Lord Knight Posted December 12, 2011 Author Posted December 12, 2011 Small is not worth it imo If you aren't getting at least 4000 dmg and 45+ meter, you need to fix it.
E3vE3 WAZ HEA Posted December 12, 2011 Posted December 12, 2011 alrighty as soon as i get home ill test what i can get with it im in school now >.> <.<
Star-Demon Posted December 15, 2011 Posted December 15, 2011 I see people get 4 hits for 3K and it makes me sad that I can't carry to corner and do 4k without comboing 8 moves first...
GenoWhirl Posted December 20, 2011 Posted December 20, 2011 http://www.youtube.com/watch?v=8epjs8O3rtM&feature=related Thought you guys would be interested... Is there any point to doing the shenanigan Mission 13 instead of just 5B > 2C > RC > 63214D > A :u?
Star-Demon Posted December 20, 2011 Posted December 20, 2011 http://www.youtube.com/watch?v=8epjs8O3rtM&feature=related Thought you guys would be interested... Is there any point to doing the shenanigan Mission 13 instead of just 5B > 2C > RC > 63214D > A :u? Wow, what happened to all the other stuff? It looks like I can do more of those, now. IDK why. I feel like I can do those. BBC instead of BCB is much easier for me.
mMarikom Posted December 20, 2011 Posted December 20, 2011 I don't have extend yet and I'm kinda new to Dloop but I would recommend comparing the damage and corner carry between the Daisharin and an Itsuu combo since Itsuu in CSEX doesn't net as much damage as it used to... and BCB loop doesn't work anymore. The changes were listed here forever ago as only allowing one B and one C per jump...
Star-Demon Posted December 20, 2011 Posted December 20, 2011 and BCB loop doesn't work anymore. The changes were listed here forever ago as only allowing one B and one C per jump... I know that - I just never got to see how it ended up taking shape. I'm actually really surprised.
Lord Knight Posted December 20, 2011 Author Posted December 20, 2011 chou and shounen are in godsgarden having personally played against shounen, im really excited to see what kind of stuff he's come up with
Crevlis Posted December 21, 2011 Posted December 21, 2011 chou and shounen are in godsgarden having personally played against shounen, im really excited to see what kind of stuff he's come up with Can't wait to see that as well :D
mynus Posted December 21, 2011 Posted December 21, 2011 Im so excited. I will try to be there if I can. Elswise I`ll just stream monster that shit. So hype!
Romeyurhomey Posted December 21, 2011 Posted December 21, 2011 Ohh Shounen haven't seen him around since CS2. Well I got ahold of extend. Staffless: 5b>6b>5c>2c>6C(1)>Chun>dash5b>Djbbc>Hatsu>Chun 2.7k I don't know how much meter that is.
Star-Demon Posted December 21, 2011 Posted December 21, 2011 I just beat Story mode and unlocked Mu, being curious, I began pouring over the wiki again trying to tie up loose ends. I read that Extend's Unlimited Litchi has Jam's 236236HS overdrive. Hah!
Lord Knight Posted December 22, 2011 Author Posted December 22, 2011 Ohh Shounen haven't seen him around since CS2. Well I got ahold of extend. Staffless: 5b>6b>5c>2c>6C(1)>Chun>dash5b>Djbbc>Hatsu>Chun 2.7k I don't know how much meter that is. I've been playing too. Right now I'm trying to figure out how to optimize combo routes... essentially this time it's not so much about damage (even though it's important!), it's more about choosing how to go into your oki option of choice. Main combo combo routes are split into 2 (as far as damage) - the 6a > feint > 6a > 6b[m] route and the 6a > feint > small wait > dash 2c[m] > 4d route. The former is character specific (6b[m] will whiff some characters). Example - 5b > 2c > 6d > tk hatsu > haku > chun > haku > hatsu > riichiA > ippatsu > tanki hatsu > wait > 5[d] > release > 6a > feint > 6a > 6b[m] > 6d > 3c > 2d > 6c(2) > 6d > 3c - this is around 3.9k 5b > 2c > 6d > tk hatsu > haku > chun > haku > hatsu > riichA > ippatsu > tanki hatsu > wait > 5[d] > release > 6a > feint > small dash 2c > 4d > run out of the corner > 5b > 6c(2) > 3c this is like 3.5k, I didn't check to see if you can do aerial, but you definitely can't off 2a starter. I forgot how much meter gain you get off of 5b, but off 2a it's 50.
TD Posted December 22, 2011 Posted December 22, 2011 why does haku need to be tk'd? these are the best looking combos litchi had since ct imo. so nice.
Lord Knight Posted December 22, 2011 Author Posted December 22, 2011 hatsu, air hatsu, tanki hatsu, i believe follow up hatsu all have repeat prorate now, as does chun, air chun, follow up chun, and tanki chun
Djudjo Posted December 22, 2011 Posted December 22, 2011 But, if you do Hatsu (not TK'd) > Haku > Chun > Haku > Hatsu > Riichi > Ipaptsu > Tanki Hatsu.... you're using 3 different Hatsu, the first is the ground one, then the follow-up one, then the Tanki one, and you still got the air one to be done. So no need to be TK'd, right? I dont have the game with me, but.... Wouldn't it be better if you do ... 2C > 6D > Haku > Hatsu > Riichi > Ippatsu > Hatsu > Haku > Chun? Or even, ground Hatsu > Riichi > Ippatsu > Haku > follow-up Hatsu > Riichi > j.2B > air Hatsu > follow-up Haku > Chun? I'm dying to test the game, so i'll be asking plenty of stuff here
Romeyurhomey Posted December 22, 2011 Posted December 22, 2011 Those are sometimes inconsistent and does less damage.
Djudjo Posted December 22, 2011 Posted December 22, 2011 5B > 2C > 6D > Haku > Hatsu > Riichi > Ippatsu > Hatsu > Haku > Chun, inconsistent?? It's pretty easy. In CS2, ground Hatsu > Riichi > Ippatsu > Haku > follow-up Hatsu > Riichi > j.2B > air Hatsu > follow-up Haku > Chun, does more damage than her usual BnB. How come it does less damage now?
Lord Knight Posted December 22, 2011 Author Posted December 22, 2011 ippatsu lost bonus prorate, and her character combo rate is now 70 because of changes to proration, it's overall better to do that combo
Djudjo Posted December 22, 2011 Posted December 22, 2011 Could you please check the damage for those combos I transcribed? Not that i'm doubting what you said, I'm just curious.
Star-Demon Posted December 22, 2011 Posted December 22, 2011 ippatsu lost bonus prorate, and her character combo rate is now 70 because of changes to proration, it's overall better to do that combo Not hard to get special moves to chain together. Game seems forgiving for specials in comparison with games like SF4 or KOF13. 5B > 2C > 6D > Haku > Hatsu > Riichi > Ippatsu > Hatsu > Haku > Chun seems entirely doable, even for me. :P
Lord Knight Posted December 22, 2011 Author Posted December 22, 2011 yeah, so tk hatsu > haku > chun > haku > hatsu > riichi seems to be the main way to go, ill take down accurate damage numbers tonight
Star-Demon Posted December 22, 2011 Posted December 22, 2011 Actually LK - I'm curious about something - how often does Hatsu or TK hatsu beat out anyone's jump-in or advance? I've read a lot of noel's stuff is stuffed by hatsu, so I was wondering if hatsu on reaction would be any good instead of other options that may miss or get beaten out?
Mightfo Posted December 22, 2011 Posted December 22, 2011 Actually LK - I'm curious about something - how often does Hatsu or TK hatsu beat out anyone's jump-in or advance? I've read a lot of noel's stuff is stuffed by hatsu, so I was wondering if hatsu on reaction would be any good instead of other options that may miss or get beaten out? ground hatsu has head invuln from like frame 5 onward so it will chew through jumpins but it is unsafe on block not even air unblockable so be wary of them baiting it by blocking (keep in mind they cant block during their airdash proper, though, so you can make them eat it in such situations) and air hatsu is 5f(but obviously you have to consider jump startup) so that can be scary due to raw speed considering the hitbox.
Star-Demon Posted December 22, 2011 Posted December 22, 2011 ground hatsu has head invuln from like frame 5 onward so it will chew through jumpins but it is unsafe on block not even air unblockable so be wary of them baiting it by blocking (keep in mind they cant block during their airdash proper, though, so you can make them eat it in such situations) and air hatsu is 5f(but obviously you have to consider jump startup) so that can be scary due to raw speed considering the hitbox. Sounds shakey. I'll have to spend time trying to see for myself, because it sounds like it's not going to work on everything, and it being blocked is really bad, whiffing could be worse.
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