Kai Report post Posted December 14, 2015 Is the break driver loop the best combo off a RC'd throw in the corner or is there another good combo to do thats not as difficult? Also what is the best meterless ender for the loop? Share this post Link to post Share on other sites
Zephyrion22 Report post Posted December 14, 2015 Beak Driver is the most damaging combo and definitely the best, but it's not burst safe an easy and burst safe variation is throw RC >214S>236[H] into usal combo ender If you go for the loop you don't have a preferred ender, you can eat after the last Beak and run up to them to attempt a mixup, or you can do 214K[6]> j.6H at its latest to re-stand them > 2D > Eat and go from there. You could also use the j.6H restand to use a nasty reset from there ! Plenty of options there, just cycle through them, and always keep an eye on your calorie gauge to decide what is better ! Share this post Link to post Share on other sites
Kai Report post Posted December 14, 2015 Thanks, Ill keep all of that in mind. Haven't played seriously since about 2007, got a lot to relearn. Share this post Link to post Share on other sites
drzero7 Report post Posted March 19, 2016 can anyone help me with the corner jK loops? like I do something like 2K,c.S,2S, 236K, 623S, 214S, 214P, jK, then Im not sure what to do? Share this post Link to post Share on other sites
Valas Phoenix Report post Posted March 19, 2016 From that route you can't do much, generally after the JK wallsplat you have to watch where the opponent is and add or not add 5cS if he's too low for you to get 5HS>iad jK>jS>jK. So it depends, I suggest you practice with these common routes http://www.dustloop.com/wiki/index.php?title=GGXRD/Sin_Kiske/Combos It's under Airdash Loops. Once you get them down and you're confident enough to pull x2 or x3 reps you can think to implement the jK>jS>jK to other combos to squeeze more damage ecc ecc, when it's ok to do it or not depends on the situation, I wouldn't try more than 2 rep after a combo into high wallsplat though, if your combo is too long you risk to get them tech in the air while you're doing 214HS, that's something you want to avoid ^^ Share this post Link to post Share on other sites