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Posted

Small is not worth it imo

If you aren't getting at least 4000 dmg and 45+ meter, you need to fix it.

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Posted

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...

Posted
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.

Posted

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...

Posted
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.

Posted

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

Posted
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

Posted

Im so excited. I will try to be there if I can. Elswise I`ll just stream monster that shit. So hype!

Posted

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.

Posted

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!

Posted
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.

Posted

why does haku need to be tk'd?

these are the best looking combos litchi had since ct imo. so nice.

Posted

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

Posted

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 :)

Posted

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?

Posted

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

Posted
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

Posted

yeah, so tk hatsu > haku > chun > haku > hatsu > riichi seems to be the main way to go, ill take down accurate damage numbers tonight

Posted

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?

Posted
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.

Posted
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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