Hellfromabove Posted December 31, 2009 Posted December 31, 2009 Don't keep your hopes up. No top level player in their right mind will ever use j214214D (except for trolling purposes). It's extremely easy to punish, a waste of meter and there are other far better moves to use in the same situations. It might end up in a combo video though (maybe). I use 214214D but not just straight off the bat. Even if you have a bell over their head it's very very risky to do it. You can do this against n00b online players but any top level players will fuck you up. If the opp is standing and gets hit by C bug then you can go do 214214D since C bug staggers so long that it connects. -Tha Hindu
kousaka Posted December 31, 2009 Posted December 31, 2009 alright finally starting to get the timing on the corner jC>214C>C bug loop.. on tager it's so dirt easy.. the C bug isn't even needed.. you can just jC>214C anytime the D bug is going down had a lot of weird things happen doing it on noel though.. one time jC>214C changed sides but somehow still combo-ed on the up D bug part jC is weird, it's very easy to whiff on skinny characters during bug pressure
Hellfromabove Posted December 31, 2009 Posted December 31, 2009 So... there might be a legit recurse combo that hasn't been addressed yet. Mike and I have been messing around with it a bit and it seems to work and be hella fuckin' stupid. I want to see consistency and shit with it before I go ahead and post it up. -Tha Hindu
Skye Posted December 31, 2009 Posted December 31, 2009 I saw when you showed off the C bug > D bug full screen loop that did about an easy 5k and burst safe. I think it does it's job really well, since if they do burst, you can throw in a B bug, which has enough hit stun to give time for another bug, which could logically go back into the loop. Nice find, I wanna see this in a tourney, preferably on a Lambda.
kousaka Posted December 31, 2009 Posted December 31, 2009 ahh i want to recurse!! but atm it's pretty easy to improv 50% curse meter at the end of combos.. im finding that im using all my bursts for gold bursts now though.... i need more bursts.. arakune should get like 4
Abstract Posted December 31, 2009 Posted December 31, 2009 The start up times on all of the bugs have been increased fairly substantially. So, I don't believe that it's possible to combo with bugs in that particular setup. You also may not want to, as the damage scaling at this point could potentially be bad enough that you're just wasting meter... I am going to re-emphasize this. Your rushdown is so fucking scary in fever mode now that you're better off just locking them down and running 50/50s + Guard break stuff until you get a hit. The damage scaling is definitely going to make efforts like continuing combo after you finally curse them a bit of a waste. Don't keep your hopes up. No top level player in their right mind will ever use j214214D (except for trolling purposes). It really is a terrible move. You're probably better off doing like 6A 5D 236236C 5D jA jC jD.
thegame4ever Posted January 1, 2010 Posted January 1, 2010 Just wanted to ask, what's a punish combo of choice in CS if you block Bang's 2D or 5D? Just 5A>6B>j.D or is there something better?
kousaka Posted January 1, 2010 Posted January 1, 2010 yeah i cant think of anything that is fast enough, 2a>5b>5d, 2aaa>2c(rc)>5d etc.. but 5a>6b is probably better as it gets them off you which is needed.. and in corner loops for a second jD or even straight into corner 236C loops
Hellfromabove Posted January 1, 2010 Posted January 1, 2010 Don't know if you'd be able to preform a j.5D but if so then you could do j.5D>5C>j.5A>j.5B>j.5C>j.5D. On another note, what moves take away GP in this game? -Tha Hindu P.S.: Ha p N w ear-Ear-EAR-EAR-EAR-EAR!!!
Mr.Biscuits Posted January 1, 2010 Posted January 1, 2010 From what I got to play last night. Dive, 2C, J.C, 6C, 236C, 6D, and I believe the D bug as well. I also think 3C breaks GP.
Hellfromabove Posted January 1, 2010 Posted January 1, 2010 From what I got to play last night. Dive, 2C, J.C, 6C, 236C, 6D, and I believe the D bug as well. I also think 3C breaks GP. Ok, I needed to know this because I am trying to do a block string that takes off at least 4 GP within like 3 seconds. Seems like it can be done. When Cursed (In Corner): 2AAA (a bug + d bug)> wait for d bug to make contact> 6D> [(j.2A> 6C) or (6C> j.C)] That should be 4 right there you could make it take 5 or 6 ultimately as well. With the bugs that come out in the string most players should be caught off guard until the end where they figure out wtf is going on. After this you can do 214214D into recurse. Of course this was not the recurse I was talking about. This requires you to break guard where the other one I was talking about doesn't. -Tha Hindu EDIT: Oh, I wanted to add that D bug only takes off GP when it comes out of the floor.
Skye Posted January 1, 2010 Posted January 1, 2010 How about B bug (to lock them down) > D bug (going down, lets call it D bug-1) > 3C > JC (jump cancel) > j.2a > D bug-2 (going up) > 6C > 5C > C bug > repeat? Just brainstorming...
Hellfromabove Posted January 1, 2010 Posted January 1, 2010 How about B bug (to lock them down) > D bug (going down, lets call it D bug-1) > 3C > JC (jump cancel) > j.2a > D bug-2 (going up) > 6C > 5C > C bug > repeat? Just brainstorming... Well of course. The string I posted isn't the way to do it. You'd need filler bugs to lock them down. B bug and A bug would be crucial. Also, if you're up close there would be no reason to do a 3C. -Tha Hindu
kousaka Posted January 1, 2010 Posted January 1, 2010 guard break strings seem like a lost cause.. to use it to get a recurse means you either failed to get into a curse combo or you ended curse combo early do to this block string if you did it at the beginning to break guard to go into a curse combo that'd be okay though even though it'd be only usuable against certain characters and even then 2aa>6a bug quite often gets eaten up by uppercuts/supers i figured out some issues with C bug timing, if you do j6c>236c your c bug will not recover fast enough after j6c for you to catch them... so basically you have to choose between 236C>c bug or j6c>236c and the only time you can switch is if you did j6a>jc>j6a>236c also if you're moving the opponent forward during D bug down.. be careful not to move too far forward.. you can actually move them out of the hitbox of D bug up*sigh*
Hellfromabove Posted January 1, 2010 Posted January 1, 2010 guard break strings seem like a lost cause.. to use it to get a recurse means you either failed to get into a curse combo or you ended curse combo early do to this block string if you did it at the beginning to break guard to go into a curse combo that'd be okay though even though it'd be only usuable against certain characters and even then 2aa>6a bug quite often gets eaten up by uppercuts/supers Actually this is not quite true. You can end combos not because you have failed at them but to also RESET into other combos. More damage this way. Over here once I'm at around 60% curse meter and the combo ends the top players have stopped teching. Why? If they teched and I got them into another combo it would probably do another 2.5k where they can keep prorating the previous combo into non existence. Things might not be the same where you're playing but where I am I need as much as possible to get by. Always have always will. Tis the scene here in SoCal. The more I have to work with the safer I will be. -Tha Hindu
kousaka Posted January 1, 2010 Posted January 1, 2010 but if you don't get them into another combo you've lost your 50% recurse at the end of the combo and some of your guaranteed damage
Hellfromabove Posted January 1, 2010 Posted January 1, 2010 but if you don't get them into another combo you've lost your 50% recurse at the end of the combo and some of your guaranteed damage Correct, this is what prevents that from happening. If you get the first combo (D loop) it should give you around 50% meter. If you cannot get them into another combo and realize time is running out on your Fever just do this. Only takes about 2 - 4 seconds and you will avoid the whole agonizing ordeal of having to be rushed down and looking for the opportunity to get 20% Fever . -Tha Hindu
kousaka Posted January 1, 2010 Posted January 1, 2010 hmm i see what you mean, but instead of that crappy super after a guard break.. use this for 100% curse meterless jD>land>5d>jA>jC>jD and as for them not teching.. i haven't confirmed but the ground slam hit on the B bug is supposed to force a tech
Hellfromabove Posted January 1, 2010 Posted January 1, 2010 hmm i see what you mean, but instead of that crappy super after a guard break.. use this for 100% curse meterless jD>land>5d>jA>jC>jD and as for them not teching.. i haven't confirmed but the ground slam hit on the B bug is supposed to force a tech Yes, that is good, BUT remember what you said before. GUARANTEED DAMAGE. We're still aiming for this so doing a super will give you more damage. Guaranteed supers are better than any normal hit. -Tha Hindu
Hellfromabove Posted January 1, 2010 Posted January 1, 2010 then 6A>5D>beam super>5D>JA>JC>JD also 100% Won't 6A prorate the shit outta that combo? -Tha Hindu
kousaka Posted January 1, 2010 Posted January 1, 2010 im not sure if it has changed.. you could just start from 5D though
Hellfromabove Posted January 1, 2010 Posted January 1, 2010 im not sure if it has changed.. you could just start from 5D though Well what I'm getting at is that supers have very little proration (if I'm not mistaken). If you don't have enough to do a super It's good that you still have other options which you have gone ahead and listed. Mike Z and I are currently story boarding a combo video which we hope to release within the week so I'm trying to find out explosive shit with the kune. -Tha Hindu
Hellfromabove Posted January 2, 2010 Posted January 2, 2010 Can you confirm if FC 5c > j.d > 5d > j.a > j.c > j.d is legit? Wanted to say that I haven't been able to get this to work. Person is able to tech right after j.D :sad:. ...Not Confirmed In Real Life Section: Video Combos jD>5D>jA>jC>jD 90-100% 5A>6B>j6D 20% Air Throw>jD>5D>jA>jC>jD ?% 50% heat: Throw>236236C>5D>j6A>9>jA>jC>jD about 70% Theory Fightin' Airthrow>5D>jC>jD ?% 2a>5b>5D>IAD>j4B>5A>6B>j6D ?% 50% heat: j4b>5a>5a>236236c 50% heat: 3c>236236c j214214D>5D>JA>JC>JD 100%... I can confirm some of these: jD>5D>jA>jC>jD 100% 5A>6B>j6D 20% Air Throw>jD>5D>jA>jC>jD 100% 50% heat: Throw>236236C>5D>j6A>9>jA>jC>jD 71% 2a>5b>5D>IAD>j4B>5A>6B>j6D 71% j214214D>5D>JA>JC>JD 100% I'll test the rest later tonight or soon. -Tha Hindu
Irrsinn Posted January 2, 2010 Posted January 2, 2010 Don't know if you'd be able to preform a j.5D but if so then you could do j.5D>5C>j.5A>j.5B>j.5C>j.5D. On another note, what moves take away GP in this game? -Tha Hindu P.S.: Ha p N w ear-Ear-EAR-EAR-EAR-EAR!!! It would be better to use j.5D>5D>j.5A>j.5C>j.5D instead for full curse, wouldn't it?
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