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Posted
I think that I think what you think when I think, because I think that I don't think enough when I play just like what you think.

:3

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Posted

been in the lab today exploring mix up options after corner (itsuuC > j.7C > 4Kote) ender

I came up with two so far:

falling j.[D] > ]D[~AD > j.CB > 5B > [M] 2C > 6D > combo

falling j.[D] > 2B > ]D[~6B > 2C > 5C > [M] 2C > combo

on big characters (falling j.[D] max hold > 2B > 2C > Hatsu > Haku > Chun > [M] 5B > 6D > combo)

this ender is good but its downside is that using kokushi afterwards doesn't seem very appealing.

do you guys have more tricks off of this ender?

Posted

maybe falling j.c - chun? double overhead that probably dosen't work :v:

Posted

i like held D > release D for people who like jumping out of any mixups where i just launch the stick

its especially effective against bang players

Posted (edited)

falling j.[D] > ]D[~AD > j.CB > staff2 > grab

the blockstun of staff2 is 12F ... good enough to give you a green throw after you land

double overhead with chun and anti-jump staff ... interesting

Edited by ATG Warlord
Posted (edited)

do you guys have more tricks off of this ender?

Instead of falling straight to the ground for the low mix-up, you can do an empty air dash:

falling j.[D] > AD~]D[ > Land > 2B > 5B > [M] 2C > combo

It's quite slow though.

EDIT:

I cannot do, for the life of me, the staff in corner combos.

I always fuck up on the 2jB jHatsu > Haku part. 2jB always misses and when it does it, it's too high for Haku to connect after jHatsu.

Any tips?

Edited by Kujikawa
Posted

after richi a, l hold 2 during her jump animation and get ready to press b as soon as l see her fall from the staff.

also, make sure theyre low enough before you do the richi a so that j.hatsu haku chun connects.

Posted

try to adjust their height so they will be low enough for haku to connect. and for 2j.b, as TD said, just hold down after riichiA. may i know the whole combo(s) you're trying to do?

also, on another note, I figured you could do 2 non-CH ryuuisou's in a row with the help of the staff (star is gonna love this)

[D] > ryuuisou~]D[ > ryuuisou

not very practical but it's good to know it's there

Posted

Simple combo.

No staff starter > Haku > Hatsu > RiichiA > 2jB > jHatsu > Haku > Chun > 5B > 6C (1) > Ender

Thanks for the advise, yet to implement it, but hopefully it should work.

Never thought to just hold it lol

Posted

what do you do about no tech/late tech/rolls

always gotta consider that when making a set up with her

Posted
what do you do about no tech/late tech/rolls

always gotta consider that when making a set up with her

Late Techs against Itsuu C > j7C ender really messes me up.

Posted

i think i found something with litchi, it's worked well on some people but i might as well get some opinions

when doing the aerial ender (j.b dj.b j.c ect) on the falling j.c do chun. once you land start up itsuu, if the air tec hit a and if they allow themselves to fall hit c or fire up 4 winds.

is this a good idea or should i scrap it?

Posted (edited)
Simple combo.

No staff starter > Haku > Hatsu > RiichiA > 2jB > jHatsu > Haku > Chun > 5B > 6C (1) > Ender

Thanks for the advise, yet to implement it, but hopefully it should work.

Never thought to just hold it lol

aha now it's much clearer to me.

delay between haku > hatsu

hit jhatsu as fast as you can after 2jb

Edit:

what i do against late techs/no tech when doing itsuuC > j7C ender is keep holding the staff until before touching the ground then release and AD anyway ... if they don't tech the staff will pick em up, and if they late tech you'll get your mixup on them.

Edit2:

Eeveee, I like your idea! should catch ppl off gaurd a couple of times, and it gives 4 winds oki if they choose not to tech ... will do more testing ... interesting

Edited by ATG Warlord
Posted

4 Winds beats stuff like rolls at that range, right?

Good part about the set-up is that you really don't have to worry too much about reversals.

Posted
aha now it's much clearer to me.

delay between haku > hatsu

hit jhatsu as fast as you can after 2jb

Edit:

what i do against late techs/no tech when doing itsuuC > j7C ender is keep holding the staff until before touching the ground then release and AD anyway ... if they don't tech the staff will pick em up, and if they late tech you'll get your mixup on them.

Edit2:

Eeveee, I like your idea! should catch ppl off gaurd a couple of times, and it gives 4 winds oki if they choose not to tech ... will do more testing ... interesting

Oh and thanks a lot.

Did you ever play CS2 Litchi, I can remember you in CS1 a lot...

Posted

S - valk ragna hakumen tao > A+ arakune mu carl litchi bang haz lambda > A - rachel > noel plat relius B+ tager jin tsubaki makoto

Posted (edited)

S ragna hakumen arakune mu tao > A+ valk carl haz bang > A plat relius lambda > B tager rachel litchi > B- noel jin tsubaki makoto

okay okay okay not to turn this into a tier list thread....nevermind. I don't quite understand why you place Valk so high when hardly anyone complains about him being stupid or bullshit. More complaining = higher tier, you know. Only reason Hakumen's up there is damage for doing absolutely nothing.

You're making the implication that valk just shits on everything but from the looks of things since February, Ragna's the one making everyone look like they are trying too hard. Since when has a valk ta NCI or a Valk at TSB just make people look like they just need to PICKATOPTIER?

Anyways - 2369 and 23698 has been pretty good to me on pad. Instant improvement over 2367.

Also - I beat people this morning. True story.

Edited by Star-Demon
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