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Posted

if ppl want to make threads for matchups in the matchup section, thats fine ONLY if you have enough experience in the game to start a discussion. No threads taht contain just the word "Discuss". I feel like i don't have enough experience with the game to offer any advice so i've been holding off on it. as for replacing 5D with 6C in block strings, i think a lot of ppl had this idea once they figured out that 5D was pretty crappy, but i ahevn't heard/seen anyone put this theory into practice yet. another area possibly worth exploring taht veteru brought up with me a while ago was using 214B to break guard primer (without getting punished for it). The idea was to end a block string with 214B and make it so you hit them with the tip of your sword of the second hit so that you can't get punished since you're too far away. I tried it once and it felt like 214B goes too far forward to make this a decent block string ender, but i didn't try tiger-kneeing a j.214B (since this travels not as far as the ground one). Anyone want to test this out?

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Posted

as for replacing 5D with 6C in block strings, i think a lot of ppl had this idea once they figured out that 5D was pretty crappy, but i ahevn't heard/seen anyone put this theory into practice yet.

another area possibly worth exploring taht veteru brought up with me a while ago was using 214B to break guard primer (without getting punished for it). The idea was to end a block string with 214B and make it so you hit them with the tip of your sword of the second hit so that you can't get punished since you're too far away. I tried it once and it felt like 214B goes too far forward to make this a decent block string ender, but i didn't try tiger-kneeing a j.214B (since this travels not as far as the ground one). Anyone want to test this out?

1.) Replacing 5D with 6C is better for most situations when doing a block string seeing as how you can special cancel 6C into whatever. However, even tho 6C is a "better option", does not make 5D useless to put into block strings.

2.) Blocking 214B at ANYTIME you will get punished with or without an IB. I get punish by the same kind of combo by my opponents after they block 214B no matter what distance. And of course, with an IB... your perty much just dead.

If the opponent can't punish 214B at max distance, then there is something wrong with them.

Posted

Sorry, but what is tiger-kneeing? is that just try randomly? and yea, I don't have the experience to start the matchup discussion, well, can we just talk about fighting against the high tier character like Litchi or Bang etc... What's a good strategy to use in general?

Posted

TK'ing = having a move execute as soon as you leave the ground during a jump.

Posted

Thanks Banger, ur fighting game terminology link helps a lot. anyway, I have a hard time connecting the C ice car after the sekkajin and 6C. am I supposed to wait a bit? or am I just too slow in inputting the ice car?? most of the time I miss the target. am I supposed to wait a bit after the 6C?

Posted

ok thanks Marutambo, I have a thought.....please comment on it or whatnot I think the new air combo staple for jin is (hjc) j.C>j.2C>(jc)>j.2C>214B if you already froze your enemy. I think this is the most damaging one...air combo not 100% sure though if you haven't froze your enemy you can go like (hjc) j.C>j.2C>(jc)>j.2C>j.D>214C a lot of people try to end the air combo as fast as possible too like they just do (HJC)j.C or j.2C and then freeze... and then the do air dash and j.2C>j.C and then do a normal ground combo end with a knockdown of 3C and either 214B or okizeme strat I haven't compare the damage but the "latter" seems harder to me because we have to time it right on how to do the air dash followed by the ground combo.... what do you guys think? EDIT: if you haven't froze your opponent you can do another j.C after the j.2C I think but it's more risky that you knock your enemy too far and can't freeze them I think.

Posted

ok thanks Marutambo,

I have a thought.....please comment on it or whatnot

I think the new air combo staple for jin is

(hjc) j.C>j.2C>(jc)>j.2C>214B if you already froze your enemy. I think this is the most damaging one...air combo not 100% sure though

if you haven't froze your enemy you can go like

(hjc) j.C>j.2C>(jc)>j.2C>j.D>214C

The second one is what I've been doing lately actually (but with jB instead of jC; I'm not really fond of new jC in air combos atm), and I thought it did more damage than jB > jC > j2C > 214C, but the last time I remembered, it did 3.2k while the former did 3k, which didn't make sense to me. These were all from 6C. Doesn't using a move more than once (in this case, j2C) increase proration? I forget. I only saw this once since I wasn't paying attention to the damage, and I only noticed it minutes before I had to go, so I didn't get to clarify.

Anyway, what's a good way to end an ice arrow super for that little tidbit of health left they sometimes still have, post-burst? 6A > 623A? It seems to be what I see all the time in vids atm.

Posted

The second one is what I've been doing lately actually (but with jB instead of jC; I'm not really fond of new jC in air combos atm), and I thought it did more damage than jB > jC > j2C > 214C, but the last time I remembered, it did 3.2k while the former did 3k, which didn't make sense to me. These were all from 6C. Doesn't using a move more than once (in this case, j2C) increase proration? I forget. I only saw this once since I wasn't paying attention to the damage, and I only noticed it minutes before I had to go, so I didn't get to clarify.

Anyway, what's a good way to end an ice arrow super for that little tidbit of health left they sometimes still have, post-burst? 6A > 623A? It seems to be what I see all the time in vids atm.

which second one that you've been doing lately? is it the one involving the air dash? is that more damaging or are you referring to the second double jump air combo?

for ice arrow super, I think you can do the C Ice car right? because the distance is so close? if the health is only a tidbit left

or I think you can do jB>j2C and then try to throw them for maximum damage I think, the throw might whiff but

Posted

Actually, I've been doing jB > jC> j2C > jc > j2C > 214C. You hit them with the very top tip of the second j2C (j2C have delicious vertical hitbox), and delay 214C until you both reach the ground. It feels that I have better recovery from ice car this way? Dunno. Someone else wanna try it out and see how it feels compared to 214C from the top of the screen? Damage of this is still around 3k. Forgot exactly. I was referring to the second one I quoted. I can't get the air dash one yet atm, find it hard to time the ground dash right after jC.

Posted

yea, the air dash is really hard on the timing I think. and it's really easy to get zoned out and too far away to finish the combo. only buppa I've seen executed it perfectly everytime. how can you delay the 214C before both of us reach the ground? I think they will recover in the air if you do not freeze them I have another thought on 6C and cancelling into A fireball, what's a good follow up after that if the fireball hits or counter hit. I can't seem to reach them with 5C or 6C without rapid cancelling. and 2D whiff too most of the time.

Posted

My bad, I meant jB > jC> j2C > jc > j2C > jD > 214C.

I don't think there's any good follow up on pointblank A fireball. On CH, maybe try 3C 214B.

Posted

@soujiro seta... that's irrelevant to the topic lol... and I use this name based on that actually so Banger for that air combo that u use, I start falling down after the first j2C so most of the time my second j2C whiff, do you just do that really fast??? if I eliminate one of the jC I am fine though. Today at the arcade I have a hard time hitting this Litchi though, he blocks a lot(theplayer is a guy) and whenever I approach from the air I got DP'ed or anti air'd if I block in the air whenever I land he will continue his mixup and don't leave me any chance. I use jc and 2D mostly because her range is greater than mine, do you guys have any tip for fighting litchi?

Posted

Dang it, I'm really messing up these days.

6C > 66 > 5C > super jump > jB > jC> j2C > double jump > j2C > jD > 214C.

I super/high jump it.

Dunno if it works on the chars with funky hitboxes.

Posted

ok, that's sounds better. what would you do if you already freeze the character though? would you do (hjc) j.C>j.2C>(jc)>j.2C>214B ?? like I posted? that combo is actually kinda hard to pull off. I am just not used yet to do 2C fast enough in the air

Posted

I do 6C > 66 > 5C > sj > jB > jC > dj > j2C > 214C (posted this earlier), assuming not too many hits have been done already i.e. doing it from j.236D ice swords. Good damage and knockdown. And a trick I do to pulling j2C easier is to "buffer" it during moves before it, like jC or jB. Trying to input j2C instantly after recovering from a previous air move makes me slip up sometimes and I end up doing j236C or j214C. For example, right after pressing 8 for the second jump above, I put the stick down right away and hold it still until j2C is ready to come out, instead of going to 8, then neutral, then suddenly j2C right away.

Posted

hey Banger, I have a really hard time fighting litchi, her range is crazy and her mixup is hard to predict. do you have any tips fighting a litchi?? I can't even have a hard time fighting the hell mode litchi on score attack mode much less a human player litchi.

Posted

I dont know if this has been posted or not, if anyone think it's useless , please spare me and just ignore me. I found out if j.2c hit opponents very close to ground, 6c will connect on the ground after you land. That means it opens new possibilities to combos. For example, corner combo 5b > 5c > Dp b > 6c > 6d > 6d > 5b >2b> 5c > 3c do 2.9k but now 5b > 5c > Dp b > 6c > 6d > IAD > j.b > j.2c > 6c > ice car C do 3201

Posted

I think that combo is pretty situational. it's hard to make land it on a consistent basis. and I didn't know you can special cancel another special with a non heat special. does that always work that way?

Posted

I think that combo is pretty situational.

it's hard to make land it on a consistent basis.

and I didn't know you can special cancel another special with a non heat special.

does that always work that way?

It's not that situational, you simply add 236B before 214C to the usual Air BnB. No, you can't special cancel another special move, the recovery time for the various Aerial Ice Blades has been reduced enough to allow combos (except for j.236D which has more recovery time) a bit after they land.

Posted

the only preconditions for taht combo are you need to be able to air combo into a j.D that freezes, and you can't be completely in the corner... not terribly restrictive edit: you could probably replace the j.236B with a j.236A in the corner

Posted

huh, I see.... would it be more damaging that way? I can't see the heat dmg because the quality of the video is not good. but the ice car would get prorated more that way right?

Posted

Today , I just notice from the fatal counter combo you can do 6C-2D and then sekkajin 6C dash cancel 5C and then an air combo for at least 4k damage I think. you can end the air combo with the D ice ride and if you are near the corner use another 6C and C ice ride for maximum damage.

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