Prototype909 Report post Posted July 2, 2010 To what extent can the drive be used in combos? Is it purely a zoning tool or are there instances where it can be used to continue an otherwise unfollowable move? Share this post Link to post Share on other sites
Heroic_Legacy Report post Posted July 2, 2010 The only real drive in combo use I got was on 2 combos (One I just tried out now) Anything 6C 2D jump cancel, the j.b j.c jump cancel the steiner hits allowing the second j.c j.2C If you have a steiner set up 3/4th screen, and land CH 2C. wait for character to begin descent and do 214D to explode, follow up with combo. (Currently trying to get a better version of this) Share this post Link to post Share on other sites
Prototype909 Report post Posted July 2, 2010 Explosion Orb reminds me of Aoko Starmine. Share this post Link to post Share on other sites
Rageru Report post Posted July 2, 2010 Did the laser will stopped by the Nu/Lambda swords? Share this post Link to post Share on other sites
Stray Inu Report post Posted July 2, 2010 Heroic: 2D combos are under revision and need more testing. Wonky 2D. 2DD is jcable and new fc corner combo for 6.4k FC combo: 63214c full charge, 6a 2c j.2c 2b 5c 2c j.c j.2c 2b 5c 6c 5d 632146c 6.4k Share this post Link to post Share on other sites
Stray Inu Report post Posted July 2, 2010 To Rageru - Heroic says, "They both go through and hit the opponent." It's the only projectiles they 'lose' to (besides Haku's void). Share this post Link to post Share on other sites
Rageru Report post Posted July 3, 2010 Thanks for the note ^_^ So so far she only has good combo at corners Share this post Link to post Share on other sites
Heroic_Legacy Report post Posted July 3, 2010 I need a new cpu >.> 2D combos are legit. But they are the hardest fucking jump cancel moves I've ever done. I get it like 3/10 times. Good thing Steiner's cover my combo dropping ass. Share this post Link to post Share on other sites
HiagoX Report post Posted July 3, 2010 Regarding this combo... 6C > Furu no Tsurugi > Dash > 6B > Dash > 5C > 2C > j.2C > Dash > 2B > 5C > 6C > 6D > Yata no Kagami > 6C > Omohikane (6538 damage, 100 Meter required) Can't you make it longer than that? After Yata no Kagami, go Dash > 6B > 5C > 2C > j.C > j.2C > 2B > 5C > 2C > j.C > j.2C > 2B > Omohikane Since my copy hasn't arrived yet, could you test it for me Heroic? Share this post Link to post Share on other sites
MisoSowee Report post Posted July 3, 2010 I would assume that the tech window becomes too big for that, seeing as the 3rd rep of her loop whiffs after j.C Share this post Link to post Share on other sites
HiagoX Report post Posted July 3, 2010 I would assume that the tech window becomes too big for that, seeing as the 3rd rep of her loop whiffs after j.C Unless you are counting the beginning, then it's only twice. Even if you count, you can always only do it once and then finish with Omohikane. Share this post Link to post Share on other sites
MisoSowee Report post Posted July 3, 2010 Oh whoops my bad. Perhaps then :O I'd like to know too :D Share this post Link to post Share on other sites
Heroic_Legacy Report post Posted July 3, 2010 I tried a couple variations. None of them work. I'd actually save the 50 meter from the end of the combo and set up more orbs than do more damage. Share this post Link to post Share on other sites
HiagoX Report post Posted July 3, 2010 I tried a couple variations. None of them work. I'd actually save the 50 meter from the end of the combo and set up more orbs than do more damage. Is that so? Too bad. Just to make sure, were you close to the corner by the time you used Yata no Kagami? Share this post Link to post Share on other sites
Heroic_Legacy Report post Posted July 3, 2010 Is that so? Too bad. Just to make sure, were you close to the corner by the time you used Yata no Kagami? The combo is meant to be a midscreen combo. Which it is. Just very space dependant. Share this post Link to post Share on other sites
HiagoX Report post Posted July 3, 2010 The combo is meant to be a midscreen combo. Which it is. Just very space dependant. Yes, I know. Oh well. :/ Share this post Link to post Share on other sites
PhoenonX Report post Posted July 3, 2010 I've been wondering, if you detonate 2 Steiners if they're in the same spot, Can they take away 2 Guard Primers at once if they are blocking? Share this post Link to post Share on other sites
GenoWhirl Report post Posted July 3, 2010 ^http://www.youtube.com/watch?v=GmwpassInww#t=0m50s I just checked and it seems 214d doesn't break primers Guys: We need to find an airthrow + rapid BnB. I assume we just go to 2B 5C 6C Steiners, or 2B 5C 2C etc? Share this post Link to post Share on other sites
mundus Report post Posted July 3, 2010 Her overhead also links to 63214C fyi. Pretty sure you can do like 3k with a RC combo from that. Share this post Link to post Share on other sites
PhoenonX Report post Posted July 3, 2010 ^http://www.youtube.com/watch?v=GmwpassInww#t=0m50s I just checked and it seems 214d doesn't break primers Then what is this? http://www.youtube.com/watch?v=GmwpassInww#t=2m18s Share this post Link to post Share on other sites
GenoWhirl Report post Posted July 3, 2010 ^Hmm, it could be that only explosions caused by steins that use the follow up (5DD etc) break a primer? Share this post Link to post Share on other sites
Heroic_Legacy Report post Posted July 3, 2010 Nope. Seems random to me right now. But it's also too early for me to tell. Share this post Link to post Share on other sites
Mizzet Report post Posted July 3, 2010 5c/2c combos into 6c on crouching, good to know for abare. bc 63214c, 3k'ish, I presume this is unburstable like Lambda's bc 632146d. 6c wallbounce combos into 214d, dependent on stein positioning obviously, but reasonably lenient. Follow up with 5c 2c air combo, or simply 632146c. Normal 6b > 623c, nothing special but better than nothing for no meter, and blasts them away so you can set up steins. CH 6b > 5a 5b 5c 63214c combos, might as well if you have no meter for super Normals that are jump cancellable on block: 5a, 6a, 5b, 2c. 2c being jump cancellable seems pretty useful, could be a good way to end blockstrings, iad back + steins, instant j.2c, whatever. PS: 6D > 5D > 2D > j.D doesn't gattling properly. It seems like you can only gattling one grounded D move into another one, max of 2. Since 2d is jump cancellable it's a natural choice for the second one. Nevertheless, if you do 6d 5d, you won't be able to gattling that 5d into 2d. Share this post Link to post Share on other sites
PhoenonX Report post Posted July 4, 2010 Anyone know if the second hit in Mu's overhead is unsafe on block, or can you cancel into something else like steins? Share this post Link to post Share on other sites
Prototype909 Report post Posted July 4, 2010 If it's an overhead it's unsafe. End of story. Share this post Link to post Share on other sites