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Posted

Seriously, is DID(2) doing more damage than j.D DID(1) supposed to be a secret or something? It seems like almost no one knows about this.

Posted
Seriously, is DID(2) doing more damage than j.D DID(1) supposed to be a secret or something? It seems like almost no one knows about this.

Hasn't it been like this since CT anyway?

Posted

in most combos with the proration a bit low though (such as after using 5D in a midscreen combo), you'd want to just do j.C j.D d ID so that you're guaranteed the emergency tech when you land (otherwise they can air-tech and screw up your oki)

Posted
Seriously, is DID(2) doing more damage than j.D DID(1) supposed to be a secret or something? It seems like almost no one knows about this.

I dunno, but I tested it on the standard air combo.

5B, 6A(JC), j.C, j.D(JC), j.C, 623D(2 hits) -> 236C -> 214D

5B, 6A(JC), j.C, j.D(JC), j.C, j.D, 623D(1 hits) -> 236C -> 214D

Or maybe I didn't do the 5B at the start.

But the 2 hits did like 18 more damage. I don't know how it'd factor into other combos though.

Posted

Try these on:

5B 6A 214B dash 5A 5B 5D (DC) 5C 6A (JC) -----------

On heavily prorated combos like this, just j.C j.D or j.C will work with C ID. Even D ID will whiff.

Posted
Try these on:

5B 6A 214B dash 5A 5B 5D (DC) 5C 6A (JC) -----------

On heavily prorated combos like this, just j.C j.D or j.C will work with C ID. Even D ID will whiff.

Why would you not just jump cancel the 5C? The second 6A seems completely unnecessary.

Posted
Try these on:

5B 6A 214B dash 5A 5B 5D (DC) 5C 6A (JC) -----------

On heavily prorated combos like this, just j.C j.D or j.C will work with C ID. Even D ID will whiff.

d ID doesn't work only because the added height the second 6A gives causes the first hit of d ID to whiff, and thus making the startup at least 14 frames, in which because of proration it probably won't work

5B 6A 214B dash 5A 5B 5D dc 5C sjc j.C j.D d ID works, just so you know.

Posted
do we even need to explain why he's a scrub

:/ i would appreciate it cause thats the point of this thread i understand if you don't want to say anything but you could give some constructive criticism if youre gonna post anything

Posted
Why would you not just jump cancel the 5C? The second 6A seems completely unnecessary.

You cant, the 6A IS necessary because it has greater untechable time. j.C will whiff after 5C (JC) I believe.

The best combo from it is:

5B 6A 214D dash 5A 5B 5D(1) 214D [dash] 5C (HJC) j.C j.D (JC) j.C j.D 623D~Drop. Almost 3k midscreen, very specific.

And I know all that Kay, just gave an example of why one shouldnt always do the 4 hit aerial combo.

Posted
:/ i would appreciate it cause thats the point of this thread i understand if you don't want to say anything but you could give some constructive criticism if youre gonna post anything

That Ragna wasnt very scrubby at all. Kay just happens to have high standards,

Posted

That Ragna wasn't that bad. Work on execution and less standard pressure I'd say. Also less random jumping and better footsies.

Posted
You cant, the 6A IS necessary because it has greater untechable time. j.C will whiff after 5C (JC) I believe.

The best combo from it is:

5B 6A 214D dash 5A 5B 5D(1) 214D [dash] 5C (HJC) j.C j.D (JC) j.C j.D 623D~Drop. Almost 3k midscreen, very specific.

Ah, that it doesn't, my apologies. The j.C does indeed whiff.

Posted

thanks, im sure he can find the right direction with that input

@Zeroraider, hey you don't get to say any kind of shit mr o my car broke down and other random excuses to why you can never go to a nci next time you can make fun of him if you go :p

Posted (edited)
Seriously, is DID(2) doing more damage than j.D DID(1) supposed to be a secret or something? It seems like almost no one knows about this.

If you're referring to people's use of DID(1) in actual matches, there are a couple reasons. The first is that there are some combos (mainly Dash Under -> 3C -> 22C finishers) that require the 1 version to combo... But I'm sure you know that already. The other reason, I think, is that the 1 hit version -> Follow-Up -> Axe Kick keeps Ragna closer to the ground so he falls to it faster and gives him easier/better oki. Besides, people hardly ever random/start combos with DID since it lost its invincibility, and if you do the 2 hit version to finish a combo, it does barely double digit more damage IIRC.

Blood Kain might be a different story, though. I haven't experimented with how much the damage changes then, and if the greater damage might be worth slightly shorter combos.

EDIT: Read a bit further back. My bad. I really need to start going a few pages back and reading forward from there instead of down a whole page -> back a whole page.

Edited by Jackie Chandler
Posted (edited)

A friend lent me a video converter so I recorded some replays,unfortunately the videos are slowed down a bit due to the fact that I couldn't get 60 hertz freq

I play bb from 3 month now and I have past experience only from sf4(spent 2 years to understand what a shitty game it is)and a bit from mvc3...I think this is fairly decent for the amount of time I had played

http://www.youtube.com/watch?v=XssjnaVbVs4&feature=mfu_in_order&list=UL

http://www.youtube.com/watch?v=Q_jU34RwhJY&feature=mfu_in_order&list=UL

The major gap I feel from good ragnas is the way they move in the air,when to do a jumpinc C and when to do a dash > jump to getting a jump C blocked so you can start the pressure and mixup...I feel like I cant move smoothly.I dont know when to do a IAD or when to do a dash jump barrier and see if I can go for a jumpinc C a double jump or just block

Edited by Gramas
Posted

Work on crouch confirming. 2C doesn't combo into 6C, only 5C does on crouching. Learn to do that and get more damage from there.

Why did you rapid the air throw in the second round? Ragna can combo off of his easily.

Posted

ye I usualy crouch confirm it everytime.. that has been 1 time mistake I think eheh :/

In the second video I got very good damage on crouching opponent

I did rapid the air throw because I thought I was too far away lol.

Posted

With your 6D counter hits, you can probably do 6D, j.D (whiff), 5B, 5D(1), DS, stuff. That would be a very powerful punish for landing that, and you should work on that a little in training mode, since you landed it quite a few times. There's quite the difference between 2K and 4.5K. :)

Do you just prefer for Noel to tech in the air? Because you weren't ending your air combos in DID, and I couldn't tell if that was just how you like to play the matchup.

Posted
With your 6D counter hits, you can probably do 6D, j.D (whiff), 5B, 5D(1), DS, stuff. That would be a very powerful punish for landing that, and you should work on that a little in training mode, since you landed it quite a few times. There's quite the difference between 2K and 4.5K. :)

Do you just prefer for Noel to tech in the air? Because you weren't ending your air combos in DID, and I couldn't tell if that was just how you like to play the matchup.

conditions CH 6d in the air

6d jd (whiff) 5b 5d(1) DS xn actually works? I'll have to experiment with it in the training room.

I didn't know the hit stun was so long after the 6d AA, most of the times in the training room when I happen to catch the AI with the same tactic I end up going with 6d jd jc DID xn but my ID's were pretty bad that night. IB multiple attacks and I couldn't buffer it in, even during the freeze frame of BK ID wouldn't come out so I went out with the GH tactic to keep it simple. Some decent CH combos are created after the second or first hit of GH manages to connect as a CH, so I was beneficial no matter how I thought about it.

My execution feels awful online as I managed to let them get away so many things. I'll get some better videos up later in the future.

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