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zeth07

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Everything posted by zeth07

  1. When you asked relatively the same question last page and saying someone should post a video example, I posted the link to the Dora Combo Video because it has examples of the FRKZ combos. In some of them he does straight up X-2C-2B-X so it is possible and no 6C is really required. And I'm pretty sure the land isn't a 2 dash. Those combos are kinda hard in my opinion and props to any of you who pull them off in an actual match. I can do the "crossover" j.4C mid combo-combos during matches, but I haven't attempted the loops yet. I still need to practice more. Also: Project Forbidden Ninpo I decided to make it into a Wiki after all. I obviously still have a lot to add from the thread, but it's my first time working on this kinda stuff.
  2. What time are you available to play? I can play pretty much anytime the rest of today at least.

  3. Dora Combo Video The quality isn't very good, so I actually thought about trying to recreate it (the Bang combos) and post it up again on my page. I'd say almost all of them are practical in use somewhat so it'd be good practice for me as well. I guess we'll see if I actually decide to do that though. EDIT: Nvm, that'll be too much work.
  4. Nice work on the list rei. I can tell you that the first combo works in the corner because you can just reverse 6C and it will still work out ok. You can even add the j.623B for Arakune on that particular combo and it still gives True Oki [3,186 Damage]. Only other one I've gone through from the thread and Corner stuff is 5B which is: 5B>2B>6C>j.D>d.6A>623B>reverse 6C>j.623B>2B>6C>dj.C = [3,383] and for Arakune: 5B>2B>6C>j.D>5C>6A>623B>5B>2B>j.B>j.4C>dj.4C>*j.C*>j.623B = [3,711] that is WITHOUT that j.C I have *'d because I couldn't land it as I was going through combos and didn't feel like messing with it. For the 2A combo I'm not sure which number goes with which starter, but dacid told me this one the other day: 2A>5B>2B>6C>j.623B>2B>623B>d.6C>j.C = [2,015] (Mid-Screen). So I'm not sure if that 2,124 was including that (5A) starter or not, if it was then you can use that combo to replace it. Nice job though.
  5. I personally always thought it wasn't that Bang was just THAT good in CS, but more that the other characters were just nerfed enough to make Bang better than them.

  6. corner Airthrow>2363214C 5100 damage Do this whenever possible. Flashy, unburstable, damage of Valhalla...do it. I don't know if this was mentioned when the talk of combos after Daifunka came up but i'll post it anyway: For that combo, you can actually add 5B-2B-j.C at the end of it for 441 more damage and it still provides true oki. As is that combo does 5,160, with the addition it does 5,601. Only messed with it a little but I'll do it on everyone and post any adjustments that need to be made. I see no reason NOT to add that to the combo unless it just doesn't work on everyone. FC 623B>walk forward>5B>2B>j.4C>j.623B>5B>2B>j.623B>5B>2B>j.4C> j.623B ShoMeYaMoves Special. Warning: a really impractical combo. Only for trolling. Don't use it if/when you're playing to win. A practical modified version of that: Works as a non FC as well but slightly harder, FC 623B-walk forward-5B-2B-j.4C-j.623B-5B-2B-j.4C-j.623B = 3,751 Damage and still gives True Oki. That other more damaging FC 623B-5C combo might only work if you catch people slightly off the ground with the FC 623B (like an Inferno Divider) and it is also ever so slightly harder than the above combo in my opinion (though I guess that shouldn't matter). It also might not even work on Noel (maybe others) unless you're near the corner because I could not land the 5C even if I tried to dash up and do it. I was testing it by doing a FC 623B after her j.D in between 5D, so she was grounded. Maybe someone else can test it further. So I'm not sure if you want to just add that to the list as an alternative or not.
  7. Yea man no problem.

  8. I guess that link was probably only so I could view it. Maybe this one will work: testing
  9. Just a minor change: The air ender details I gave was for the Standing 2 Seal BnB, the one with 5D-Air Ender. So I'm not sure if it follows the same restrictions as the regular BnB you have listed or any other air ender combos for that matter. And the damage listed is for said BnB, and not the one actually listed. For what it's worth this is all I've tested (somewhat): some tested combos (only tested on Ragna so far) Nothing really new or informative there though.
  10. If you're not going for seals, in my opinion, the Web Nail combos wouldn't be worth it. But I believe you can still do stuff like X-2C-Web Nail-etc. or X-6C-j.D-Web Nail-etc. If you don't mean Web Nail combos, then I have no idea what "sticky combos" mean. A 2 seal crouching combo that uses a Web nail (or standing: but not needed for standing 2 seal because there is another 2 seal standing combo): 5A-5B-2B-2C-d.2B-623B-d.6C-j.D-Web Nail-d.5C-6D-(9)623B = 2 Seals, 1 Nail, Flashy as hell in my opinion, and you can do a bumper after the 6D instead I think for even more flashy randomness.
  11. You can't RC at all during Ashura or his posing. You can RC it on block though.
  12. I haven't been playing much of anything lately, or nothing online at least. I'll be back in a few days now anyway once CS comes out.

  13. Sup, I stopped playing once I got 3000 player matches.

  14. With the NA release coming soon, I'm pretty sure most of us will be grinding training mode for a while, but I thought I would mention something related to combos and partially the combo thread itself. I already PM'd Sho about this with one example, but I figured I would at least mention it here since it is kinda important to know: The "insert air ender" factor for combos isn't as cut and dry as it would seem, and while it may seem like Bang can do whatever the hell he wants for combos there are still some character specifics or in this case air ender specifics for combos that we really need to get into once we all get into Training Mode. I finally got a chance to play CS at a friend's house and for a little while started testing out the very first combo 5A>5B>2B>6C>j.D>6A(2B)>623B>5D>air combo ender. Here are the example air enders we got listed: X>sj.B>sj.C (low damage, true oki; they can't air tech) <- Best oki X>j.A>j.B>dj.B>dj.C (mid damage, they can air tech below you) X>j.B>j.4C>dj.C (mid damage, they can air tech below you) <- Standard X>j.B>j.4C>dj.B>dj.4C>dj.623B (big damage, no oki) <- Best Damage 6C>j.B>j.C (basic ender off a 6C. You may omit the j.B or add a j.623B at the end depending on the character being comboed.) X>sj.B>sj.C = 2,812 Dmg - With this particular combo you only need to sj.B on RA, HZ, TA - True Oki X>j.A>j.B>dj.B>dj.C = This one doesn't even seem to work, the j.A whiffs apparently X>j.B>j.4C>dj.C = 2,974 Dmg - Works fine on everyone. - Low Tech MINOR ADDITION:X>j.B>j.4C>dj.B>dj.C = 3,072 Dmg - Works fine on everyone. - Mid Tech - Add j.623B to the end for Arakune and 3,239 Dmg. X>*s*j.B>j.4C>dj.B>dj.4C>dj.623B = 3,275 Dmg - This one gets all kinds of crazy off this particular combo: -Doesn't apparently work on TS,HZ,LI,NO, will probably have to test that further. -No sj.B needed on JI, HA, TG, AR -sj.B needed on RG, RA, CA, BA, TA, LA -For no sj.B, the 2nd j.B works as an 9 input on TG -For no sj.B, the 2nd j.B works as an 8 input on JI, HA, AR -For sj.B, the 2nd j.B works as an 9 input on RG, RA, BA, LA, TA -For sj.B, the 2nd j.B works as an 8 input on RA, CA, LA, TA Another Example: 5B-2B-6C-j.D-6A-623B-d.6C(d.2B)-j.623B-5B-2B-air ender: Even the simplest air ender: sj.B-j.C doesn't work (at least on Ragna), the j.C black beats. But something like j.B-j.4C-dj.B-dj.4C-dj.623B can probably work (with the same rule probably as the above combo with sj.B's needed for some.) As you can see, it isn't nearly as simple as just "insert air ender here" and this was just off the first BnBs. If you guys are wondering why you might be dropping combos or getting black beats, this is probably the answer. I'm posting this mainly because once I get CS I planned to go through this entire thread and test out all the combos + air enders on the entire cast, and basically make my own personal use guide with what works and what doesn't / what is easier or harder. So I figured I would mention it here so that everyone knows that they need to check the combos out a little more in-depth.
  15. In the combo thread I would check out the 2 videos made by Sho since they provide you with almost all the combos worth knowing for starting out. For player matches: If you just want to win = Look up Satoshi videos on Youtube, he usually plays the regular Blue Bang. He doesn't do anything "fancy" and just does what it takes to win. There are some videos of him on my Youtube or you can find plenty on Jourdal's or knuxrouge's Youtube pages. If you want to use FRKZ = Look up Nezu videos on Youtube, he usually plays default Bang. If you look up the GAMEacho account they post long sets of pickups in most of which Nezu is constantly going for FRKZ and using the j.4C loops. I don't think they ever post the player's names on the GAMEacho descriptions but he is in A LOT of the matches so it shouldn't be a problem. If you want to do whatever the hell you want = Look up Dora obviously, although he honestly doesn't win all THAT much as one would think with Bang being "top tier". Just watching videos you should be able to pickup on what you can get away with now, even what kind of blockstrings you can "possibly" use (mileage may vary since American defense is NOT Japan defense). But I am not hyped for top tier at all, the lower the better in my opinion.
  16. Souji your sticks are awesome looking. If I had extra money to throw around and didn't already have a stick I'd buy one. The led one that lit up when you pressed a button was sick as well.
  17. Did anybody catch Bang's DLC colors? I tried to go back and watch Circ's stream, but apparently Bang's weren't shown in the recordings (unless I somehow missed them...).
  18. I saw some of your other posts, it's kinda a dead giveaway considering how you act. Also your alt psn that you posted.

  19. No problem, hopefully everyone had some fun.

  20. I'm gonna be busy later tonight with organizing the "West" Ranbat, so I'll have to play you a different night.

  21. Sup, I've been alright.

  22. Not sure if this was posted yet, probably new FRKZ Rachel specific combo: http://www.youtube.com/watch?v=Y8QBAvZEx-I#t=5m35s 7,831 Damage + 7 seals lol I really can't keep up with the videos posted in the general video thread anymore, but I am still working on the bang video thread just slowly.
  23. http://www.youtube.com/watch?v=3ehdRLL7970 There you go man. That combo was pretty damn hard. Although I think some extra dashes are needed that you left out: 8 dash after 2D and 2 dash after j.D, and I think I ended up 3 dashing off that other j.D and not 2 dashing but that could be different. Those other dashes seemed necessary for me at least but that combo is so weird/hard who knows. Hard parts for me: -At first trying to get 2D after 5C, when I was first trying it I had techs off and could not for the life of me get 2D without blackbeating. But eventually got it. -Second part was trying to land Daifunka off the other 5C, the timing must be really tight or maybe the spacing. -Everything else was just general FRKZ hard for having to go neutral after stuff. Awesome combo, took me quite a few tries to get it right. Nice job on it though.
  24. Yep that. I don't really check this thread too much, but I remember watching the video (not from that particular link).
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