Jump to content
Dustloop Forums

tuka

Members
  • Posts

    293
  • Joined

  • Last visited

Everything posted by tuka

  1. Added a note about corner 236C > dash backwards in the general notes section. 4B > Dash [Cross-Under] > 2DD > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (3.4K) and Throw > Dash > 6B > 5C x N > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (3.9K) From the new combo video. And 236A sub-section in Okizeme and Setups.
  2. "Like, aside from adding some j.D's on Tager, Arakune, Litchi, etc?" - I'd love to know. (2DD TK loop on Arakune is absolutely useless and therefore does not belong in here IMO)
  3. 1. It's just a silly useless cross-under, catches back-rolls though. 2. I believe it works on everyone non CH, timing is harder obviously, I'll check it out later. 3. Lambda has character specific combos? Like, aside from adding some j.D's on Tager? Things I should/consider adding: - 6A > 2147D > 5C x N combos, hard but nice damage. - DP mid-combo, it should be there...I don't like them. - Weird corner 236C > Dash backwards (not Backdash) > 6A > Loop, it's fucking amazing I use it all the time. - 236A shenanigans, forgot about that. - 632146D > RC > stuff? Pretty damn useless. - Something from this vid http://www.nicovideo.jp/watch/sm11860014? Probably. But now I need some sleep.
  4. placeholderandstuff
  5. Welcome to the new and improved combo thread! Unlike the previous one there are no more combo 'levels', and I left out a lot of the 'day-one' combos. I think that when a new player sees the thread for the first time he automatically (and not without a good reason) goes for the beginner section, so this time everything is laid out equally for everyone, I hope it will make people improve faster, and of course you can discuss everything combo-related here and get some nice tips. Well then, Index I) General Notes II) ‘A’ Combos III) ‘B’ Combos IV) ‘C’ Combos V) ‘D’ Combos VI) Anti-Airs VII) Air-to-Air VIII) Air-to-Ground IX) Throw Combos X) Gravity Seed Combos XI) Corner Loop Stuff XII) Okizeme and Setups XIII) Character Specifics I. General Notes Combos in Red are the preferred, most practical ones IMO. Notation (Numpad) 7 8 9 4 5 6 1 2 3 RC – Rapid Cancel, consumes 50% meter. [Corner] – The point a combo reaches the corner. ‘Oki’ – Okizeme, section XII. ‘Loop Ender’ – See section XI. Important note regarding 236C - When you hit 236C in the corner, you will be in a weird situation where it is now you who is in the corner and your opponent is airborne behind you. To solve that, and continue with the combo, a dash is needed. Not a normal one though, a backwards one (though they have the same notation it's still not a backdash) which will position you behind the opponent and allow you to 6A and start the loop. For example: 214D > 5DD [Corner] > 236C [Lambda is now physically the one in the corner] > 44 [backwards Dash] > [6A > 2147D] x N > Loop Ender I put this up here since it's VERY situational and applies to every combo with 236C in it. II. ‘A’ combos 2/5A > 5BB > 5C x N > 6C > 236B – (1.9K) 2/5A > 5BB > 5C x N > 3C > Oki 2/5A > 2BB > 5C x N > 6C > 236B – (1.7K) 2/5A > 2BB > 5C x N > 3C > Oki 6A > 5BB > 5C x N > 6C > 236B – (2.5K) 6A > 5BB > 5C x N > 3C > Oki • Omit the second B if you are too far from the opponent. III. ‘B’ Combos 5BB > 5C x N > 6C > 236B – (2.8K) 5BB > 5C x N > 3C > Oki 2BB > 5C x N > 6C > 236B – (1.8K) 2BB > 5C x N > 3C > Oki 4B > Dash [Cross-Under] > 2DD > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (3.4K) 4B > 6A > 2147D > 5DD > 236C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (4.2K) CH 236B > 5DD > 236C > Dash > 5C x N > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (4.3K) Corner 5BB > 5C x N > 6C > 236B [Corner] > Dash > 5A > [6A > 2147D] x 3 > Loop Ender – (4.5K) 4B > 6A > 2147D > 5DD > 236C [Corner] > [6A > 2147D] x 5 > Loop Ender – (5.3K) 236B [Corner] > Dash > 5A > [6A > 2147D] x 5 > Loop Ender – (4.1K) 236B > RC > Dash [Corner] > [6A > 2147D] x 7 > Loop Ender – (5.4K, 50% meter required) CH 236B [Corner] > Dash > [6A > 2147D] x 7 > Loop Ender – (5.4K) IV. ‘C’ Combos 3C > 236B – (1.3K) 3C > Oki 3C > 214A > Dash > 6A > 2147D > 5C x N > 6C > 236C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (4.4K) CH 2C > 6C > 236C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (3.5K) CH 5C x 1 > 236C > Dash > 5C x N > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (4.3K) CH 6C [First Hit] > 236C > Dash > 5C x N > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (4.3K) 236C > Dash > 5C x N > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (4.3K) 236C > Dash > 5C x N > 6C > Dash > 2DD > 6C > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D - (4.6K) Corner 3C > 236B [Corner] > Dash > 5A > [6A > 2147D] x 3 > Loop Ender – (3.5K) 3C > 214A > Dash > 6A > 2147D > 5C x N > 6C > 236C [Corner] > [6A > 2147D] x 4 > Loop Ender – (5.4K) 3C > 236B > RC > Dash [Corner] > [6A > 2147D] x 5 > Loop Ender – (4K, 50% meter required) CH 2C > 6C > 236C > Dash > 2DD > 2147D > Dash [Corner] > [6A > 2147D] x 5 > Loop Ender – (5K) CH 2C > 6C > 236C [Corner] > [5C x N > 6C] x 3 > [6A > 2147D] x 2 > Loop Ender – (5.3K) CH 5C x 1 > 236C > Dash > 5C x N > 6C > Dash > 2DD > 2147D > Dash [Corner] > [6A > 2147D] x 5 > Loop Ender – (5.9K) CH 5C x 1 > 236C [Corner] > [6A > 2147D] x 7 > Loop Ender – (6.2K) CH 5C x 1 > 236C [Corner] > [5C x N > 6C] x 3 > [6A > 2147D] x 5 > Loop Ender – (6.2K) V. ‘D’ Combos 4/5DD > 236B – (1.2K) 4/5DD > 236236D – (2.1K, 50% meter required) 4/5DD > 236B > RC > 5DD > 236C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (3.2K, 50% meter required) CH 5D > 236C > Dash > 5C x N > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (4.3K) 214D > 5DD > 236C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (4K) 214D > 2DD > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (3.7K) 236D > 236C > Dash > 5C x N > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (3.8K) 2147D > RC > 236C > Dash > 5C x N > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (4.3K, 50% meter required) Corner 4/5DD > 236B [Corner] > Dash > 5A > [6A > 2147D] x 4 > Loop Ender – (3.5K) 4/5DD > 236B > RC > Dash [Corner] > [6A > 2147D] x 5 > Loop Ender – (4K, 50% meter required) 4/5DD > 236236D > Dash > 236C [Corner] > [6A > 2147D] x 3 > Loop Ender – (4.3K, 50% meter required) CH 5D > 236C > Dash > 5C x N > 6C > Dash > 2DD > 2147D > Dash [Corner] > [6A > 2147D] x 5 > Loop Ender – (5.9K) CH 5D > 236C [Corner] > [6A > 2147D] x 7 > Loop Ender – (6.2K) CH 5D > 236C [Corner] > [5C x N > 6C] x 3 > [6A > 2147D] x 5 > Loop Ender – (6.2K) 214D [Corner] > [6A > 2147D] x 7 > Loop Ender – (6.2K) 214D > 5DD > 236C [Corner] > [6A > 2147D] x 6 > Loop Ender – (6.2K) 2147D > RC > 236C [Corner] > [6A > 2147D] x 7 > Loop Ender – (6.2K) 2147D > RC > 236C [Corner] > [5C x N > 6C] x 3 > [6A > 2147D] x 5 > Loop Ender – (6.2K) Fatal 2147D [Corner] > 5A > [6A > 2147D] x 6 > Loop Ender – (6.2K) VI. Anti-Airs From ‘A’ 5A > 6B > j.C > j.2C > dj.C > j.2C > j.214D – (1.8K) CH 5A > 5C x N > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (2.7K) 6A > 6C > 236C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (3.5K) CH 6A > 5C x N > 6C > 236C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (3.9K) From ‘C’ 2C > j.C > j.2C > dj.C > j.2C > j.214D – (2.2K) From ‘D’ 2DD > 6DD > 2DD > j.DD > j.214D~C > j.DD > dj.2DD > j214D – (2.2K) 2DD > 6C > Dash > 2DD > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (3.4K) CH 2D > 236C > Dash > 5C x N > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (4.3K) 6DD > 2DD > j.DD > j.214D~C > dj.2DD > j.214D – (2.1K) CH 6D > 236C > Dash > 5C x N > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (4.3K) Corner Pretty much the same as previous sections. VII. Air-to-Air CH j.C > Land > 5C x N > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (3.7K) VIII. Air-to-Ground j.C > Land >3C > 236B – (1.4K) j.C > Land >3C > Oki CH j.C > Land > 5C x N > 6C > 236B – (2.2K) CH j.C > Land > 5C x N > 3C > Oki IX. Throw Combos Throw > Dash > 6A > 6C > 236C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (3.7K) Throw > Dash > 6B > 5C x N > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (3.9K) Air-Throw > Land > RC > 236C > Dash > 5C x N > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (4.9K, 50% meter required) Corner Throw [Corner] > [6A > 2147D] x 6 > Loop ender – (4.4K) Throw > Dash > 6A > 6C > 236C > Dash > 2DD > 2147D [Corner] > [6A > 2147D] x 4 > Loop Ender – (4.8K) Throw [Corner] > 5C x 8 > 6C > 236C > [6A > 2147D] x 4 > Loop Ender – (4.8K) Air-Throw > Land > RC > 236C [Corner] > 5B > [6A >2147D] x 4 > Loop Ender – (5.5K, 50% meter required) X. Gravity Seed Combos 214A > Dash > 6A > 2147D > Dash > 6A > 6C > 236C > 2DD > sj.DD > dj.2DD > j.214D – (2.5K) 214A > Dash > 6A > 2147D > 5C x N > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (2.8K) 214A > 5C x N > 6C > 236C > Dash > 5C x N > 6C > Dash > 2DD > 2147D 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (3.2K) Corner 4-5 reps, I’m tired. XI. Corner Loop MUST READ http://www.dustloop.com/forums/showthread.php?8739-CS-TK-Crescent-Loop-Thread XII. Okizeme and Setups Okizeme “The art of damaging your opponent while he is getting up off the ground.” …Yeah, Lambda isn’t very good at this. She does have some options though. Every time I mentioned ‘Oki’ (probably after 3C); it means you have a couple of different options to do some damage while your opponent tries to wake up. Notable are- 3C > 214D – The opponent must block this, usually giving you a frame advantage and helps you keep momentum. Can catch tech rolls for an awesome 214D combo. 3C > 2B – This move can catch tech rolls and gives you a decent combo (2B > 6B > j.C > j.2C > dj.C > j.2C > j214D) 3C > 3C – This move can also catch some tech rolls. Though it does not give you much of a combo, you can do 236B for spacing or 214D for another blockstring. 3C > 4B – Overhead on wakeup, leads to big damage. Since 4B isn't safe a backup 50 meter for RC is advised. 236A Shenanigans 236A is pretty much a punishable long dash, but it can easily catch people off-guard with some nice mind-games. Notable are- - 3C > 236A > 4B – Like in the previous section only a bit more confusing to the opponent. Overhead on wakeup, leads to big damage. Since 4B isn't safe a backup 50 meter for RC is advised. Blockstring > 236A > 2B / 3C Blockstring > 236A > Throw These three make a nice High/Low/Throw mixup. Remember 236A isn't safe at all, you could get poked or thrown out of it, and if the opponent jumps it's a free punish. XIII. Character Specifics Ragna, Noel, Litchi, Lambda and Bang – 236B [Corner] > 5A > 6A > Loop Jin, Ragna, Noel and Bang – 236B [Corner] > 5B > 6A > Loop Credit goes to worldjem7 (for the original combo thread), Xie (for the Crescent Loop thread) and GenoWhirl (for the organization of the Mu-12 combo thread which I shamelessly copied).
  6. There are two feints you can perform; j.DD > j.214D~C > j.DD and j.2DD > j.214D~C > j.DD The former will always works regardless of height, the latter will work only if the opponent is lower than you (second hit of j.2DD moves them up), at least as far as my experience goes.
  7. Nothing to apologize for
  8. Why would it not be practical? It's a loop, two moves repeating themselves, nothing impractical about adding some more if you can.
  9. ‎‎‎‎‎
  10. 236C x 7 on Tager
  11. That^ And, Instant Block EVERYTHING. D moves (except j.D) can all be punished on IB. Watch out for 2B, overheads, command grab, and may the force be with you from up close. Pure zoning is the way to go. Nails are stupid, try jumping between them. (you probably won't..just block with all your might) FRKZ = Game Over.
  12. CH 5D (not 5DD)
  13. My biggest problem with the loop is when I have meter, while doing TK8 or TK9 I'll sometimes accidentally slide to 6 and get a super. It's not that bad though, since it always hits for nice damage. What?
  14. Corner 236B > Dash > 5A > 6A Works on EVERYONE. 100% confirmed. This shit is hard, I'm getting it pretty consistently though. Aside from that, Ragna, Noel, Litchi, Lambda and Bang - Corner 236B > 5A > 6A > 2147D Jin, Ragna, Noel and Bang - Corner 236B > 5B > 6A > 2147D And that pretty much sums it up, case closed.
  15. So I checked out Bang's j.D, which turned out to be nonpunishable in any conceivable way. You can TRY and 6A/airthrow it but god help you if you eat a counter (you will).
  16. I'M TWELVE AND WHAT IS THIS???
  17. I have no idea how you just compared an Ice Car spammer with one of Lambda's viable mix-ups (that if I recall correctly is sometimes being used in Japanese competitive play). Of course people know how to punish it, because unlike 236B or 214D, it's not safe at all. That's the whole point of a mix-up, high risk high reward and vice versa, granted I'd much rather get a 214D combo but the chances of an opponent being hit by that on wake up are much smaller than the chance he'll get hit by 236A > 4B. Personally I almost never use it, I mostly use 214D and continue with the pressure. But with that in mind, when I do use it, it often catches them off guard.
  18. Never said it was good, it's a viable mix-up, use it or not that's up to you. And I'll never understand the use of the word "gimmicky" around here...
  19. Something > 3C > 236A > 4B is nice for catching them on wake up. Dash > 4B and let the momentum carry the second hit. Pretty risky though. Never in a block string, not worth it. If you have meter go wild.
  20. j.214D isn't that hard to react to once you get all the visual and audio cues, same with all other overheads. The idea is not how fast they are but how and when you use them, even a slow mix-up is deadly in the right situation. I didn't go through everything you talked about but I guess someone already mentioned the fact that you need to jump or TK before the attack, so that's a few more frames for the count.
  21. TK gives you nothing unless your'e in the corner.
  22. IB > Backdash is still very viable It's low, second lowest after Carl (and tied with i-can-recover-hp Ragna), always was a big pain in the ass. Not only that but she also has non-existent defensive capabilities, it's pretty much only you and your best friend instant block.
  23. FYI Lambda's made out of aluminum foil paper so being under pressure is a big no-no
  24. I wouldn't call them unpredictable, after you gain some experience you could immediately tell what's going to happen after the so called "unpredictable" attack hits. You put it nicely by saying that they require quick thinking and reaction, adjusting to the situation. It's really not as hard as it looks though, most of the time its nothing more than dashing to one side or another. As I said, with some experience you would know what to do when you see it.
  25. What be this nonsense about hard combos and low damage? Difficulty wise I agree they're not brain-dead as Nu's (even her "hardest" combos were mad easy), but other than her loop and mid screen TK's there's really nothing I'd personally classify above intermediate level. Damage wise, unless your entire game-plan revolves around 5A starters and 5DD > 236B (which can be RC'ed for about 4K) than your'e really not playing Lambda and need to step up your game ASAP. Even her simplest of combos like 5BB > 5C x N > 6C > 236B does about 3K, her CH 5D / 5C / 236B also does a shitload of damage. And on top of those her meter gain is fantastic, with half a meter just about anything becomes a 4K combo. Let's not forget about 5-6K non-crescent loop meterless corner combos yeah? Anyway good stuff, only complaints are about her damn long recovery time from D swords and those pathetic normals. 2C I miss you...
×
×
  • Create New...