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InspectorOda

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Everything posted by InspectorOda

  1. Making the jA connect close enough to get out the Dive Loops is the reason why the 5D has pretty strict timing. The only time it seemed to work for me was if the 5D hit right before they could tech out of the 2C. Really, it isn't that hard to learn though, it's practically the same as the Air Throw > 5D combo.
  2. Nah, the timing isn't hard at all when you use the j6A variant of the Dive Loops, since the range of 5D is so big. The jA version has a bit stricter timing, since you need to be extremely close to the opponent and thus needing to let your 2C carry you closer, but making sure your opponent can't tech. The timing is pretty close to how it would be if you just go straight into jA > jC > jD, just a little bit more delayed. I suppose you could just do jA > j2A > CB bug if you're not in range for a Dive Loop, not sure about how much damage that would do though. Need to wait till Friday to start testing stuff some more. I'd rather not make a video unless absolutely necessary though, my house is always freaking loud and I don't have a capture card so the quality will suck. Thanks for the Carl combos by the way. Never did know how to fight that guy.
  3. Nope, jA > jC > jD has huge proration if used in a combo, much more than the dives' proration if used during a combo. The dives only have 80% proration if used to start a combo. Also, the Dive Loop's damage is almost the same as the Cloop, so the damage of a Dive Loop will compensate for it's starting proration if used as a combo starter, though I don't know when a Dive Loop will ever happen without a startup. By the way, does anyone know any good air to ground strings for Carl when he's uncursed? The best thing I can find is just j6C > j6C > 236C, but that doesn't curse without a rapid cancel.
  4. I've been lurking here for a while but haven't really gotten around to posting until now. Anyways, I found a new combo off of 2A > 2C > RC that does much more damage. Instead of going into j6C or straight into jA, you can do 2A > 2C > RC > 5D > jA > Dive Loop > Cloop > Recurse for about 1000 more damage than j6C and a few hundred more than jA > jC > jD. For those who are wondering, it does about 5.6k damage. You have to time the 5D for exactly the point before the opponent techs for the Dive Loops to connect with jA, or you can just use the j6A > 6A bug variant of the Dive Loops if you do an early 5D, though it does less damage overall. I've tested this on Noel, Ragna, Jin, Hakumen, and Bang and it works on all of them. I'll test the rest of the cast later, but it will definitely whiff Carl. Anyways, on the note about having to hold down the D button if 5D is used during curse, you can just use 4D instead to make the D bug whiff entirely, even on Tager, except when you hit them when you're in the corner for some reason. Then you need to use 5D and then quickly tap 6. It's much easier than holding the D button for the entire duration of a combo if you play on pad if you ask me.
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