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Posted

That's ok, I found the cancel. :keke:

Could you tell that cancel? Haven't really bothered trying it but it would be nice to know how to do it :D

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Posted

Still have no idea what cancel he's talking about...

Litchi can do that weird loop in corner. It's something like this:

j.B j.C cancel 5c j.B j.C cancel 5c j.B j.C dj d blaah blaah you know the rest.

Posted

On another note, which combo do you guys prefer to do in the corner? I've had the most success with just ippatsu~a jump back falling j.C land 5C j.b j.c 4kote j.c 5C j.b j.c dj. D j.C staff2 6C itsuu C. And what combo do you do on the non 5C'ables? (Noel, Lambda, Hazama, Carl, Litchi, etc)

Posted

Oh and one more thing. How does that airdash downforward work? Is it j2.d, b+c airdash with stick and without just j.d instead of j2.d?

Posted

On another note, which combo do you guys prefer to do in the corner? I've had the most success with just ippatsu~a jump back falling j.C land 5C j.b j.c 4kote j.c 5C j.b j.c dj. D j.C staff2 6C itsuu C. And what combo do you do on the non 5C'ables? (Noel, Lambda, Hazama, Carl, Litchi, etc)

Litchi is can be hit with 5C OTG. Looks like they fixed her hitbox or something, since you don't need to do 5c 2c anymore.

As far as those chars, I do xx ippatsuA jump back 4kote jC 4kote falling jC 2C 6C 3C 2D 6C~ whatever ender (usually 6D itsuuC 6C 3C or something)

Posted

quick question, does the timing for ippatsuA combos has changed? like when you do : B 2C itsuuA 236A *DELAY MAX* 236B 63214A from what i've witness myself this part is as hard as it was in CT, just me rusty?

Posted

another question regarding her B 2C combo. it seems that after the itsuuA part, the stick is in 5D state, so after i do 6C kote jBCD air dash jC it won't hit in between and there will be a recovery.. any ideas? edit: btw, what is the notation for her astral? edit2: ok, it seems that kote (421D) change the stuff into 2D state, which slove to problem:kitty:

Posted

On another note, which combo do you guys prefer to do in the corner? I've had the most success with just ippatsu~a jump back falling j.C land 5C j.b j.c 4kote j.c 5C j.b j.c dj. D j.C staff2 6C itsuu C. And what combo do you do on the non 5C'ables? (Noel, Lambda, Hazama, Carl, Litchi, etc)

:eng101:

whatever> ippatsuA jump back jC 2b 2c jb jc 4kote jc land>whatever

i usually go for 3c shishin if i'm expecting them to neutral tech, or just wait and throw the stick if im expecting them to not tech or roll.

lord knight's thing works too, although if you tried to combine his and mine:

ippatsuA jump back 4kote jc (x2 optional) 2b 2c blah blah blah

I think the 4kote jc will make 2b 2c techable.

dont quote me on that, i just know its easy to make 2b 2c techable.

I only do the ippatsu A>4kote jc thing on hakumen bang and rachel, cause i have trouble staying close enough to the corner to make the standard combo work.

Posted

I agree, I originally tried doing xx > ippatsuA jump back jC 2B 2C jB dj jC and that failed a lot. However I've seen plenty of success with the combo I listed.

Posted

>>Brent-quest working on ~ippatsu A-JD-JC-6B-ittsuA-5C-5D-JC-6C-ittsuC-JC-kote-JC-3C-2D-6C-daisyarin-(or6D-tsubame) the best damage with good set up, if starts with 2C, you can do one more ittsuC-6C.

Posted

One of the double itsuuA combos huh? I learned one yesterday: ~ippatsuA j7C 5C 2C 2D rising jC staff2 land 2c[m] itsuuA jBC 4kote falling jC 3C

Posted

Could you tell that cancel? Haven't really bothered trying it but it would be nice to know how to do it :D

Haku Cancel

It's to land faster than normal.

You can't do chara specific combo without it.

Posted

>>LK it's actually quad ittsuA combo now. lol but only starts from 2C. I believe it'll be 2C~ippatsuA-JD-JC-5C-6B-(ittsuA-front kote-5C-5D-JC)*3-6C-(ittsuC-6C-kote) the last part is whatever you like. 5600 and about 70% of meter gain. lol using JC early kinda limits combo, so I say ippatsuA-JD will be better combo parts. it's stable too. oh, litchi. I'm kinda using tsubaki lately just to make the game fair. haha

Posted

>>LK

it's actually quad ittsuA combo now. lol

but only starts from 2C.

I believe it'll be

2C~ippatsuA-JD-JC-5C-6B-(ittsuA-front kote-5C-5D-JC)*3-6C-(ittsuC-6C-kote)

the last part is whatever you like. 5600 and about 70% of meter gain. lol

using JC early kinda limits combo, so I say ippatsuA-JD will be better combo parts.

it's stable too.

oh, litchi. I'm kinda using tsubaki lately just to make the game fair. haha

Is there a vid with this, I'm having a hard time following what is going on?

Posted

How many reps can you do starting with 5b? Well, I guess I should say, when can they tech if you start with 5b? Just curious what options you have starting with a more practical starter. Also, I was doing some thinking, this is a corner combo, right? What if you're in the corner, going away from it, could there be a way to modify it to get maybe a double ippatsu, double ittsuA combo??? I'm thinking like 2C, ittsuA, kote6, haku, hatsu, riichiA, ippatsuA, 9 (jump towards) jD jC 5C 6B ittsuA... etc etc... It may be too long, but it'd be something to look into :D

Posted

why does 5C not hit OTG after ittsuA on like half the cast? it happens on ragna hakumen jin, who otherwise would be hit by it

Posted

>>Jthan Do it as fast as you can. IttsuA-6kote-5C-5D doesn't have any extra frames between in 3rd loop. It'll even hit nu, noel, hazama. and no video.

Posted

why does 5C not hit OTG after ittsuA on like half the cast?

it happens on ragna hakumen jin, who otherwise would be hit by it

OTG hitbox is too small for noel, carl, and nu in CT, not sure about CS, but i'm pretty positive it's about the same

just use 2B

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