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Posted
It looks cool but it doesn't do as much damage as the normal one. I'd learn it though, even if the damage isn't as good it is always nice to know lots of combos. It makes you look like you know more! (Because you do...)

Yeah i noticed that too, the damage is a little lower than the full ItsuuA loop. And yes it's always nice to have many combos in your arsenal. But i'm wondering if this could be a bit more effective, in terms of ending with daisharin or kokushi musou. The good thing about kokushi is if you get it to hit, you can follow up with a combo typically more powerful than a combo off a daisharin. What are your thoughts?

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Posted

I honestly think it's a good combo for when you don't have enough heat for her 6D[M]/3C[M] -> the Great Wheel combo enders.

You can set-up for a Four Winds mix-up and you may even be able to tech-trap from this, so in my opinion I think it's worth learning. Plus after more experimenting we may be able to extend this combo for more damage.

Posted
I honestly think it's a good combo for when you don't have enough heat for her 6D[M]/3C[M] -> the Great Wheel combo enders.

You can set-up for a Four Winds mix-up and you may even be able to tech-trap from this, so in my opinion I think it's worth learning. Plus after more experimenting we may be able to extend this combo for more damage.

Hmmm. I like your idea on the Four Winds tech-trap. And I wouldnt be surprised if there was an extension to deal more damage. I guess we'll just have to try things out like you said.. Or just wait for what the japanese come up with :D

Posted

Shishin is pretty much unnecessary since her meter gain is so great. Joemamma basically has the right idea - the sj combo does slightly less damage, but gives her excellent positioning and Kokushi oki. Kokushi oki is weaker than Daisharin but the reward is waaaaaay greater. Also, characters on characters that have an easier time escaping Daisharin oki somehow (with invul or something), the Kokushi ender is recommended. On players with stronger defense, I suggest Daisharin more often in the later half of the match - Kokushi is almost always better overall if you crunch out the numbers.

Posted

Perhaps it's because I'm terrible, but no matter how much money I spend practicing it, I absolutely cannot get to the staff before whatever I'm hitting does after the haku hatsu.

Posted

Unfortunately, the part I'm referring to is this

6kote haku hatsu riichiA ippatsuA

For some reason, unless I'm practicing on someone really beefy (Tager), my timing is consistently off. So what happens is that I RiichiA and then when I use ippatsuA their hitbox is too low.

Incidentally, if I do land the ippatsuA, I can usually combo for much longer...

Posted

Do it sooner. In the corner, that part is really easy.

Posted

Yeah, it is easy in the corner.

My problem was that I was sending out hatsu too soon.

EDIT: Perhaps I should clarify because I've convoluted things with it. In anything but the absolute corner (where the staff can't bounce no more) I have (hopefully had) problems with it.

  • 2 weeks later...
Posted

yeah i had the same problem, just delay the hatsu as much as possible, and make sure the IppatsuA comes out as fast as possible. theres nothing really to it, other than a lot of practice. Characters with smaller hitboxes i notice dont need as much of a delay in the hatsu, otherwise she will end up hitting behind her for the ippatsu and wiff. Confusing stuff, but like I said, practice :D

Posted

5B[m] 2C[m] itsuuA 6kote haku hatsu riichiA ippatsuA j7D falling jC staff2 2C[m]/6B[m]/6C(1) itsuuA 6Kote 5C 2D rising jC staff2 2C[m] itsuuA 4kote 3C 2D 6C(2) staff2 6C(2) 6D[m] itsuuC 6C(2) 6Kote

I noticed that doing the rising j.C with 9 makes the combo much easier.

I used to whiff 2C[m] nearly everytime.. but since I do the rising j.C with 9 instead of 8, I rarely whiff it.

  • 2 weeks later...
Posted

I just had the opportunity to mess around in the BB:CS Challenge mode and it looks like this loop is the 10th challenge. After a full hour I couldn't complete it once.

I guess I'll have to wait until I have a copy of my own and really buckle down on learning this. Those damn Japanese kids make it look so easy. :psyduck:

Posted

I thought challenge 10 was really easy :psyduck: Challenge 10 is pretty much every variation of the loop mushed together in one combo.

Updated the second post. Technically this was stuff lunaris posted about earlier, but when I posted this thread I was primarily doing sj combos, but using dash 2C[m] and barrier return came back to haunt me.

  • 4 weeks later...
Posted

in the part where you have to do: kote6 5C 2D j.C staff2 2[M] itsuuA 4 kote, etc.

they opp can tech between the 2 hits of ItsuuA. I dont know what Im doing wrong. any help?

Posted
in the part where you have to do: kote6 5C 2D j.C staff2 2[M] itsuuA 4 kote, etc.

they opp can tech between the 2 hits of ItsuuA. I dont know what Im doing wrong. any help?

You mean the opponent is teching between ItsuuA (hit1) and ItsuuA (hit2)? Strange, but this may be a side effect of you doing something earlier that isn't specific to the string. Things like putting 2A/5A into the string before WILL affect the proration of the combo. Some things you can do with a 5B opener you cannot do with a 2A 5B of the same thing. Either that, or you're trying to do one too many ItsuuA loops in whatever combo you're doing.

Can you put down what you're trying to do specifically?

Posted

Hey guys I can do the loop against everyone except Mu 12:gonk: and help please?

Posted

Treat Mu like Lambda. If you can do it on Lambda then you can do it on Mu.

Posted
Depending on your opener and FC you can do it 2-3 times in a row.

Right, but do what 2-3 times in a row? Which part?

Posted

Okay, I know this is complete scrubbery right now, but is the combo in the OP the full loop, or is there more that can be added on or whatever?

Posted

Ok, so is there a special timing to this? I can execute each and every move, but I seem to be dropping it on ippatsuA. They seem to tech before it connects. I'm wondering my timing is off. Like, if I have to let haku's animation go through fully to move me forward before cancelling into hatsu. Any tips would be appreciated, thanks!

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