JoJo ASB - Pucci C-Moon Basic Loop Combos
Edit #2 - As of patch 1.04, a similar combo route still works but is much more difficult. C-Moon S on 6C now crumples on the last hit, which is great because you can combo it meterlessly. However, you cannot crumple more than once per combo. The second crumble hit will just knockdown instead. S on 214X also crumbles still, which means you cannot connect more than one without getting a knockdown. Instead, you can do 5C → 214X SR 2A/5B, but its a MUCH harder link. It is doable though. In addition, I believe the length of time the poison lasts is longer, which is good for normal play, but bad for 214X loops, because you'll end up overlapping and cancelling out the 'inside out' effect. Lastly, the new Stand cancel only costs 50 meter, but makes you gain zero meter for the rest of the combo. Due to how long the crumple combos last, its generally better to still go 6C into PC, since it also does more damage and moves you forward. The S on cancel is useful if you know you're going to reset, though, since meter will start building after the reset. Here's an example version of the loop that STILL works in 1.04:
5A→2B→5C→6C→PC→S on→5A→5C→214X→SR→5B→(214X hits)→dash 2A→2B etc etc, eventually ending in stuff 5C→6C. The 5C to SR 5B link is quite hard. I honestly just recommend resetting them :P Note also that you can choose to end combos in 5C→236X now. Not really worth it if you already have poison on them but maybe you undid the inversion earlier in the loop.
On a side note, since 236X is way faster now, you can end combos in 5C→236X→SR→j.B→5A→delay 5B→6C→214B/C
Note that
Edit: As of patch 1.02 (9/10), this combo not only still works, but is more stable due to the improved frama data on forward dash. Linking the dash 2A should be much easier. I personally now time it by inputting my 66 RIGHT WHEN 214X connects. Enjoy!
Basic Loop:
Starter →6C(5hit)→214X→SR→2A→(214X hits)→dash 2A 2A 2B 6C→PC→StandON→Starter
I start combos with 5ABC and afterwards use 5A 5C delay 6C after Stand Activation, seems to be the easiest way to keep them close. The delay is optional. And yes, this combo works midscreen.
The Stand Rush needs to be as early as possible. The 2A afterward and the dash after that are a little strict on timing. After the 6C PC, Stand On into 5A should also be as early as possible. Oh and the 6C into 214X should also be done immediately (after the 5th hit). Overall the loop isn't too bad but going for multiples becomes a bit of a headache.
On Poison: When they are already poisoned, an additional 214X punch will actually CANCEL OUT the poison, rather than reapplying. Hence, it's best to extend the string in the loop. If you dont care about poison you can even do things like 214X→SR→2A→Dash2A 6C PC etc. The 2AA2B6C PC 5A5C6C seems to work out perfectly so that the poison wears as the next punch is connecting. You can alternatively choose to delay certain parts of the string and omit a 2A, but I don't think its worth the hassle personally. Note that the damage calculations don't take into account poison damage.
On Resets: In the video I reset by cancelling the 6C before the 5th hit (which staggers longer), but you can also reset by delaying the 214X cancel after the 5th hit. The 2A after SR technically stops jumping if timed properly, but the timing is very strict. Note that they can also IB your 2A in either setup, though if they are going for IB, you can simply not do 2A and do a j.B instead. There is a lot of slowdown during Stand Rush, so if you are afraid they will react to the reset when you SR, you can do 6C(5hit)→214X→SR as the 214 is connecting→dash 2A etc. If they holding up back and you dont think you can time your 2A, you can also reset into 236X instead: 236X→SR→j.B→land - etc.
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