Jump to content
Dustloop Forums

Recommended Posts

Posted

Hello there. I decided to create a new thread for this. I didn’t want to post it in the CS general thread cause it’s quite lengthy and I didn’t want a big cluster mess in that thread.

This is a compilation of resets/strats, not combos, I found in videos, and a few that I discovered while practicing. I probably made a few mistakes here and there so plz correct me if I’m wrong.

The ones denoted with ** are the ones I found while practicing, and have no video footage to show. If you think they are not good then they’ll be taken out. These are all CS stuff, but most of them can be done in CT, for those of you who still play CT and don’t throw loop, or if you simply just want to test it out in CT.

Many of these can be modified to be more damaging/easier to perform, but unfortunately I haven’t done any of that. So if you have an idea to improve a strat/reset plz speak up.

I didn't state whether some were character specific, or easier on crouching/standing. I was happy to finally finish this, and if I wanted to get into those detail I procrastinated and never posted this.

If you have any resets/strats you’ve found or come across plz post them.

Also Kyle and Zeero you can hijack this thread and do whatever you want with it.

RESETS

**---NOC

Standing opponent: 5B 5C 6D 9 j5C 5B 6B 8 6D (wait a bit till you’re in NCO position) 44 (dash back) J5C 5B IAD j2C allecan > combo

Crouching: 5B 5C 6D 9 j5C 5B 6B 8 6D (wait a bit till you’re in NCO position) J5C 5B IAD j2C allecan > combo

I haven’t tested it yet on tager, but you’ll most likely have to input 9, instead of 8 cause he’s so fat.

This reset can take a while to get correctly on a consistent basis. It works as a crossup. You have to be really close. During a ground loop on a standing opponent, input 5B 6B 6D. After 6B immediately press up. 6D will push the opponent slightly forward, making you slip right between them and nirvana as you fall. As you fall, wait till you’re in the NCO position, then 44 j5C land 5B IAD j2C allecan > combo. On a crouching opponent, all you have to do is j5C land 5B IAD j2C allecan. No backdash needed.

**---NOC

5B 5C 6D 9 j5C 5B 6B 2D IAD j2C allecan (2D hits) vivace A > combo

This also works as a crossup. The problem with this reset is if nirvana is too close to your opponent, the IAD j2C allecan won't cross up, and they’ll just easily stand and block both j2C allecan and 2D. It works better on a crouching opponent though, cause they might not recover fast enough, standing animation, to properly block j2C allecan.

If it works, after the vivace A you can follow up with 5C j5B allgretto 8D > combo

Or you can try and score another reset. It depends on how your opponent techs

After vivace A, 2C, wait a bit then 8D. If they neutral tech or back tech it’s a reset.

After vivace A, 2C, wait a bit then 8D, j.allegretto 8D. If they forward tech they’ll be forced to block or get hit by j.allegretto and be caught in 8D.

---NOC

During a ground loop, 5B 6B 2D 2B > combo

VID

**---Rhapsody of memories reset

Rhapsody is 11 hits total. If you can get the hit count high enough within a certain point during rhapsody, the combo will reset all by itself. If the combo resets and your opponent happens to block, (6C) or (2B vivace A right before nirvana hits to crossup) to break their defense. An easy way to achieve this reset is:

5B IAD j2C allecan 5B 5C 6D j5C 5B 5C 236236D . It will reset all by itself.

Rhapsody reset follow up

After the combo resets during rhapsody of memories, and you’re in the NOC position, step back a little. On the final hit, don’t let the opponent wall bounce and then combo. Give yourself some space. After the final hit catch them with 5C/B j5B dj5B dj(5C)/(allegretto) 8D > combo

---NOC

2A 5B 6B 6D 2A 5A 5B 6B 6D

VID

---NOC (Godsent against arakune)

5B 2B 6B 3D vivace A IAD j2C allecan > combo

VID

---NOC

2A 5B 2B 5C 6D sj9 44 j2C allecan > combo

VID

---NOC

xx>j2c>jB>jC>5B>6B>3C>xx

I'm not sure if the j2C>jB>jC will work on everyone, but we can free-form our combos after the jC, such as 2A>5A>5B>IAD>j2C alle~can cross up, jC>2]D[>2A>2]D[ hit, 8]D[>jump back>air dash j2C~grab>xx (to bait either an early or late jump). Even if they don't jump for the last one, we can continue with our ground pressure.

VID

CORNER or MIDSTAGE (breakdown someone’s defense)

---2A 5A 2A 5B 2D 2B 3C > combo

VID

CORNER RESETS

**---wall-OCN. This is dependent on if your opponent is trying to tech in the air.

After you score a knock down in the corner, summon nirvana if she already isn’t by your side. Follow up with (2B 2C)/(IAD J2C allecan 2C). If your opponent is trying to tech forward/neutral/back it won’t matter, just as long as they are trying to tech after 2C it will always work. During 2C use nirvana to push you forward just a little bit. After 2C hits, slight delay, jump (7/8) j.allegretto. As long as they are trying to tech, regardless of how, they’ll either get hit by allegretto or be forced to block allegretto. 8D right after j.allegretto. (You’ll land in the wall-O-N-C position) 2C 8D, if they are too low, j2C allegretto 8D j2C allegretto 8D gear super or whatever corner combo you want. So it’s pretty much:

Wall-OCN 2A 2B 3C 22D(if she isn’t close) 2B 2C (slight nirvana push forward) (jump)7/8 j.allegretto 8D Land (wall-ONC) 2C 8D > combo

---wall-OCN. (Dependent on if you opponent techs after j5C)

2A 2B 3C 22D IAD j2C allecan j5B j5C 8D > combo

VID

---wall-NOC (dependent on if your opponent is trying to tech in the air)

During any ground loop by the corner, let’s just say 5B 5C 6D j5C 5B 5C 6D, when you want to go for a reset end the combo with (Brio) 623D j5B dj5B dj.allegretto 8D. If they tech after allegretto they get hit by 8D

5B 5C 6D j5C 5B 5C 623D j5B dj5B dj.allegretto 8D > loop

---wall-OCN

During corner ground loop, on a crouching opponent with a big hitbox, after 6D hits, 9 66 j5B j5C > loop. They have to be crouching or they’ll easily block j5B j5C, and they have to be one of the bigger hitbox characters (like Tager, ragna, bang) or j5B will whiff.

If the character is smaller and crouching ( like carl, litchi, noel) it becomes 9 66 j5C land > loop

VID

---wall-OCN

During a corner ground loop, 5B 2B 6B 3D 9 66 (depending on character hitbox and crouching) (j5B j5C)/(j5C) > combo

VID

**---Wall-OCN (dependent on your opponent teching after j.allegretto)

After you land a gear super on your opponent in the corner, summon nirvana if she isn’t already by your side. Time 2D so that right after they come out of gear super it will hit and bounce them up high. Use nirvana to push you forward a little bit. Wait a bit. Jump up(7/8) j.allegretto 8D. If they tech after j.allegretto they get hit by 8D > combo

STRATEGIES

---After a defensive burst, nirvana is close, opponent neutral techs, and in NOC

Defensive burst 8D 66(if you have to) 3C 7, if they tech quickly, 3D kara fall 6C > loop

VID

A forward tech messes it up. And I’m sure back teching will as well.

VID

---Opponents wakeup after a knockdown

Score a knockdown, such as

ending a ground/aerial loop combo with 2C 8D or 3C or just 8D. Or if you can’t follow up a FC j.5B and your opponent lands right next to nirvana.

After the knockdown you should be in the ONC position. Vivace behind nirvana if you aren’t, and slightly move her forward, towards where they will land/wakeup. As they neutral/back tech, 2D and vivace B. If they don’t change their direction of block it’s a free combo starting with 2D, assuming you don’t get counter hit before 2D hits. If they forward tech they’ll be in NOC position so you’ll still be at an advantage.

If they are too far, you can 6D vivace B and they’ll be in NOC position.

VID

---FC j5B and nirvana is close. (Good against people trying to jump in)

Most opponents like jumping over neesan to get to carl. If you see them coming, FC j5B. If it connects, FC j5B 66 5B j5B j5C 8D vivace A 2D loop j2C j.allegretto 8D > combo (can get over 5000 damage easily depending on what you do and if you put in a DD you’ll probably hit 6000. Gear super into 8d into gear super and we’re looking at 6800 or slightly over.)

VID

---Bing Banger Upper, 50 heat required

If your opponent wants to jump in and you can smell it, jump up and input 214214D. You’ll get hit, but they might not have time to land and block the DD, since it’s air unblockable. Jumping is required so that you prevent your opponent from dashing too far. So in other words carl kinda acts like a shield.

VID

---Free guard break and reset if your opponent has 2 guard primers left

During a hit confirmed ground loop, after 5C input 214214D. Your opponent will recover fast enough to block it, but if they only have 2 guard primers it’s a free guard break for another combo. If they try to counterhit carl or jump out they’ll get hit for free 3000 damage. This is an alternate to ending your ground loop with rhapsody of memories.

**---wall-OCN 100 heat required (this is dependent on if your opponent techs in the air)

After you score a knock down in the corner, summon nirvana if she already isn’t by your side. Follow up with (2B 2C)/(IAD J2C allecan 2C). It doesn't matter how your opponent techs, just as long as they are trying to tech after 2C it will always work. During 2C use nirvana to push you forward just a little bit. After 2C hits, slight delay, super jump (7/8) sj.allegretto. Rapid cancel sj.allegretto and immediately input 214214 D.

You and your opponent are frozen during the beginning of big banger upper, but your opponent gets to move like 1 sec before it hits. If done correctly, your opponent's teching time, after getting hit by j.allegretto will take up most of the period in which they can move. Carl also acts as a shield and prevent them from going anywhere.

The thing is lets assume you already have a corner combo going, and you want to end it with 2 gear supers. Gear super takes a minimum of 800 damage, so you'll add atleast 1600 damage to combo for 100 heat. If this strat works, you could add 3000 damage.

Pros: If they tech it's a free 3000 damage

Con: If they don't tech, big banger upper takes a minimum of 900 damage so you'll be 700 short.

  • Replies 118
  • Created
  • Last Reply

Top Posters In This Topic

Posted

Some of this is a bit questionable, but in particular.

---Free guard break and reset if your opponent has 2 guard primers left

During a hit confirmed ground loop, after 5C input 214214D. Your opponent will recover fast enough to block it, but if they only have 2 guard primers it’s a free guard break for another combo. If they try to counterhit carl or jump out they’ll get hit for free 3000 damage. This is an alternate to ending your ground loop with rhapsody of memories.

First off they can just barrier guard to avoid this. But second off they can also do any reversal at all. 214214D is not a very active move, which is to say it is active for only one frame, which is to say that anything that has any invulnerability at all (such as backdash) will avoid this.

I do like the thread though!

Posted

I was actually looking to make this exact same thread quite awhile ago but I wanted to collect some data from you guys before I'd do it (minus strategies, its char spec man).

Drop the j.5c on the notation. It is assumed that those aerial moves without direction are its neutral form. Sure, sometimes we add it just out of habit but it makes things less lengthy overall. We could even drop it off the ground combos and it'd all still make sense.

A quick analysis of your current resets

- 5c 6d wait j.c (reset). How come you mention having time for a backdash:psyduck:

Now this reset alone would NEVER work. But throw in empty jump 2a and maybe it would.

Might I add to make the j.c unjumpable you have a 3f? timing (think of safe jumping in SF4 :gonk:). Upside is you can get fuzzy guards off this if they block j.c.

- Your Rhapsody reset is just bad seeing as a simple 5a can reset them almost anywhere you want rather than 'wait' for it to reset.

- 2d j.2c (crossup reset) 2d hits is an extention of the unblockable reset (you need to mention that and give an example).

- 6b 2d 2b (unblock reset).

6b on hit is (-1?) you NEED to let players know they will be mashed out of this reset.

That's all for now. Your missing some of the resets I use still on a regular basis =( and i'm not a flashy player.

Posted
- 6b 2d 2b (unblock reset).

6b on hit is (-1?) you NEED to let players know they will be mashed out of this reset.

You need to instill the fear in your opponents. If they're trying to mash out, try backdashing or otherwise invulning through their jabs, and if they're committing to a DP or something just IB and get another ground loop to the same reset.

Posted

I don't think this was mentioned, but...

http://www.youtube.com/watch?v=y6MwSPWldrs&feature=sub

Around 4:17, the Carl goes for a xx>j2c>jB>jC>5B>6B>3C>xx

I'm not sure if the j2C>jB>jC will work on everyone, but we can free-form our combos after the jC, such as 2A>5A>5B>IAD>j2C alle~can cross up, jC>2]D[>2A>2]D[ hit, 8]D[>jump back>air dash j2C~grab>xx (to bait either an early or late jump). Even if they don't jump for the last one, we can continue with our ground pressure.

Posted
I'm not sure if the j2C>jB>jC will work on everyone

It works on a lot of people. Anyone you can jump loop you can do this to. But, there's a similar thing I've been developing which works on everyone...

Posted

This is a good thread. Soujira, what I would like to do is let this thing flesh out for a while, than consolidate the goodness into one post and use that as a section of our new 101 thread.

How does this sound to you?

Posted
Some of this is a bit questionable, but in particular.

First off they can just barrier guard to avoid this. But second off they can also do any reversal at all. 214214D is not a very active move, which is to say it is active for only one frame, which is to say that anything that has any invulnerability at all (such as backdash) will avoid this.

I do like the thread though!

The thing is big banger upper pauses both you and your opponent for a while, and right before nirvana connects, your opponent is allowed to move for like a second. The thing is the hit stun from 5c takes like half a second of that time. So your opponent has half a second to react. Obviously they can just barrier block and not get their primer taken. Then again nothing in this thread is guaranteed, it might or might not work. Also if someone barrier blocks a move that will take their last primer, the move will take like 1/3 of your barrier guage instead. So since bing banger upper takes 2 primers, does it take 2/3 of their barrier guage instead? I don't know, it will need testing.

I was actually looking to make this exact same thread quite awhile ago but I wanted to collect some data from you guys before I'd do it (minus strategies, its char spec man).

Drop the j.5c on the notation. It is assumed that those aerial moves without direction are its neutral form. Sure, sometimes we add it just out of habit but it makes things less lengthy overall. We could even drop it off the ground combos and it'd all still make sense.

A quick analysis of your current resets

- 5c 6d wait j.c (reset). How come you mention having time for a backdash:psyduck:

Now this reset alone would NEVER work. But throw in empty jump 2a and maybe it would.

Might I add to make the j.c unjumpable you have a 3f? timing (think of safe jumping in SF4 :gonk:). Upside is you can get fuzzy guards off this if they block j.c.

- Your Rhapsody reset is just bad seeing as a simple 5a can reset them almost anywhere you want rather than 'wait' for it to reset.

- 2d j.2c (crossup reset) 2d hits is an extention of the unblockable reset (you need to mention that and give an example).

- 6b 2d 2b (unblock reset).

6b on hit is (-1?) you NEED to let players know they will be mashed out of this reset.

That's all for now. Your missing some of the resets I use still on a regular basis =( and i'm not a flashy player.

lol I'm just so used to writing j5c, j5b, i know it's the same as j.c j.b, lol but i'm just so use to the first way.

what do you mean 5c 6d wait (reset)? Are you referring to one of the ones I wrot?

I edited the rhapsody of memories reset, sorry guys I hadn't played CT in a while. I took out the 5C 5C. Actually it depends. The one I put up there "Is a guaranteed inescapable reset". Your opponent can't block it, nor can they jump out. Go ahead try it. It resets around like the 14/15th hit IIRC. The thing about inputting 5a and attempting a reset is that you can get DPed, 360, counterhit very easily. Also your opponent can block your mixup/change direction of block after 5a so it's not guaranteed. But if you want a guaranteed inescapable rhapsody reset, the one up top is definitely one of them.

no reset is guaranteed. Yes 6b is -1 on block, but as stark said, you have to make your opponent commit. They don't know if you're trying to bait out a reaction, or is you're acutally going to attempt it. Like I was playing CT yesterday and pulled that off on some jin. It worked the first time. We met sometime later and the 2nd time he jumped out. third time I decided to use the same thing again, except this time i substituted 2d for 8D, lol, and he jumped again. So you see I'm making him commit. Either you stay put and try and block my reset, or you jump to get out, but if i do 8d...

"2d j.2c (crossup reset) 2d hits is an extention of the unblockable reset (you need to mention that and give an example)." Oh yeah I forgot to say that, lol, sorry

That's why I specifically put ** to the ones I found out so that guys can make corrections, say if it's useless, etc. SO PLEASE EVERYONE TEST IT OUT IN CT/CS if you can, I don't want to give out wrong information. I've tested them out but your modifications and input, if any, will be appreciated.

Yeah i didn't put in all the reset, I tried to put in ones that we probably hadn't seen yet, but I'll look for footage of some of the ones we know and update. The problem is there are so many ways to do a reset (during a ground loop 6c 5a 6c) etc that you really can't put everything, but I'll put as many as I can.

This is a good thread. Soujira, what I would like to do is let this thing flesh out for a while, than consolidate the goodness into one post and use that as a section of our new 101 thread.

How does this sound to you?

Yeah definitely. I actually wanted you to take over this thread, lol.

I found a new one yesterday, I added it to the strat section

**---wall-OCN 100 heat required (this is dependent on if your opponent techs in the air)

After you score a knock down in the corner, summon nirvana if she already isn’t by your side. Follow up with (2B 2C)/(IAD J2C allecan 2C). It doesn't matter how your opponent techs, just as long as they are trying to tech after 2C it will always work. During 2C use nirvana to push you forward just a little bit. After 2C hits, slight delay, jump (7/8) j.allegretto. Rapid cancel sj.allegretto and immediately input 214214 D.

You and your opponent are frozen during the beginning of big banger upper, but your opponent gets to move like 1 sec before it hits. If done correctly, your opponent's teching time, after getting hit by j.allegretto will take up most of the period in which they can move. Carl also acts as a shield and prevent them from going anywhere.

The thing is lets assume you already have a corner combo going, and you want to end it with 2 gear supers. Gear super takes a minimum of 800 damage, so you'll add atleast 1600 damage to combo for 100 heat. If this strat works, you could add 3000 damage.

Pros: If they tech it's a free 3000 damage

Con: If they don't tech, big banger upper takes a minimum of 900 damage so you'll be 700 short.

**EDIT

Changed the j.allegretto to sj.allegretto. Makes it a lot easier to perform.

Posted
I don't think this was mentioned, but...

http://www.youtube.com/watch?v=y6MwSPWldrs&feature=sub

Around 4:17, the Carl goes for a xx>j2c>jB>jC>5B>6B>3C>xx

I'm not sure if the j2C>jB>jC will work on everyone, but we can free-form our combos after the jC, such as 2A>5A>5B>IAD>j2C alle~can cross up, jC>2]D[>2A>2]D[ hit, 8]D[>jump back>air dash j2C~grab>xx (to bait either an early or late jump). Even if they don't jump for the last one, we can continue with our ground pressure.

Added

Also, is it just me or is this reset hard to do. Like j2c literally has to hit their feet or j5b will whiff.

Posted
I don't think this was mentioned, but...

http://www.youtube.com/watch?v=y6MwSPWldrs&feature=sub

Around 4:17, the Carl goes for a xx>j2c>jB>jC>5B>6B>3C>xx

I'm not sure if the j2C>jB>jC will work on everyone, but we can free-form our combos after the jC, such as 2A>5A>5B>IAD>j2C alle~can cross up, jC>2]D[>2A>2]D[ hit, 8]D[>jump back>air dash j2C~grab>xx (to bait either an early or late jump). Even if they don't jump for the last one, we can continue with our ground pressure.

Yeah so. I was wrong when I said that that worked on everyone. I was confusing it with a similar thing that DOES work on everyone. To wit: Rather than 6B, 5C. (6B might work, I dunno. But 5C is level 4 rather than level 3, and in any case was what I was testing with, so whatever.) Do 6D as late as possible, jump-cancel the 5C. j2C while falling, a bit before hitting the ground (but not JUST before hitting the ground). Lets you do j2C lower to the ground than you can while doing it out of a jump, letting that jB hit everyone as long as they're standing, rather than merely the taller half of the cast. Note that you can't do it as low to the ground as possible, or the jC won't connect. The timing is rather strict, but it's very learnable.

Seeing this video reminded me of an unblockable setup I developed back when I was significantly more scrubby than I am now. It wasn't very effective and had a very odd start, but it worked. I still don't think I'm all that good at the game, mind you, but I'm significantly better and have a very strong technical knowledge of the game if nothing else. So I went back and came up with the following. It's... quite strong, really.

In sandwich, while the opponent is standing, any time before the opponent's been hit too much for j2C jB to connect.

xx 6D falling j2C jB jC 5B~2]D[ 2B, delay 6B/3C+2D hits.

If you don't delay the 6B/3C gatling, the whole thing will combo, which you don't want; you want it to just barely not combo. This unblockables them mere frames after they get out of hitstun. Use this in situations where you'd normally go for a ground loop, for instance 2A 5A 5B 2B 5C jc this (1632 damage before unblock), or perhaps 6C 5B 2B 5C jc this (3004 damage before unblock). Maybe even punish something someone does standing, like the recovery on a baited dragon punch, with perhaps 5C jc 6D jC 5B 2B 5C jc this (3587 damage). The possibilities are endless.

While it's obvious what you're going for, there's lots of ways you can bait reversals out of this, just by backdashing or blocking or whatever. 2D will protect you if they have the wacky idea to fake like they'll reversal and then they try to throw you. Reversal backdash won't really help because you can mash to beat it. Also, you can do the unblockable a bit earlier to throw them off:

falling j2C jB jC~2]D[ 5B, delay 6B/3C+2D hits.

By changing when the unblocks you're a lot safer against reversals. Also you have a third option, which is

falling j2C jB, delay jC (whiffs, but you still do the sound effect, distracting them from your next move of) B+C.

Tick throw them. Why not? It's cool and easy.

There's lots more places where you can try to do resets in this string, and it does rather little damage to Ada, so if you catch the opponent standing it's pretty solid.

Posted

More theory fighter as an extension to Stark's post, unfortunately I can't test this myself

falling j.2C j.B j.C 5B 2B 6B frame trap 2D

Hold down-back for a short time after 6B to beat DPs, using the hitstop on block of 2D to give you enough frames of blocking to beat the DP and still keep the pressure if they block. If they block it, then you have a 50/50 fuzzy guard setup; either forward jump immediate j.B or 2A/2B.

Posted
Yeah so. I was wrong when I said that that worked on everyone. I was confusing it with a similar thing that DOES work on everyone. To wit: Rather than 6B, 5C. (6B might work, I dunno. But 5C is level 4 rather than level 3, and in any case was what I was testing with, so whatever.) Do 6D as late as possible, jump-cancel the 5C. j2C while falling, a bit before hitting the ground (but not JUST before hitting the ground). Lets you do j2C lower to the ground than you can while doing it out of a jump, letting that jB hit everyone as long as they're standing, rather than merely the taller half of the cast. Note that you can't do it as low to the ground as possible, or the jC won't connect. The timing is rather strict, but it's very learnable.

Seeing this video reminded me of an unblockable setup I developed back when I was significantly more scrubby than I am now. It wasn't very effective and had a very odd start, but it worked. I still don't think I'm all that good at the game, mind you, but I'm significantly better and have a very strong technical knowledge of the game if nothing else. So I went back and came up with the following. It's... quite strong, really.

Exactly. I'm trying this in CT and j2c literally has to hit like their feet or it wont work. It works on tager and is easy to do cause he so big, but on everyone else, DAMN. It obviously wont work on crouching, maybe tager crouching, and I don't think it will work in carl standing either.

In sandwich, while the opponent is standing, any time before the opponent's been hit too much for j2C jB to connect.

xx 6D falling j2C jB jC 5B~2]D[ 2B, delay 6B/2C+2D hits.

If you don't delay the 6B/2C gatling, the whole thing will combo, which you don't want; you want it to just barely not combo. This unblockables them mere frames after they get out of hitstun. Use this in situations where you'd normally go for a ground loop, for instance 2A 5A 5B 2B 5C jc this (1632 damage before unblock), or perhaps 6C 5B 2B 5C jc this (3004 damage before unblock). Maybe even punish something someone does standing, like the recovery on a baited dragon punch, with perhaps 5C jc 6D jC 5B 2B 5C jc this (3587 damage). The possibilities are endless.

"But Stark," you say, "It's super obvious what you're doing there. Anyone would just reversal or backdash or whatever." One, pfft whatever, bait their reversals and make them die for it (letting 2B recover instead of doing delay 6B and blocking what they do is pretty strong, though you should make sure to still throw down 2D to hit them if what they try is throw.) But also this is very modular and you can throw out the unblock at a different time.

falling j2C jB jC~2]D[ 5B, delay 6B/2C+2D hits.

This also works. By changing when the unblocks you're a lot safer against reversals. Also you have a third option, which is

falling j2C jB, delay jC (whiffs, but you still do the sound effect, distracting them from your next move of) B+C.

Tick throw them. Why not? It's cool and easy.

With three different times where you can go for a reset, the opponent would pretty much need to just completely mash to reversal consistently. And if they're doing that... You can probably tell.

Admittedly this post is theory fighter. I haven't actually tried this against a human. But still: Solid.

Hmm, interesting, I never thought of that.

How about this,

j2c jb jc land 5b 2b 2]d[ slight delay 3c

Unfortunately i can't test it out in CT.

Posted
Exactly. I'm trying this in CT and j2c literally has to hit like their feet or it wont work. It works on tager and is easy to do cause he so big, but on everyone else, DAMN. It obviously wont work on crouching, maybe tager crouching, and I don't think it will work in carl standing either.

Heh well there's your problem. jB has a VASTLY better hitbox for this sort of thing in CS. It's kind of not that great in CT but in CS it's so good aaah

Hmm, interesting, I never thought of that.

How about this,

j2c jb jc land 5b 2b 2]d[ slight delay 3c

Unfortunately i can't test it out in CT.

Well that's releasing the 2D rather late in order to get anything at all out of it. You have to do it a few moves ahead of time, because 2D is a really slow move. But yeah uh basically that's the same thing as what I was saying, the only difference is that I typoed 3C as 2C repeatedly.

More theory fighter as an extension to Stark's post, unfortunately I can't test this myself

falling j.2C j.B j.C 5B 2B 6B frame trap 2D

Hold down-back for a short time after 6B to beat DPs, using the hitstop on block of 2D to give you enough frames of blocking to beat the DP and still keep the pressure if they block. If they block it, then you have a 50/50 fuzzy guard setup; either forward jump immediate j.B or 2A/2B.

Well yeah you can really do basically anything out of this. j2C jB jC is basically replacing one rep of the ground loop, dealing a bit less damage but letting Ada recover and not dealing her damage. In a sense it's pretty much better than a normal ground loop, since you still get TONS of mixup opportunity and resets (with plenty of unblocks) out of it, have more time to set things up out of it, and Ada takes less damage... The fact it's not doing as much damage as a normal ground loop (and really, it's not that much less) kinda pales by comparison, lol.

Another place you can reset in that string is right after the j2C, not cancelling to jB and letting yourself fall with a high, or using allecan and then 2B for a low. You can also do this even if j2C jB is too late in the combo to actually work.

Posted

OH WOW YOU GUYS

That string I posted. I found another unblock you can do off of it. And it's super funny.

xx 6]D[~9, falling j2C jB jC~3]D[ 6C.

It's not even close to as tight a reset as that last one, and can be escaped fairly easily if you see it coming. But at the same time: PFFT OH WELL. Lots of resets can technically be escaped but aren't because they're used infrequently and mixed up so the opponent doesn't see it coming.

And you know what the best thing is? You can get the following off of it:

3D+6C, 2A 5A 5B 2B 5C 6]D[~9, falling j2C jb etc.

Discuss

Posted

I've seen it used before. Definitely legit. If the opponent continues to stand you can keep on repeating the unblock. If they understand that they need to crouch then you can't repeat it but you still get damage and you can go for a different reset.

Posted
I've seen it used before. Definitely legit. If the opponent continues to stand you can keep on repeating the unblock. If they understand that they need to crouch then you can't repeat it but you still get damage and you can go for a different reset.

What are you talking about here

Because you can't loop 2D-based unblocks because ground teching and rolling, and you can't avoid this out of 6C+3D because 6C forces standing (although that one you can just jump out of. Though that makes you vulnerable to other things.)

Posted

No, there's not enough time to do it in the middle of that string like that. I wish there was because that would be really powerful. But, sigh.

Posted

I saw this in a match with Dio vs. an unknown Bang (maybe Dora?)

In the corner: O-C-N

2B>3D>6C

I'm guessing it works best after an IAD>j2C allecan>2B or 7jC>2B

Mid screen: C-O-N

ground loop>9j late air dash>j5B>j5C>xx

Might only work against Bang, Ragna, Litchi, Hakumen, Tager, and other fat characters.

In the corner: O-C-N

knockdown off of anything>5C>8D>combo

If they don't tech you can pick them up with the 5C into an 8D combo.

Again, might only work on fat characters.

Posted

Not sure if this has been posted yet.

NOC.

5B > 2B > 6B > 3C > vivace A >IAD j.2C Allecan.

Posted
Not sure if this has been posted yet.

NOC.

5B > 2B > 6B > 3C > vivace A >IAD j.2C Allecan.

I don't think this combos. Do you mean 6B>3D>vivace A>IAD j2C alle~can? If so that was mentioned.

Posted

sorry guys, I left houston on wednesday and I'm going to be gone till sunday afternoon. I haven't really been able to go online, but I got the chance to go on now.

If it's not too much trouble for you Kyle/Zeero, can you update the thread until I return, thanks.

-KYLE HERE-

Weekends are rough for me. It can easily wait until we are free Monday.

Posted

NOC or CON means that the characters are arranged Nirvana, Opponent, Carl; the opponent is sandwiched between you and Nirvana. Likewise CNO means Nirvana is between you and your opponent, while NCO means you are between Nirvana and your opponent.

Guest
This topic is now closed to further replies.

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...