Hellfromabove Posted January 2, 2010 Posted January 2, 2010 It would be better to use j.5D>5D>j.5A>j.5C>j.5D instead for full curse, wouldn't it? VERY TRUE!!! Sorry I are moron :sad:. -Tha Hindu
shyo Posted January 3, 2010 Posted January 3, 2010 since 2a>5b>5D>IAD>j4B>5A>6B>j6D 71% works, is there any chance to fit in another 5D? like 2A>5B>5D>IAD>j4B>5B>5D>j.5D or 5D>IAD>j4B>5A>6B>j6D or does 5D reduce the techtime to much?
kousaka Posted January 3, 2010 Posted January 3, 2010 no, even just the first IAD followup is quite strict.. you have to be fairly deep when you hit with 2a.. most of the time 5d will whiff.. 5b has to be canceled asap.. careful if you plan to use this as a block string.. if they are too far they'll block the j4b and normally they'll have to block something like a j4b>5b>5d
Irrsinn Posted January 4, 2010 Posted January 4, 2010 How long is the hitstun of 5D? What if instead of IAD>j4B you use IADj4AB(barrier)? 2A>5B>5D>IAD>j4AB>5B>5D
kousaka Posted January 4, 2010 Posted January 4, 2010 afaik it seems to be the same but we wont' know exact details until the new frame data is out.. the j4b is required for it to combo.. but like i said u can do a block string instead if your too far so yeah the recent vids seem to indicate that jC>214C does some reverse proration.. they now start from regular ground D bug starter, single loop of 236C>d bug>c bug>jC>214C> then proceed with j6c>236c loops in my testing i haven't really been mixing them.. i only do the jC>214C variation in corner and i go with this the whole combo but i can't reach the damage they reach in vids... and im 100% sure just regular j6C>236c loops can barely get to 6k something is weird with the damage calculations here in those recent vids..
Mr.Biscuits Posted January 4, 2010 Posted January 4, 2010 Anyone test out the double overhead (6A,j.C) mixup into loop?
kousaka Posted January 4, 2010 Posted January 4, 2010 yeah i've been using 6a>jC>214C>d bug as well as 6a>2b>2aa>5c>d bug jC is quite beast as it also guard breaks.. you can also do 6a>jC>jD but it's not that useful since jD isn't low
Skye Posted January 4, 2010 Posted January 4, 2010 Arakune does have a version of j.d that hits right below him, doesn't he?
Mr.Biscuits Posted January 4, 2010 Posted January 4, 2010 Arakune does have a version of j.d that hits right below him, doesn't he? He meant it doesn't hit low, so it would be useless in a mixup after j.C. Is this listed? CH 3C > j.D > 5D > j.A > jc> J.6A > j.C > j.D for 100%
kousaka Posted January 4, 2010 Posted January 4, 2010 hmm not listed afaik.. there are some 3c ones but not on CH and not 100%
Irrsinn Posted January 4, 2010 Posted January 4, 2010 I just noticed that CH2C>5A>6B>j6D works in CT, can someone try it in CS? I mean, if it hits and there's not enough heat for RC>5D>jA>jB>jC>jD
Mr.Biscuits Posted January 4, 2010 Posted January 4, 2010 http://www.nicovideo.jp/watch/sm9288225 Last match of the vid. Arakune lands a CH 3C and does j.D and goes straight into curse combo. I figured he can land a 5D into air combo seeing as he's right next to them after the j.D. Now can he land j.d after 3C regardless if it was counterhit or not? I pretty sure you can just do 5D after a CH 2C.
Irrsinn Posted January 4, 2010 Posted January 4, 2010 You can land jD after 3C CH or not, you just gotta be fast enough, opp can tech after the jD though. And you can't do CH2D>5D in CT, I also tested it.
Skye Posted January 4, 2010 Posted January 4, 2010 According to the video, 2C is an FC in CS, not the same.
Irrsinn Posted January 4, 2010 Posted January 4, 2010 Oh I see, still, it could be useful for corner jD loops I guess?
kousaka Posted January 4, 2010 Posted January 4, 2010 2c actually will fatal counter.. and depending on distance you can get 5d, or 5a>6b, and according to jp wiki you can even get 6a>5d
Irrsinn Posted January 4, 2010 Posted January 4, 2010 I was just fucking around with the game today and "discovered" that. Also jD is a whale, sort of...
kousaka Posted January 4, 2010 Posted January 4, 2010 the biggest problem with jD is actually the execution.. it used to have guaranteed execution after a certain point allowing it to trade.. but quite often now people will hit you out of it despite seeing it hit..
Skye Posted January 4, 2010 Posted January 4, 2010 The animation will still play, but the hitbox will vanish.
kousaka Posted January 5, 2010 Posted January 5, 2010 okay so theory time.. theoretical max combo damage is likely in corner jC followed by pure 236C>d bug>c bug>jC>214C loops and two supers starting with as much curse bar as possible.. in theory it do like 10k
Irrsinn Posted January 5, 2010 Posted January 5, 2010 There must be some way to make a combo instantly after cursing without it prorating like shit.
Hellfromabove Posted January 5, 2010 Posted January 5, 2010 There must be some way to make a combo instantly after cursing without it prorating like shit. Yes there is but it is very hard to do. If you can put out a 6D behind the opp and then do 5A>6B and knock them into the 6D you can get massive amounts of damage. There is another way to get well up to 9k w/o super meter so just wait for the video. Setup and timing are kind of iffy on it and calling the D bug is a chore I'm still working on. -Tha Hindu
Mr.Biscuits Posted January 5, 2010 Posted January 5, 2010 Apparently JC is also a Fatal Counter. JC(FC) > 214C > 5D > JA > 9 > J6A > JA > JC > JD
Hellfromabove Posted January 5, 2010 Posted January 5, 2010 Apparently JC is also a Fatal Counter. JC(FC) > 214C > 5D > JA > 9 > J6A > JA > JC > JD Yeah, we all knew that J.C was an FC some pages back. Is this come proven to work? It seems like it wouldn't for some reason. -Tha Hindu
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