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Posted

he probably means 6/5d... mid screen you use 5d, corner you use 6d

the timing i use is 6c>5c(hold)(tap 5D)>2c.. and similarly in corner.. 6c>3c(hold)(tap 3D)>3c

don't delay the rekkas too much.. and try and tap D pretty much right away.. the timing of the C bug kinda depends on the height you catch them coming up after D bug up with 6c rekka hit

Posted (edited)

Just press D the instant you see the D bug go off screen.

I don't worry too much about including the C bug connecting, since I go for resets when I can.

Edit: I also did research on dive loops, and I understand how they got nerfed, it seems the gravity affects the height much greater than CS1, so there is a maximum height in where dive cancelling is either impossible or requires very awkward timing, I was only able to score one rep on Ragna.

Edited by Skye
Posted
65D? o_o

I'm retarded, I meant 5CD(bugs), yeah in the corner it's 6CD, obviously.

I use 6[C](whiff)>5]C[D>2C, so I don't know a lot about the full rekka, actually.

Posted

Mmk, thanks everybody.

One more question, which 100% curse combo is better, the one with jA > j4AA or j4AA? Or is it based on hitboxes? They're both pretty easy, so I guess it doesn't really matter, but meh. xD

Posted

yeah depends on the hitbox.. before certain characters like tsubaki the combo was unstable because at the end 5a>6b>j6d part.. the 6b would whiff but quite a few characters are more stable because you can omit 5a and just do 6b now

Posted (edited)

random training notes:

quick super easy 100% curse from 6a that i stole from jp wiki

6a>5d>iad JA>j4b>5b>5d>iad J4a>ja>5a>6b>j6d

spent some time in the lab and it seems that you can get 100% curse off anything almost now...

starter notes:

2a>5b>5d> requires super jump

5a>2a>5b>5d if close enough

JB>5b>5d works great

mid parts:

iad J4A>JA(>2A)>5b>5d -quite often the 2a can be omitted and first IAD requires superjump sometimes

ender

iad j4A>JA(>5A)>6b>j6D -5a can be omitted usually

also corner bnb curse combos:

(JB)>6b>IAD jD>6b>IAD JD>5D

As for dive combos... starter>B dive cancel>5D>HJA(>JA)>JC>JD seems to be most consistent across the board

the really high air throw combo is more strict imo now:

high air throw>delay air dash JC>B dive cancel>5D>HJA>JC>JD -the required delay varies with height and character but across the board the delay is much longer then it used to be.. the JC (due to it's thinner hitbox) is much more likely to whiff now =(

Edited by kousaka
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