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Posted

Huh. That's nice. There's times when I drop jD Fenrir because I totally forget the timing. (I play this game very sporadically these days.) Will probably start doing that as well. The less I need to think about doing my combos the better. Lol. It's part of the reason I play Noel.

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Posted

The problem with using j.d d.6b super in that FC combo is that they can immediately tech out of the super, and you lose oki.

EDIT: After further testing, j.d d.6b super works at the end of an FC combo if you super jump the last j.d and time it so you only hit once. Depending on how many hits d.6c does, and how many hits the last j.d does, the super may be teched out before the finisher, or the opponent may air tech out of it as soon as the finisher lands, or they just fall to the ground normally and tech afterwards.

IMO, it is much harder to consistently time the j.d to only hit once. So I wouldn't recommend trying to use d.6b at all during the FC combo I posted above.

Posted

Just found a pretty ridiculous Tager only tech trap.

3C > 22C > 66C > [22B > 6C > 22B > 66C]x3 > 22B (does 3.7k)

After the final 22B Tager can air-tech, and you are sitting in a perfect position to 66C if they neutral tech, if they forward tech your 66C will still connect, but you would need to be on your toes to follow that up into a combo. Back teching would leave you at a disadvantage though.

Not sure how practical this is, but its something lol

Posted

When you're in training what do you have the wake up set to? If I have it set to neutral I can do 22B and then they tech during 22BC. If I have it set to quick then I can do it.

Posted
When you're in training what do you have the wake up set to? If I have it set to neutral I can do 22B and then they tech during 22BC. If I have it set to quick then I can do it.

I usually have every tech set to neutral, are you just trying to do the normal haida loop?

Posted
Yes I'm just trying to practice in on Tager. So I should have the wake up on neutral?

That's what I use, but really as long as the combo numbers stay red, it doesn't matter. Also, I normally practice haida's on Jin, because his hitbox will teach you how to confirm your distances and what-not.

Posted

After the first 3C what you need to do depend on the distance and the character in front of you

And you can't do 22B 22BC after 3C, because after 3C your opponent is already down on the ground, so he will be able to tech out of your combo right after the 22B

22B is untechable when it connect on a airborn opponent (it will knock him down), not on a grounded one

So, after your 3C, you need to do 22BBBBBC... the number of 22B depending on the opponents distance, the closer he is, the more 22B you want to throw at his face

Don't forget that landing many 22B will prorate a lot, so you may not be able to land as many [66C 22B 22BC] loop afterward

for example on jin, wich I just trained on a few minutes ago, after a point blank 3C I need to do 22BBC to have the right distance to be able to 66C 22B after

Against some char you just can't do anything but 22C after 3C point blank

practice makes perfect :)

Posted

See all that is good and everything, but honestly, most of the time after a point blank 3C, you are just better off doing her non-haida 4.2k BnB. The perfect haida of 4 reps without meter will get you 5k, so most of the time I imagine it wouldn't be worth it to try to haida from point blank by mashing more than two 22Bs.

Posted

Unless you hit a point blank 3c you should just do 22c initially. Adjust the distance with your dash. Starting with 22bc limits you to 3 22b 22bc Haida reps or 4 uneven reps ala--(22b 22bc)x2 (22b 22c)x2. 3c 22c (66c 22b 22bc)x4 does the most damage.

Off a ch 5b or 5c unless you're really far away always 22bc after 3c. You can only do 2 Haida reps so get that initial extra 100 damage.

Also, landing a 4 rep Haida always builds you 50 heat and 99% of the timeleadsyou to corner fenrir so it's worth it off a clean 3C to go for it. 6k is 6k.

Posted

In theory no in practice Its extremely difficult to land 3c 22bc (66c 22b 22bc)x4 66c 5d etc. They usually tech before the final 66c

Posted

even if you can get the final 66C to connect, they can still tech out of the last hit of Bloom Trigger, all in all, its not worth doing a full 4 reps starting with 22BC.

Posted

Even if you only manage to do 3 reps it still does something like 4.6k or 4.8k damage so i think it's worth the shot. Plus it's almost a garanteed corner fenrir and the combo itself builds the heat needed.

Posted
In theory no in practice Its extremely difficult to land 3c 22bc (66c 22b 22bc)x4 66c 5d etc. They usually tech before the final 66c

Its about that strict timing bullshit.

I might be wrong, but that's what I think.

During the Chain Revolver part. They will tech out after j.D. [That happens to me online.]

Any Sugessions?

Posted

During the Chain Revolver part. They will tech out after j.D. [That happens to me online.]

Any Sugessions?

You are probably doing it too fast, try delaying the j.d more. Also note that both Carl and Rachel have a weird hitbox and usually require the j.d to be delayed more than usual

Posted

I never have these problems, spend 3 hours in training mode and you should have it by then. If not, keep practicing.

Posted

Yeah, for extremely long combos you really need to delay j.d as long as you can get away with so the hitstun lasts until you can land from it and connect 6d or whatever you're doing next.

Posted
Honestly, I never thought of that. Thanks all.

Yea, had the same problem before, thanks to Mizzet helping way back when.

I've noticed that for Noel, she may not be the hardest to play per se, but she's quite technical.

With most characters you can just time or buffer all attacks before the hit and go go go; but Noel requires finesse and little intricacies.

I remember going crazy at first not being able to do 3c 22bc DASH, because I was used to CT's timings.

I was ready to tear my hair out; until I realized I was doing it way to fast and it required a large delay >>

  • 2 weeks later...
Posted

Unstickied thread, general consensus is that this guide is outdated.

Posted

Agreed but weren't we supposed to make a new one?

I suppose by this time It'll wait till CS2.

Posted
Agreed but weren't we supposed to make a new one?

I suppose by this time It'll wait till CS2.

I'm gonna ask DT if he was still doing his new one, since he said he wanted to. If not I suppose it can wait, but I figure I'll ask. The thread is still here for people to view though, so no real harm done in the long run.

Posted

A new guide for CS1 would be pretty useless since CS2 is only around a month away.

I was planning on making a guide anyway once CS2 comes around, I can do it if people want me too.

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