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Moy_X7

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Everything posted by Moy_X7

  1. Meh, too lazy to make one. I'll just keep track of your sig. to know the kind of crap he spouts from time to time lol.
  2. Yeah, that's what I was thinking. We'll just have to get those frame traps ready for when the opponent starts mashing lol.
  3. lol sorry, got ahead of myself. I promise to take good care of that section though. Edit: lol, I didn't know that Maragi hit low. I wonder if it would be possible to do Maragi + IAD j.A UB.
  4. lol Dora, a troll in-game and IRL.
  5. 2C.) Corner Combos Combos From A Moves 5A Standing Opponent 5AA > 2C > 3B > 5BB > 5C > 3B > 5BB > 2A+B > 236[A] (2305/19) 5AA > 2C > 4BB > IAD > j.A x 3 > 66 5AA > 2C > 5BB > 5C > 2A+B > 236A > 236236[D] (3603/25) Crouching Opponent 5AA > 2C > 3B > 5B > 5C > 3B > 5B > 2A+B > 236[A] (2123/17) Anti-Air 5AA > 5C > 236[A] ~ ]A[ > 66 5AAA > 236[A] (2075/32) 5AA > 5C > 5BB > 236[A+B] > 5C > 236C ~ ]A[ > 5C > 236C ~ ]B[ > 66 5BB > 236[A] (3557/16) 5AA > 5C > 5BB > 5C > 236[A] ~ ]A[ > 66 5AAAA[A] (3314/32) 5A CH (Max Height) > 5C > 5BB > 236[A] ~ ]A[ > 66 5AAA > 236[A] (2189/28) 5A CH (Max Height) > 5C > 5BB > 236[A+B] > 5C > 236C ~ ]A[ > 5C > 236C ~ ]B[ > 66 5BB > 236[A] (3532/10) 5A CH (Max Height) > 5C > 5BB > 5C > 236[A] ~ ]A[ > 66 5AAAA[A] (3228/31) 2A [sO] 2A > 5AA > 2C > 3B > 5BB > 5C > 3B > 5BB > 2A+B > 236[A](1928/19) [CO] 2A > 5AA > 2C > 3B > 5B > 5C > 3B > 5B > 2A+B > 236[A] (1770/17) j.A [sO] j.A > 66 2A > 5AA > 2C > 3B > 5BB > 5C > 3B > 5BB > 2A+B > 236[A] (2374/21) [CO] j.A > 66 2A x 2 > 5AA > 2C > 3B > 5B > 5C > 3B > 5B > 2A+B > 236[A] (2198/19) [AA] j.A CH > 66 5AA > 5C > 236[A] ~ ]A[ > 66 5AAA > 236[A] (2204/28) [AA] j.A CH > 5BB > 5C > 5BB > 5C > 236[A] ~ ]A[ > 66 5AAAA[A] (3406/33) Combos From B Moves 4B/5B/6B Standing Opponent 4BB/5BB CH > IAD > j.A x 3 > 66 5AA > 2C > 5BB > 5C > 5B > 2A+B > 236[A] (2217/21) 4B/5B/6B CH > IAD > j.A x 3 > 66 5AA > 2C > 5BB > 5C > 3B > 5BB > 2A+B > 236[A] (2338/22) Air Hit 4B/5B CH > 66 5A > 5C > 5BB > 5C > 236[A] (1813/14) 1B/2B/3B 1B/2B/3B > 5C > 5BB > 5C > 236[A] ~ ]A[ > 66 5AAA > 236[A] (2503/31) - j.B/j.4B/j.6B [sO] Falling j.B/j.4B/j.6B CH > 66 5A > 2C > 3B > 5BB > 5C > 3B > 5BB > 2A+B > 236[A] (2306/20) [CO] Falling j.B/j.4B/j.6B CH > 66 5A > 2C > 3B > 5B > 5C > 3B > 5B > 2A+B > 236[A] (2137/18) Combos From C Moves (Persona Required) 5C [sO] 5C FC > 4BB > IAD > j.A x 3 > 66 5AA > 2C > 5BB > 5C > 3B > 5BB > 2A+B > 236[A] (2996/26) [AA] 5C > 5BB > 5C > 236[A] ~ ]A[ > 66 5AAA > 236[A] (2627/30) [AA] 5C FC > 5BB > 5C > 5BB > 236[A] ~ ]A[ > 66 5AA > 5C > 2C > 236[A] (3023/24) - 2C [sO]2C > 4BB > IAD > j.A x 3 > 66 5AA > 2C > 3B > 5BB > 5C > 2A+B > 236[A] (2815/24) [CO]2C > 3B > 5B > 5C > 3B > 5B > 2A+B > 236[A] (2039/13) j.C Combos From D Moves (Persona Required) 4D/5D/6D - - 1D/2D/3D [*]- [*]- j.D [*]- [*]- Combos From A+B Moves (Overhead and Sweep) A+B [*]A+B > A+B Mash > D > 5AA > 5C > 5BB > 5C > 236[A] (2754/27) [*]A+B > A+B Mash > D > 5AA > 5C > 236[A] ~ ]A[ > 5AAA > 236B > 236236D (3779/41) 2A+B Combos From C+D Moves (Throws) C+D/4C+D [*]C+D > 66 5AA > 2C > 3B > 5BB > 5C > 2A+B (2333/18) j.C+D Combos From B+D (Furious Action) B+D Combos From Skill/Boost Skill Moves (Persona Required) 236A/B [*]236A/B > 5AA > 5C > 5BB > 5C > 236[A]/ (2028/15) [*] 236C/D Combos From SP Skill/Awakening SP Skill (Persona Required) 236236C/D [*]- [*]- 214214C/D [*]- [*]- [*]- [*]- [*][AA] B+D > 5AA > 5C > 5BB > 5C > 236[A] (1228/14) [*]- [*]- [*]- [*]- [*]2A+B > 236[A] > 236236C (1942/4)
  6. 2B.) Near the Corner Combos Combos From A Moves 5A [standing Opponent] 5AA > 5BB > 3B > 5BB > IAD > j.A x 3 > 66 5AA > 2A+B > 236[A] (1996/18) [Anti-Air] 5AA > 5C > 236[A] ~ ]A[ > 66 5AAA > 236[A] (2031/27) [Anti-Air] 5A CH (Max Height) > 236D > 66 5BB > 236A[A] ~ ]A[ > 66 5AAA > 236[A](2388/30) - 2A [standing Opponent] 2A > 5AA > 5BB > 3B > 5BB > IAD > j.A x 3 > *66 5A > 2A+B > 236[A] (1548/16) *Add 66 5A if your Persona is unavailable for a bit more damage. - - - j.A [standing Opponent] j.A > 66 2A > 5AA > 3B > 5BB > 3B > 5BB > IAD > j.A x 3 > 2A+B > 236[A] (2006/18) [standing Opponent] Deep j.A/j.A CH > 66 5AA > 2C > 5BB > 3B > 5BB > IAD > j.A x 3 > 2A+B > 236[A] (2273/19) [Air to Air] j.A CH > 66 5BB > 5C > 236[A] ~ ]A[ > 66 5AAA > 236[A]/ (2257/28) - Combos From B Moves 5B - - - - 1B/2B/3B [Anti-Air] 1B/2B/3B > 5C > 236[A] ~ ]A[ > 66 5AAA > 236[A]/ (1968/26) [Anti-Air] 1B/2B/3B CH > 236D > 66 5BB > 236[A] ~ ]A[ > 66 5AAA > 236[A]/ (2392/30) - - j.B/j.4B/j.6B - - - - Combos From C Moves (Persona Required) 5C [Anti-Air] 5C > 5BB > 5C > 236[A] ~ ]A[ > 66 5AAA > 236[A] (2627/30) - - - 2C [standing Opponent] 2C > 5BB > 3B > 5BB > IAD > j.A x 3 > 66 5AA > 5BB > 2A+B > 236[A](2508/20) - j.C - - Combos From D Moves (Persona Required) 4D/5D/6D - - 1D/2D/3D - j.D [*]- Combos From A+B Moves (Overhead and Sweep) A+B [*]- [*]- 2A+B Combos From C+D Moves (Throws) C+D/4C+D [*]- [*]- j.C+D Combos From Skill/Boost Skill Moves (Persona Required) 236A/B [*]- [*]- 236C/D Combos From SP Skill/Awakening SP Skill (Persona Required) 236236C/D [*]- 214214C/D [*]- [*]- [*]- [*]- [*]- [*]-
  7. 2A.) Mid-screen Combos Combos From A Moves 5A Standing Opponent c.5AA > 5BB > 3B > 5BB > 5C > 2C > 236[A]/ (1957/16) 5AA > 5BB > 5C > 2C > 236[A]/ (1738/13) f.5AA > 2C > 236[A]/ (1091/8) c.5AA > 2C > 5BB > 3B > 5BB > IAD > j.A x 3 > 66 5AA > 5BB > 2A+B > 236 (2427/23) 5AA > 5BB > 3B > 5BB > IAD > j.A x 3 > 66 5AA > 3B > 5BB > 3B > 2A+B > 236 (2212/23) Crouching Opponent 5AA > *3B > 5B > 5C > 2C > 236[A]/ (1626/12) *Add that extra 3B if you're right next to the opponent, otherwise it will whiff. Anti-Air 5AA > 5C > 5BB > 236[A] ~ ]A[ > 66 5AAA > 236 (2275/29) 5A (Max Vertical Range) > sJC > j.A x 2 > j.B > j.C > j.236[A] ~ ]A[ > j.236 ~ ]B[ (1978/16) 5A CH (Max Vertical Range) > 5C > 5BB > 5C > 236A[A] ~ ]A[ > 66 5AAA > 236A (2508/31) 5AA > 5C > 5BB > 236[A+B] > 5C > 236D ~ ]A[ ~ D > 66 5C > 236D ~ ]B[ ~ D > 66 5BB > 236 (3332/11) 5A CH (Max Height) > 5C > 5BB > 236[A+B] > 5C > 236D ~ ]A[ ~ D > 66 5C > 236D ~ ]B[ ~ D > 66 5BB > 236 (3305/10) 2A [sO] 2A > 5AA > 3B > 5BB > *3B > 5C > 2C > 236[A]/ (1528/15) *Add that extra 3B if you're right next to the opponent, otherwise if will whiff. [sO] c.2A > 5AA > 2C > 5BB > 3B > 5BB > IAD > j.A x 3 > 2A+B > 236 (1808/19) [sO] f.2A > 5AA > 5BB > 3B > 5BB > IAD > j.A x 3 > 66 5A > 2A+B > 236 (1605/17) [CO] 2A > 5AA > *3B > 5B > 5C > 2C > 236[A]/ (1362/12) *Add that extra 3B if you're right next to the opponent, otherwise if will whiff. j.A Standing Opponent j.A x 2 > 66 5AA > 3B > 5BB > 5C > 2C > 236[A]/ (2018/16) j.A x 2 > 66 5AA > 5BB > 3B > 5BB > IAD > j.A x 3 > 66 5A > 2A+B > 236 (2087/20) j.A > 66 2A > 5AA > 3B > 5BB > 3B > 5C > 2C > 236[A]/ (2015/17) j.A > 66 2A > 5AA > 5BB > 3B > 5BB > IAD > j.A x 3 > 66 5AA > 2A+B > 236 (2087/20) Deep j.A/j.A CH > 66 5AA > 2C > 5BB > 3B > 5BB > IAD > j.A x 3 > 66 5AA > 2A+B > 236 (2388/22) Crouching Opponent j.A > 66 2A x 2 > 5AA > 3B > 5B > 5C > 2C > 236[A]/ (1856/15) Air to Air j.A > j.C > JC > j.A > j.C > j.236[A] ~ ]A[ > j.236 ~ ]B[ (2214/16) j.A CH > 66 5AA > 5C > 5BB > 236[A] ~ ]A[ > 66 5AAA > 236 (2388/30) j.A CH > 66 5AA > 5C > 5BB > 236[A+B] > 5C > 236D ~ ]A[ ~ D > 66 5C > 236D ~ ]B[ ~ D > 66 5BB > 236 (3361/12) Combos From B Moves 4B/5B/6B 5B CH > 236D > 66 5B > 236[A+B] > 5C > 236C ~ ]A[> 66 5C > 236C ~ ]B[ > 66 236 (3513/12) [sO] 5BB/6BB > IAD > j.A x 3 > 66 5A > 5B > 5C > 2C > 236[A]/ (1955/17) [sO] 4B/5B/6B CH > IAD > j.A x 3 > 66 5A > 3B > 5BB > 5C > 2C > 236[A]/ (2045/19) [AA] 4B/5B CH > 66 5AA > 236[A] ~ ]A[ > 66 5AAA > 236[A]/ (1763/25) 1B/2B/3B [AA] 1B > 5C > 5BB > 236[A] ~ ]A[ > 66 5AAA > 236[A]/ (2163/28) [AA] 1B/2B > 5C > 236[A] ~ ]A[ > 66 5AAA > 236[A]/ (1968/26) [AA] 1B/2B/3B CH > 236D > 66 5C > 5BB > TK j.236[A] ~ ]A[ > 66 5AAA > 236 (2743/33) [AA] 1B/2B > 5C > 5BB > 236[A+B] > 5C > 236D ~ ]A[ ~ D > 66 5C > 236D ~ ]B[ ~ D > 66 5BB > 236 (3275/10) [AA] 1B/2B/3B CH > 236D > 66 5BB > 236[A+B] > 5C > 236C ~ ]A[> 66 5C > 236C ~ ]B[ > 66 236 (3532/12) j.B/j.4B/j.6B Falling j.B/j.4B/j.6B CH > 66 5AA > 2C > 236[A]/ (1220/9) [sO] Falling j.4B CH > 6BB > IAD > j.A x 3 > 66 5AA > 5B > 5C > 2C > 236[A]/ (2073/19) Combos From C Moves (Persona Required) 5C Universal 5C FC > 236[A+B] > 5C > 236D ~ ]A[ > 66 5C > 236C ~ ]B[ > 66 5C > 5BB > 5C > 5BB > 236 (4265/7) Standing Opponent 5C FC > 5BB > IAD > j.A x 3 > 66 5AA > TK j.236[A] ~ ]A[ > 66 5AA > 5C > 2C > 236[A]/ (2701/25) Anti-Air c.5C > 5BB > 5C > 5BB > TK j.236[A] ~ ]A[ > 66 5AAA > 236 (2748/32) f.5C > 5BB > j.236[A] ~ ]A[ > 66 5AAA > 236 (2270/27) 5C FC > 5BB > 236[A+B] > 5C > 236C ~ ]A[ > 66 5C > 236C ~ ]B[ > 66 5C > 5BB > 3B > 236 (4026/9) 2C [sO] 2C > 5BB > 3B > 5BB > IAD > j.A x 3 > 66 5AA > 3B > 5BB > 3B > 2A+B > 236(2629/23) j.C [*]j.C > OMB > 236D > 66 5C > 5BB > 5C > 5BB > TK j.236A[A] ~ ]A[ > 66 5AAA > 236 (4168/6) [*]j.C > OMB > 236D > 66 5C > 5BB > 236[A+B] > 5C > 236D ~ ]A[ ~ D > 66 5C > 236D ~ ]B[ ~ D > 66 5C > 5BB > 236 (5126/6) Combos From D Moves (Persona Required) 4D/5D/6D [*]4D/5D/6D FC > 66 5C > 5BB > 5C > 5BB > 5C > TK. j.236[A] ~ ]A[ > 66 5AA > 5C > 2C > 236[A]/ (3987/33) [*]4D/5D/6D FC > 66 5C > 5BB > 236[A+B] > 5C > 236D ~ ]A[ ~ D > 66 5C > 236D ~ ]B[ ~ D > 66 5C > 5BB > 5C > 5BB > 236 (5126/13) 1D/2D/3D [*] j.4D/j.5D/j.6D Combos From A+B Moves (Overhead and Sweep) A+B [*]A+B > A+B Mash > C > j.A x 2 > j.C > JC > j.A > j.C > 236[A] ~ ]A[ > 236[A] ~ ]A[ (3190/33) 2A+B Combos From C+D Moves (Throws) C+D/4C+D [*]C+D > OMC > 236D > 66 5BB > 5C > 5BB > 236[A]/ (2304/5) j.C+D Combos From Skills (Persona Required) 236A/B [*]236A/B > 5AA > 5C > 5BB > 5C > 236[A]/ (2028/15) [*]236A/B > 5AA > 5C > 5BB > 236[A+B] > 5C > 236D ~ ]A[ ~ D > 66 5C > 236C ~ ]B[ ~ D > 66 236(3233/13) 236C/D Combos From SP Skill/Awakening SP Skill (Persona Required) 236236C/D [*] 214214C/D [*] [*]236C/D > 66 5BB > 5C > 5BB > 236[A] ~ ]A[ > 66 5AAA > 236[A]/ (2823/32) [*]236C/D > 66 5BB > 236[A+B] > 5C > 236C ~ ]A[ > 66 5C > 236C ~ ]B[ > 66 5BB > 236 (3886/11) [*]j.C+D > OMB > 236D > 66 5AA > 5C > 5BB > 5C > 236[A]/ (3772/8) [*]j.C+D > OMB > 236D > 66 5BB > 236[A+B] > 5C > 236C ~ ]A[ > 66 5C > 236C ~ ]B[ > 66 236 (4838/9) [*]2A+B > 236[A] ~ ]A[ > OMC > 66 5AA > 5C > 5BB > 5C > 5BB > 236 (2457/6) [*]
  8. Contents 1.) Introduction (Read this Section) 1A.) Glossary (Read this Section) 1B.) Combo Theory 2.) Main Combos 2A.) Mid-screen Combos 2B.) Near the Corner Combos 2C.) Corner Combos Intro This thread is for posting optimal and practical combos for Yukiko. If you have any questions regarding a certain combo, ask those in the Q & A thread. This thread will be updated continuously over time. Feel free to submit good, optimal, and practical combos. Glossary 66 - Dash or Micro Dash c. - The move must be done up close f. - The move must be used from a bit afar AA - Anti-Air or Air Hit CO - Crouching Opponent SO - Standing Opponent CH - Counter Hit FC - Fatal Counter JC - Jump Cancel IAD - Instant Air Dash [X] - Hold ]X[ - Release ~ - Do the following thing immediately after OMB - One More Burst OMC - One More Cancel Dark Orange Colored Combos - These combos are character and spacing specific. They're easy against Yu, Yosuke, Mitsuru, Aigis, and Akihiko and difficult/very spacing dependent against Teddy, Labrys, and Shadow Labrys. Green Colored Combos - These combos are character specific and only work on Yu, Yosuke, Mitsuru, Aigis, and Akihiko. Red Colored Combos - These combos require 25 SP to work, usually through the use of SB Agi. Combo Theory: Mid-screen Combos Point Blank Range Standing Opponent (Universal): At this range, you'll normally want to do Starter > 5AA > 3B > 5BB > 3B > 5C > 2C > 236A/B. It works from all of your normal starters (5A, 2A, j.A). However, if you do something like 2AA as the starter then you'll need to omit a 3B. Standing Opponent (Character Specific): Against Yu, Yosuke, Mitsuru, Aigis, and Akihiko, you'll have the option to do a much more damaging combo. That combo path looks like Starter > 5AA > 2C > 5BB > 3B > 5BB > IAD > j.A x 3... Depending on the starter, you'll have to settle with higher or lower damaging options after the IAD > j.A x 3. Crouching Opponent: Because the B follow-ups whiff against crouching opponents, you'll have to settle with something really basic. Starter > 5AA > 3B > 5B > 5C > 2C > 236A/B is the combo in this situation. You can add an additional 2A if you start the combo from either 2A or j.A. Anti-Air/Air Hit: Anti-air combos really differ from one another depending on the starter but the combo ending path is usually the same. The main idea when it comes to anti-air combos is to squeeze as much meter out of the combo by ending them with 236[A] ~ ]A[ > 66 5AAA > 236A/B. An example of a combo using this path is 5AA > 5C > 5BB > 236[A] ~ [A] > 66 5AAA > 236. If the opponent is too high after 5A for you to do a juggle combo, you'll have to use the aerial combo path which usually ends with 236[A] ~ ]A[ > 236B ~ ]B[. Medium Range (at the tip of 2A's range) Standing Opponent (Universal): At this range, you'll want to do Starter > 5AA > 5BB > 5C > 2C > 236A/B. This combo works from all of your normal starter (5A, 2A , j.A). Standing Opponent (Character Specific): This combo path works fine against most of the cast, except for Labbrys, S. Labbrys, and Teddie who require very specific positioning. This combo path looks like Starter > 5AA > 5BB > 3B > 5BB > IAD > j.A x 3... Depending on the starter, you'll have to settle with higher or lower damaging options after the IAD > j.A x 3. Crouching Opponent: Remember that the B follow-ups whiff against crouching opponents and at this range you'll have to do a really weak combo. The combo looks like Starter > 5AA > 5B > 5C > 2C > 236A/B. You can add an additional 2A if you start the combo from either 2A or j.A. Anti-Air/Air Hit: At this range, you should still be able to do the 236[A] ~ ]A[ > 66 5AAA > 236A/B. combo ending path. Remember that if the opponent is juggled too high with 5A, you'll have to settle with an air combo. Poking Range (at the tip of 5A's range) Standing Opponent: At this range, you'll have to settle with something really damn weak. The combo path at this range is Starter > 5AA > 2C > 236B. Because you're not at range for 5BB to land, you won't have the option to do IAD > j.A x 3 combos. Crouching Opponent: Thanks to the additional hit-stun that you get from hitting a crouching opponent, the combo path is exactly the same as the above (medium range). Anti-Air/Air Hit: At this range, you'll have to omit a few things if you want to end the combo with 236[A] ~ ]A[ > 66 5AAA > 236A/B.. An example could be 5AA > 5C > 236[A] ~ [A] > 66 5AAA > 236. Compared to the first example in the point blank range section, you'll have to omit the 5BB for the combo to work. Combo Theory: Near the Corner Combos The combos done at this section of the screen are pretty much identical to the above. The exception here is that you'll have to modify the combo if you want to retain Agi oki. Reason being is that 236A has less untechable time than 236B, so if you were to end a combo with 236A, the opponent will be able to tech in the air and you'll lose your oki options. That and if you end the combo with 236B near the corner, the delayed explosion will be set outside of the screen, rendering your would-be oki useless. For example, a common combo from mid-screen would look like 5AA > 5BB > 3B > 5BB > IAD > j.A x 3 > 66 5AA > 3B > 5BB > 3B > 2A+B > 236. Since you did it near the corner, the 236 explosion will be set outside of the screen and you'll lose your oki options. So, if you want your Agi A oki, you'll need to modify the combo to 5AA > 5BB > 3B > 5BB > IAD > j.A x 3 > 66 5AA > 2A+B > 236[A]. You'll lose a bit of damage and meter in exchange for oki. Combo Theory: Corner Combos Standing Opponent: The combo path that you'll be using in the corner looks like Starter > 5AA > 2C > 5BB > 3B > 5C > 5BB > 3B > 2A+B > 236[A]. This combo path works from pretty much every starter. However, if you start the combo from any of the C starters, you'll be able to do the 5BB > IAD > j.A x 3 path into the one above for more damage. Crouching Opponent: You'll have to omit a few Bs and replace the initial 2C with 5C against crouching opponents. The combo path looks like Starter > 5AA > [5C > 3B > 5B] x 2 > 2A+B > 236[A]. However, at poking range, you'll have to change the "loop" to look like [5C > 5B] x 2 or else the 3B will whiff. Anti-Air/Air Hit : This is pretty much the same as in the "near the corner" section. Omit some things to allow the Agi knockdown to work or let the Agi A explosion hit for way more damage. Combo Theory: SB Agi and Super Finishers SB Agi SB Agi (236A+B) is a slow special attack that can only be used in specific combos. The common starters for the SB Agi combo path are 5A, 5C, 1B/2B/3B CH, 236C/D(1); these must all be used as anti-airs. Then you have 5B CH (point blank), 236A/B, 236C/D(2), 5C FC, and 4D/5D/6D. You can also use an OMB to go into the SB Agi combo path from any starter. There are two ways to do the SB Agi combos: Method #1: Manual Detonation off 236D This method is used when you're too far away for 236C to land on its own. What you do is manually detonate the 236Ds by pushing D once more, just when they're underneath the opponent. You'll only land the pillar and not the actual wave, so the combo will end up doing less damage than method #2. An example of said combo looks like 5AA > 5C > 5BB > 236[A+B] > 5C > 236D ~ ]A[ ~ D > 66 5C > 236D ~ ]B[ ~ D > 66 5BB > 236. Method #2: Automatic Detonation off 236C This method requires that you either use 236D as the starter or after the starter to launch the opponent up high before using SB Agi or start the combo with a FC starter. An example of said combo looks like 236C/D > 66 5BB > 236[A+B] > 5C > 236C ~ ]A[ > 66 5C > 236C ~ ]B[ > 66 5BB > 236. Super Finishers You'll have the option to finish your combos with 236236C/D any time after the final 236A/B if you have the meter for it. Remember to hold the C/D button or else Sakuya will release the fire ball prematurely. When awakened, you'll have the option to finish your combos with 214124C/D for a bit more damage. However, you can't just use it as easily as the former combo finisher. If you want to use 214214C as your combo finisher, you have to be really close to the opponent after 236A or else the super finisher will whiff. If you want to use 214214D, you must finish the combo with 236 and hold the B explosion until after the super flash and then you must release the explosion so that Margidyne can mow the opponent down. The way this works is that the explosion holds the opponent in place just long enough for Maragidyne to connect.
  9. Oh shee, Shin is a mod now. Congrats breh.
  10. Speaking of the combo thread, mind if I start it and keep track of it? I just love working on combos and modifying them as we learn new stuff.
  11. I'd say that I was sleepy as hell but then again, I managed to block 90% of Ragna's 6Bs later on. Alright, I'll shoot you a request later on. Time to pass out lol.
  12. I need to play Bang more and get used to the animation. lol, I tried pushing buttons since you kept doing it over and over and got CH'd.
  13. Bang 5C in the other hand, I'm like "spare me, Ronald-kun" lol. @Ether - lol, those are the only 6A gatlings he has, 6A is just really, really bad.
  14. Now you know what it feels like to play as Jin just from watching alone. Being Jin player is suffering...
  15. lol, did Dora really say "Dacid's Ragna is bad like a Kaqn?" As well as the other stuff you've quoted in the past? I will shit my pants if he did, lol.
  16. I can't react to grabs for shit. I have to feel them coming in order to tech them. 6B though, I was like "lol no", get that netplay move out of here in this good ass connection.
  17. GGs people Shoutouts to Dr.Patient trolling the shit out of Diospyros, I enjoyed that, very, very much. Shoutouts to not giving a fuck against Tsubaki and getting wins. If Tsubakis don't give a fuck then why should I? Get Heart Car'd sons. Shoutouts to Rag's 6B being piss easy to block in good connections. OH what now? Shoutouts to Ether trying to guard crush me desperately. Sorry bro, only Jin can pull off shit like that *down down down grab*.
  18. I'll give you green throws, pink throws though, you should be able to tech those even in lag. Besides, aren't you and Star from NY? I have a pretty decent connection with Star and I'm a bunch of states away from him lol.
  19. To this day, I still wonder why people can't tech pink throws. I mean, the damn screen pauses for half a second and shows you two huge, pink exclamation marks that scream "tech this shit, dummy!" lol.
  20. lol, gotta tech those pinks people. Don't let me catch you with the Plat/Jin pink throw loop cuz you will rage.
  21. Well I don't know any other way to make it whiff outside of jab OS and just keeping out of it's range in general. It should really be used if you're almost a 100% sure that it will land. For example, if I do Bubble oki + sj.D (Hammer) with Plat, it will beat every reversal attempt but DP C. I see a lot of people get punished for it and the damage output that you get from it is really not worth eating a FC combo. That's just me though, Mr. Safety XD
  22. lol wtf, you can make that thing whiff without even trying. That's why I'm surprised that some of the Japanese still use that shitty move outside of DP baits. lol LK just invaded Brazil and took all of their lunch money. Not cool dude but congrats XD
  23. I figured as much but I wanted to be hopeful and have it work like that lol.
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