Jump to content
Dustloop Forums

Moy_X7

Moderators
  • Posts

    4,899
  • Joined

  • Last visited

Everything posted by Moy_X7

  1. That works, it does make it more stable since the former combo I posted is way too positioning dependent in such a way that 6C sometimes sends the opponent flying backwards or the DP B does too lol.
  2. Combos that have been scaled pretty bad can only end with 5B > 3C or 5C > 3C > 214A. If you add an extra 2B then the opponent will be able to air tech after the 214A, thus ruining your oki. There are some rare instances where you can add an extra 2B but they're not too common.
  3. Combo scaling for one and then I usually have them as [1)3C > 214C] or [2)5C > 3C > 214A]. You know that the 3C > 214C ender is character specific so I have to provide alternate enders for the rest of the cast. Other than that, it's probably a typo I made since I was working on this late at night lol. Edit: If you have time, you could probably try some of these out and see if you can improve them or point out the typos that I made. I would really appreciate it if you did
  4. If you're too close to the corner then you can always do 44 5C > DP B and omit some other parts of the combo. I was working on that before I tried the one I posted. It's definitely a combo that requires the right positioning in the screen but I'm gonna grind that position into my memory and opt for this combo whenever possible.
  5. It's actually a pretty simple combo, the corner carry and damage is too good to pass up.
  6. And here I was crying about the 6C nerf... 5B > 5C > Sekkajin > 66 6C > DC > j.C > 214A > (Delayed) DP B > (Delayed) 6C > 6D > IAD j.2C > j.C > 66 5B > [3C > 214C] or [5C > 3C > 214A] (3466 or 3531/5 51 or 56) You WILL carry someone from the match start position to the corner, hell even a little further than that. Kinda makes all those other 5B combos obsolete. My thoughts on EX Jin from then and now: At first I was like ... But then I was like... And now I'm like...
  7. The more time I spend in the lab with Jin, the less I'm starting to hate his EX incarnation. j.A air-to-airs lead to good shit now thanks to the Sekkajin buff as well as the 214A and 6A buffs. 6C > DC > j.C > 214A carries much further than I had anticipated. The crappy thing about this Jin is that he has way too many combo options. He has a combo for like 6 sections of the screen: a little over mid-screen, mid-screen, a little less than mid-screen, close to the corner, really close to the corner, and in the corner. Way too much shit to learn if we're opting for optimal combos Edit: Whenever I update the combo thread, I'll have the stuff that has been updated in parenthesis in the thread title. If you guys wanna be true bros, give me a hand and read through the stuff and see if you find any typos whenever I update. The easy part is coming up with combos, the hard part is actually writing all this shit down and correcting mistakes
  8. Buffer the dash input during the last few frames of j.2C.
  9. If you're ending the loop with DP C, then do a safe jump j.2C. It catches rolls and if you do it right, you'll be able to block wake-up DPs and other Frame-1 Invul moves. If you're ending the loop with 214C, then just do 2A+C. 2A on whiff lets you recover and continue to pressure, the C is just an OS hit-confirm if they try to roll. If you're ending the loop with 214A and it's the first time you've used 214A, then go for cross-up shenanigans. You can do 66 > 44 2A+C for a double cross-up. If they neutral tech they get crossed-up. If they roll they get caught by the 2A. They shouldn't even be able to jump and if they do then they'll barely leave the ground and you'll still be able to pressure them. 2B on whiff has quite a bit of recovery, that's why they're jumping out on you. I'd say air grab them if they're being predictable but they're end up on the other side of the screen that way.
  10. After doing the DP loop for long enough, you'll learn just when and when not to do 5A and 5B pickups. You have to pay attention to the tip of the DP C wave. If it just barely reaches their body, then that's a 5B pick-up. If the wave hits a bit of their body, then that's the 5A pick-up. If the wave goes through half of their body then you just dropped the combo. We in there with the 6A combos, I'll finish that section when I get back from school.
  11. Yeah that 66 22C should be 66 2C. I worked on some of these very late at night so do let me know if you spot any other typos. Some characters require that you do 22C at different heights. If you do 6C > j.236C > j.C > 22C too fast then it will whiff, too slow and the same thing happens. That combo is actually one of the easier ones, just practice it some more. Yeah, you need to buffer the dash during j.2C for that to work but it looks like you got it now lol.
  12. I'm done with 5A combos in each section of the screen off any situational hit. I'm also going to be upgrading the thread to make it easier on the eyes and to make it easier to identify stuff. Now time to pass out.
  13. Wait, I just checked the thread and I don't have a double 22C listed in that combo, I have it as what I just posted above. You're pretty much only able to do two 22Cs in a combo from a P1 90 starter or with a RC. You were seeing things after all lol.
  14. No, the combo has been scaled so bad at that point that you can no longer even do 5A > 6A. Those double 22C combos are tough and require perfect timing on the 22C. I'd just Combo Finisher 2 after the first 22C to be sure. You lose a bit of damage but it's better than dropping the combo on a 5C.
  15. That's right, I forgot to just TRM them lol.
  16. Wow, the 6A hit-stun nerf is really bad once you start getting mashed on. Netplay is full of mashers and I'm getting mashed the shit out of my 5B after 6A. Most jabs are 5-6 frames, expect to trade those with 5B a fucking lot The only characters you can continue to pressure after 6A are Relius, Hakumen, and Tager because they get hit by 5A while crouching.
  17. I was trying to see if people would come up with more combos but it looks like we have hit our limit here. I'll be working on combos tonight and tomorrow and post what I got on this thread. Then I'll just copy-pasta the stuff into the Wiki.
  18. Don't remind me about that shit people, I still cry at the thought that we had actual corner oki back then
  19. I don't have much time right now so I just did a bunch of universal combos from common starters: On crouching: 5B > 5C > 6C > 2D > j.2C > j.C > 66 5C > Sekkajin > 6C > 214C j.B/j.2C > 66 5C > 6C > 2D > j.2C > j.C > 66 5C > Sekkajin > 6C > 214C AA: 5A/2A > 5C > j.2C > 66 5C > Sekkajin > 6C > 214C 5B > 5C > j.2C > 66 5B > 5C > Sekkajin > 6C > 214C 5C > 2C > 2D > j.2C > j.C > 66 5B > 5C > Sekkajin > 6C > 214C CH: j.C CH > 66 6C > 2D > 66 6B > 66 5C > Sekkajin > 6C > 214C I'll come up with more/better stuff when I come back from school.
  20. Agreed Team "I'm taking oki over damage" going in lol. Alright, I'm about to sit down and finally learn EX combos. His complete arsenal is probably a fraction of what Platinum has going on lol.
  21. lol, that Super Bomb combo at the end of the match against Tao was lulz
  22. Keyword: Ranked Matches Of course I'm not gonna try this against someone with half a brain lol
  23. No fun allowed in my professional combo thread lol 3939 Damage and 39 Heat Gain, and this shit is practical. We in there with the Frying Pan combos. If you ever get the Pan, Hammer, and Bat, then you're going to do some serious damage.
  24. My new Ranked Matches gameplan with Jin: > Get to the second round > Do nothing but build meter > Wait until they use their Burst(s) > Use 2Ds as often as possible, throw in some Ice Cars when they're low on barrier > Guard Crush > Untechable grab > AH, hell even just raw AH > ??? > Profit
×
×
  • Create New...