c will miss. Better to do just one j.c > 214b in this case. And Im surprised the dmg scaling wasnt as bad as i thought compared to 3C
  12. you could do a 623A (CH) midscreen and do 214D will put them in corner immediately. Try it in training and you'll know wt im talking about
  13. Yup. 6C > 5C > j.c > 214B fails 6C > 5C > j.b > j.c > j.c> 214B fails 6C > 5C > j.c > j.c> 214B fails 6C > 6D > 5C> j.c > j.c> 214B fails 6C > 6D > 5C> j.b > j.c > j.c> 214B fails And i tested both super jump and normal jump versions Edit: And jump right after dash canceling 6C > j.b > j.c > j.c> 214B fails 6C > j.c > j.c> 214B fails
  14. Need some help on finishing a combo. After 623A(CH) > 214D > 6C relaunch Is there a proper way to end the combo so they would be knock down in the corner? I tried various combinations, many who do over 4k dmg but they are able tech in air. I know if i relaunch with 2c, the combo could easily ended in a knockdown, but 6C has more range which sometimes could just cover just the extra little distance needed.
  15. What's the best follow up after 6a>214D in corner? I've seen ppl doing 6C > 6D > j.C > j.214C after that, but i could not connect that, is that a legit combo?
  16. How do you do a 2nd jump after a early whiffed j.b?. I found it very effective against tagers as they always try to backdash and 360/720 me. But sometimes I couldnt do double jump after whiffing the j.b. I tested it in training mode, sometimes it works, sometimes it doesnt EDIT:Never mind,i figured out timing. This is extremely effect against Tagers when they try to backdash and grab. Even if you j.b whiffed you'll get them in your 2nd jump which leads j.b j.c j.d combos. And its pretty safe on other characters
  17. What's the key in doing 5c>jb>jc>Jd combos on Noels? Ive been delaying the JC a lot, but i still cant get it consistently.
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