User:PrivateTarkus/sandbox: Difference between revisions

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<tabber>
Numpad Notation=
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ {{clr|3|c.S}} starter
|+ {{clr|3|c.S}} starter
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|  ({{clr|2|2K}}) > {{clr|3|c.S}}(3) > {{clr|2|6K}} > {{clr|3|s}}CR > 66 {{clr|2|6K}} > {{clr|4|214H}}-{{clr|5|D}} > 66 {{clr|3|f.S}} > 421X || corner || 134 || 22 || all || {{clr|4|Hard}} ||  
|  ({{clr|2|2K}}) > {{clr|3|c.S}}(3) > {{clr|2|6K}} > {{clr|3|s}}CR > 66 {{clr|2|6K}} > {{clr|4|214H}}-{{clr|5|D}} > 66 {{clr|3|f.S}} > 421X || corner || 134 || 22 || all || {{clr|4|Hard}} ||  
|}
|}
|-|
Scrub Notation =
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ Close {{Prompt|GGACR|S}} starter
|-
!  Combo !! Position !! Damage !! Works on: !! Notes
|-
| ({{Ni|2}}{{Prompt|GGACR|K}}) > Close {{Prompt|GGACR|S}}(3) > {{Ni|6}}{{Prompt|GGACR|K}} > {{Ni|421}}+Any Button || any || 80 || ||
|-
| ({{Ni|2}}{{Prompt|GGACR|K}}) > Close {{Prompt|GGACR|S}}(2) > {{Prompt|GGACR|H}} > {{Ni|421}}+Any Button || any || 83 || || enemy is in stagger state on {{Prompt|GGACR|H}}
|-
| ({{Ni|2}}{{Prompt|GGACR|K}}) > Close {{Prompt|GGACR|S}}(2) > {{Prompt|GGACR|H}} > {{Ni|623}}{{Prompt|D}} || any || 102 || || Slip recovery 'Max' is not humanly possible. lvl 2~3 is more realistic.
|-
| ({{Ni|2}}{{Prompt|GGACR|K}}) > Close {{Prompt|GGACR|S}}(3) > {{Ni|6}}{{Prompt|GGACR|K}} > {{Ni|421}}{{Prompt|GGACR|S}} > {{Ni|2}}{{Prompt|GGACR|S}} > {{Ni|623}}{{Prompt|D}} || any || 140 || ||
|-
|  ({{Ni|2}}{{Prompt|GGACR|K}}) > Close {{Prompt|GGACR|S}}(3) > {{Ni|6}}{{Prompt|GGACR|K}} > [{{Ni|421}}{{Prompt|GGACR|S}} > {{Ni|2}}{{Prompt|GGACR|S}}]x2-3 > {{Ni|421}}+Any Button || corner || 145 || all ||
|-
|  ({{Ni|2}}{{Prompt|GGACR|K}}) > Close {{Prompt|GGACR|S}}(3) > {{Ni|6}}{{Prompt|GGACR|K}} > {{clr|3|s}}CR > 66 {{Ni|6}}{{Prompt|GGACR|K}} > {{clr|4|214H}}-{{clr|5|D}} > 66 {{clr|3|f.S}} > {{Ni|421}}+Any Button || corner || 134 || all || {{clr|4|Hard}} ||
|}
</tabber>





Revision as of 22:33, 26 May 2022

c.S starter
Combo Position Damage Tension Gain Works on: Difficulty Notes
(2K) > c.S(3) > 6K > 421X any 80 12 Very Easy
(2K) > c.S(2) > 5H > 421X any 83 12 Very Easy enemy is in stagger state on 5H
(2K) > c.S(2) > 5H > 623D any 102 -20 Very Easy Slip recovery 'Max' is not humanly possible. lvl 2~3 is more realistic.
(2K) > c.S(3) > 6K > 421S > 2S > 623D any 140 -10 Easy
(2K) > c.S(3) > 6K > [421S > 2S]x2-3 > 421X corner 145 17 all Easy
(2K) > c.S(3) > 6K > sCR > 66 6K > 214H-D > 66 f.S > 421X corner 134 22 all Hard
Close S starter
Combo Position Damage Works on: Notes
(2K) > Close S(3) > 6K > 421+Any Button any 80
(2K) > Close S(2) > H > 421+Any Button any 83 enemy is in stagger state on H
(2K) > Close S(2) > H > 623[[File:D_{{{2}}}_Prompt.png|x22px|link=|alt={{{2}}}]] any 102 Slip recovery 'Max' is not humanly possible. lvl 2~3 is more realistic.
(2K) > Close S(3) > 6K > 421S > 2S > 623[[File:D_{{{2}}}_Prompt.png|x22px|link=|alt={{{2}}}]] any 140
(2K) > Close S(3) > 6K > [[[File:InputIcon_421.png|24x24px|link=|alt=421]]S > 2S]x2-3 > 421+Any Button corner 145 all
(2K) > Close S(3) > 6K > sCR > 66 6K > 214H-D > 66 f.S > 421+Any Button corner 134 all Hard



2Ax2 > 2B > 5D > C+D > 6 > 5D > 623C(3) > E > forward jump j.A > delay j.D > land then jump straight up > j.A (right side only) > j.214D > 2Ax10 > 2B > c.D > A+C > j.A > j.214D > 2A > 2B > c.C > A+C > j.A > j.214D > 2Ax14 > 2B > 5D > 214D+E > 2Ax14 > 2A~E > 2Ax3 > 2B > 5D > 214D+E > 2Ax10 > 2B > c.C > C+D > 6 > 2B > 2Ax5 > 2A~E > 2AxN~ (Traveling)


Dust Combos
Combo Position Damage Tension Cost Works on: Difficulty Notes Video
5D > j.D > 214P(1) > c.S > 214H > j.H > j.D > 214P(1) > c.S > 214H > j.H > j.D > 214H > 214P(1) Midscreen 155 0 All ?? If you did 5D close to opponent, use this. Link
5D > j.D > 214P(1) > f.S > 6K > 214P > 2H > 214P ?? ?? 0 All ?? Should be used if you hit 5D from further away. -
5D > j.D > 214P(1) > 632146H > c.S > 214H > dash j.H > j.D > 214P(1) (sideswitch) > c.S > 214H > 2148P Corner ?? 50 All ?? - -
5D > j.D> 214P(1) > 5H > 214H > dash j.H > j.D > 214P(1) > c.S > 214H > 2148P Corner ?? 0 All ?? - -
5D > j.D > 214P(1) > 5H > 214H > j.H> j.D > 214H > 214P(1) Corner ?? 0 All ?? Less damage than above, but easier/more stable. -