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[CS2] Platinum the Trinity Actual Discussion Thread The First


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Posted
I was having trouble with this too until I realised my timing was off. You actually want to hit with as close to the end of the 22C animation as possible so you're able to follow it up. The mistake I was making was trying to delay the 22C to make sure it would hit, but doing this makes it impossible to follow up. Instead, what you need to do is start by trying to hit them as late as possible with 214C, so they're closer to the ground. You'll want to be standing maybe half a character width away from them to use 6C, and then you want to do 22C pretty quickly afterwards, not immediately though, around when the staff nears the end of its swing animation for the 6C. If you do it right, the pogo stick should connect as it sort of juts out near the end of its animation, and you'll have time to connect the 5C.

Yeah, i noticed it when my friend told me and when I was praticing going to her house xD but thnx

Posted

Anyone else play on Jp Adhoc or Eng Adhoc with friends? Im normally on Jp adhoc vs Jp players but anyone wanna play sometime? I want to train plat more ^^

Posted

Excuse me, are there any vids of Unlimited Plat yet? She sounds so incredibly wacky that pics probably won't do her justice.

Posted (edited)
Excuse me, are there any vids of Unlimited Plat yet? She sounds so incredibly wacky that pics probably won't do her justice.

Try checking on youtube :o, Im sure it there. (probably)

Edit: Scratch that, I just checked and its not there, Cirno we now require your video camera and assistance. ^^ (I Don't have a video camera and I HAVE unlimited plat, but do to the fact I very rarely use unlimiteds, I have no idea how she plays XD sorry.)

Edited by Nekuraba
Posted
I was making this to respond to you, SoWL, but I guess I was a bit too late.

It's still helpful, thanks. Much better than trying to describe it with words.

Just tried on Litchi and Lambda, and it's not whiffing. You should superjump, and there isn't any specific timing to my knowledge.

Then why am I keep jumping too high over them? :psyduck: It seems that my timing is off, but with what exactly? Am I hitting the second jC too late or something?

Posted
Then why am I keep jumping too high over them? :psyduck: It seems that my timing is off, but with what exactly? Am I hitting the second jC too late or something?

Were I to guess, it's probably the j.B that's coming out too late so by the time you get to the jump cancel you've gone too high.

Posted

You can advance input before actually jump canceling to get perfect timing as long as the gatling doesn't previously exist.

Posted (edited)

Damn, the biggest troll combo I can come up with doesn't quite break 9k. Anyone got something with a little more punch? Not that 8925 damage is anything to sneeze at, but still, would be fun if there was something that would one-hit a character.

What I've got is: 2C CH > 5C > 2C > rc > gold burst > 5C > 2C > rc > gold burst > 5C > 2C > 236B > 5C > 2C > 214C > 6C > 22C > 5C > hammer loop > super [8925]

Edit - Revised version: 2C CH > 2C > 2C > rc > gold burst > 2C > 2C > rc > gold burst > 2C > 2C > 236B > 5C > 2C > 214C > 6C > 22C > 5C > hammer loop > super [9213]

Plat's 2C doesn't prorate for shit xD

Edited by dummyacct7
Posted

6C > RC > gold burstx2 > 2C > 2C >2C > 2C > 2C > 236B > 5C > 2C > 214C > 6C > 22C > 5C > hammer loop > 632146C > RC > 3C > 22C: 9625 damage. Haven't found a better use for the extra 50% just yet.

Posted (edited)
6C > RC > gold burstx2 > 2C > 2C >2C > 2C > 2C > 236B > 5C > 2C > 214C > 6C > 22C > 5C > hammer loop > 632146C > RC > 3C > 22C: 9625 damage. Haven't found a better use for the extra 50% just yet.

Change the start a little: 6C FC > rc > gold burstx2 > 662C > [6]2C >[6]2C > 662C > [6]2C > [6]2C > [6]2C > [6]2C > 236B > 5C > 2C > 214C > 6C > 22C > 5C > hammer loop > 632146C > rc > 3C > 22C [10140]

That's a dead Ragna!

Any more than the eight 2C's in a row and the second hammer loop will bluebeat. On a somewhat more practical note though, 6C FC > rc in the corner will let you do five 2C's into hammer loop > super for 8k without any gold bursts, or without even using an item, you can instead do nine 2C's (yes, nine) into an air finisher for 7k.

Edited by dummyacct7
Posted
... 662C > [6]2C >[6]2C > 662C > [6]2C > [6]2C > [6]2C > [6]2C ...

...

On a somewhat more practical note though, 6C FC > rc in the corner you can instead do nine 2C's (yes, nine) into an air finisher for 7k.

All of my love.

Posted

Oh boy, I finally figured out my problem with the hammer loop. I was testing it after 6A, even though all the combos that use it do it only after the usual 5C > 2C > 236 C. I feel so stupid, yet so awesome - I can now do both the hammer loop and the 6C > 22C > 5C link, so all I have to do now is keep practicing them.

Speaking of 6C > 22C link, why do you need to walk back a few steps before 6C? I hit with it just fine in Practice mode, though I did whiff it once for some unknown reason.

Another question I got is the SUGOI hammer. You can't use it in the loop (at least I couldn't), so why the hell would you want it? Slide Head is nice, but isn't the damage and Heat from the loop better?

And how the hell are you supposed to beat Arakune if he escapes from the corner every single time? :psyduck:

Posted

Speaking of 6C > 22C link, why do you need to walk back a few steps before 6C? I hit with it just fine in Practice mode, though I did whiff it once for some unknown reason.

It's probably more assurance than anything else. You just don't want to end up going under them.

And how the hell are you supposed to beat Arakune if he escapes from the corner every single time? :psyduck:

Well, Plat can haul you to the corner from pretty far out if she has meter to rapid, and she has some pretty weird stuff she can do to give her better corner oki.

Posted
Speaking of 6C > 22C link, why do you need to walk back a few steps before 6C? I hit with it just fine in Practice mode, though I did whiff it once for some unknown reason.

Some characters (like lambda) have a weird hitbox, so the 6C or resulting 22C will whiff if you're too close. For other characters you could consider it insurance, like dummyacct said.

Another question I got is the SUGOI hammer. You can't use it in the loop (at least I couldn't), so why the hell would you want it? Slide Head is nice, but isn't the damage and Heat from the loop better?
There's much more use for the 16t hammer than in combos. Taking 3 primers on block is absolutely beautiful, and the quake can be positioned right for pretty nifty things. Gonna show more on this pretty soon.

And how the hell are you supposed to beat Arakune if he escapes from the corner every single time? :psyduck:

I'd think it's pretty easy to keep Arakune in the corner between all of Plat's oki shenanigans, and due to his teleport having longer startup.

Also, I think I was asked to get some Unlimited Platinum footage? I've been a little busy but I'll get on that as well.

Posted

I'm making a list of things that I need to update in the other thread now that I've fooled around with the character. If possible, can anyone confirm if the untechable time on j.2d[H] is set? (Ex- Hakumen's 5c.)

Posted

Alright, now bear with me here. It's a bit difficult to demonstrate.

http://www.youtube.com/watch?v=Bn752GhFqnQ

If done close enough to the ground, unless the opponent instant blocks, they'll still be in either blockstun or jump startup depending on the character, and get caught by the quake. It's also very easy to mix up, due to the hammer hit itself being air unblockable without barrier. I'd like to test it with another person, though, since this isn't entirely definite. Will go over this more later.

I'm making a list of things that I need to update in the other thread now that I've fooled around with the character. If possible, can anyone confirm if the untechable time on j.2d[H] is set? (Ex- Hakumen's 5c.)

j.d hammer? the untechable time is set depending on the level, which is dependent on your height when using it.

Posted

I guess my question would be what is the optimal untechable time after say, a full air combo.

Posted

If they would choose to stand/crouch block instead of jumping, they would get hit by the unblockable quake. I wasn't necessarily saying it was anything strange, I was just displaying it's use.

uploading an unlimited plat video now. i didn't put a ton of effort into this so the song isn't matched to a T to the video, it's a 'gets the job done' kind of thing.

also, if you're wondering why i use a song/don't record the game's sound in every video, it's because i don't have the proper cable to record the game's audio with my setup. apologies if it's annoying.

I guess my question would be what is the optimal untechable time after say, a full air combo.
It seems to be around 10 frames for a level 3.
Posted (edited)

double post, but video's done. here's a link, since most of the information is in the description.

Edited by Cirno
Posted

Wish I could record footage from my PSP-1000, but have to use RJL 0.20a if I want it to display on the computer, which makes the PSP lag, and then recording the video itself makes my computer lag and screws up my inputs even more =/

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