DemiiPoet Posted May 20, 2011 Posted May 20, 2011 (edited) N00b question: what does sj and dj (as in sj.B > j.C > dj.C > j.D(Hammer) > 5C > sj.B > j.C > dj.C > j.D ) mean? I'm guessing that sj = super jump/high jump but I have no idea what the dj bit is. I don't recall ever seeing these notations on DL :/ Edited May 20, 2011 by DemiiPoet
Urichinan Posted May 20, 2011 Author Posted May 20, 2011 sj./sjc/.hj./hjc.= Super Jump/Super Jump Cancel/High Jump/High Jump Cancel dj.= Double Jump
DemiiPoet Posted May 20, 2011 Posted May 20, 2011 So is a double jump the same thing as a jump cancel?
Absinthe Posted May 24, 2011 Posted May 24, 2011 I stopped lurking DL like three months ago lol, but now that I have the chance to experiment in training mode I'd like to share this tech trap (corner) 5B > 5C > 236B > 5C > 236B > 2A > Sally A/B/C The key is: air tech after 2A. You can start it from anything now that I think about it lol, must be after a knockdown though because you pick up the opponet with 2A By the way, if your opponent is unaware of this kind-of-reset and does a neutral tech, the bubble gets right in its face - if the opponent techs forward or backward, the bubble trajectory will go in its way anyway lol. Not so dangerous but it's a cool setup imho! I'm actually in search of more tech traps like this
LeFartknocker Posted May 24, 2011 Posted May 24, 2011 I stopped lurking DL like three months ago lol, but now that I have the chance to experiment in training mode I'd like to share this tech trap (corner) 5B > 5C > 236B > 5C > 236B > 2A > Sally A/B/C The key is: air tech after 2A. You can start it from anything now that I think about it lol, must be after a knockdown though because you pick up the opponet with 2A By the way, if your opponent is unaware of this kind-of-reset and does a neutral tech, the bubble gets right in its face - if the opponent techs forward or backward, the bubble trajectory will go in its way anyway lol. Not so dangerous but it's a cool setup imho! I'm actually in search of more tech traps like this That's why bubble-oki is gdlk in the corner, I love "deal with it" okizeme like Litchi's Daisharin and Mu's Steins
Absinthe Posted May 24, 2011 Posted May 24, 2011 Love 'em too <3 since I knew Platinum had bubbles, I instantly remember Rikuo's unblockable setup w/ his bubble in Darkstalkers 3. Having a similar effect or, in this case, at least some tech traps, might push Platinum okizeme at its limits You now realize that I wrote "backward" but there's not backward when you're in the corner so I'm a retard lol
BKDennis Posted May 27, 2011 Posted May 27, 2011 Sorry if already posted. I'm having some troubles with the Hammer Loop, after j.D, the opponents always tech before 5C. Any tips?
Poet Posted May 27, 2011 Posted May 27, 2011 Sorry if already posted. I'm having some troubles with the Hammer Loop, after j.D, the opponents always tech before 5C. Any tips? The trick is to get above your opponent in the air before you j.D. If I get a 5C > 2C > 214C opener then I usually delay the 214C a little bit so they fall closer are closer to the ground when caught in the bubble. When going from just a 22C > 5C opener it's easy to hit j.B too early. It's all about timing your hits so by the time you do j.C > dj.C > j.D you're above your opponent.
massi4h Posted May 28, 2011 Posted May 28, 2011 Since I haven't seen it listed, does anyone know any Astral combos/setups? Pretty much it seems you have to combo/catch them with dream sally. So I've got BnB in the corner to dream sally: 2A > 2A > 5A > 5B > 5C > 236B > 5C > 2C > 214C > super jump > Astral (builds more meter and does less damage) Throw into corner/Air throw > 66 > 5C > 2C > 214C > Astral Thrown missile (D or 214D with missile attached) > Astral Thrown bomb (D or 214D with bomb attached) > Astral (In corner with missiles) 5B > 5C > 214D > jump > Astral CH 5D (Pan) > Astral CH Anti Air 6A > Astral CH Anti Air 5C > Astral FC 6C > Astral Close Gold Burst > 214C > Astral 6A > 5C > 6A > Gold Burst > Astral Anti Air Gold Burst > Astral Anti Air 6A > jc > Gold Burst > Astral Sure it's mostly gimmicks but I really love landing it. I can't think of anything with any of the items. And with 37 frames of startup I don't think you'll be punishing anything with it. I've managed to trick a Hakumen into trying to 5C my bubbles from fullscreen when he knew I wanted to land my astral off it, so I astralled him while he was 5Cing, but I just had a quick look at the frame data and it seems I would have had to do my astral before he pushed 5C, but obviously before the superflash.
Raektis Posted May 31, 2011 Posted May 31, 2011 My button pressing skills are below average at best, so for all the people like me out there, an "easy" midscreen Fatal Counter combo (requires hammer, I think it can be taken out during the 2C loop if not out before) : 6C (FC) -> j.236C -> j.C -> 6A -> 236B -> dash -> 5C -> 2C -> dash -> 2Cx4 -> 214C -> j.C -> dj.C -> j.D (hammer) -> 5C -> 632146C. It's far from optimal, but I think it's the best my fingers will allow on the xbox pad. Damage is 6.5k ish and I believe meter gain is 50 (ignoring the distortion at the end obviously), or more.
Moy_X7 Posted June 2, 2011 Posted June 2, 2011 (edited) I remember seeing this combo a while back and I tried to recreate it: (dashing)5A > 5B > 5C > (delayed) j.B > j.2C > 5A > 5B > 2B > 5C > 3C > 22C (2252 Damage, 23 Heat gain). Near the corner: (dashing)5A > 5B > 5C > (delayed) j.B > j.2C > 5A > 5B > 5C > 236B > 22C (2432 Damage, 25 Heat gain). (dashing)2A > 2B > 5C (delayed) j.B > j.2C > 5A > 5B > 2B > 5C > 3C > 22C (1862 Damage, 22 Heat gain). You don't need to dash against Hakumen and Tager, hell, you don't even have to delay the j.B against Hakumen. I'll test it against everyone later on but right now it doesn't work on Ragna and Valk. Edited June 2, 2011 by Moy_X7
fragile Posted June 2, 2011 Posted June 2, 2011 (edited) I'm having little trouble connecting the 632146C super on the following combo, after the 3rd hit of the super the character techs (tried it on bang makoto and litchi) 5b 5c 236b 5c 2c 214c 6c 22c 5c 236b 3c 632146c any tips on that? Edited June 2, 2011 by fragile
Mr_Kzimir Posted June 2, 2011 Posted June 2, 2011 I started recording videos of platinium bnb , as I saw the same thing beeing done in other chars combo thread. http://www.youtube.com/user/MrKzimir#grid/user/6ECD1FE132A6BB07
Urichinan Posted June 2, 2011 Author Posted June 2, 2011 Awesome, this will be a great addition. However, I can not add the 4th video (Air Combo 2) unless you re-upload it with all three hits of j.236A connecting. Otherwise, this is nice.
Tong Posted June 3, 2011 Posted June 3, 2011 Hello there, Im having problems with Bubble 6C 22C Whats the timing to 22C? It's hitbox is very weird
Urichinan Posted June 3, 2011 Author Posted June 3, 2011 Hello there, Im having problems with Bubble 6C 22C Whats the timing to 22C? It's hitbox is very weird You want to hit them with the end frames of 22C, so after you do 6C try to do 22C as soon as you can without it completely whiffing.
Mr_Kzimir Posted June 3, 2011 Posted June 3, 2011 (edited) Thanks Oh i though they didn't connect , i ll redo it then. I should also make more vids soon if i can succesfully achieve all of them Edit : Updated, dang the 236A timing is hard Edited June 3, 2011 by Mr_Kzimir
fragile Posted June 3, 2011 Posted June 3, 2011 I'm having little trouble connecting the 632146C super on the following combo, after the 3rd hit of the super the character techs (tried it on bang makoto and litchi) 5b 5c 236b 5c 2c 214c 6c 22c 5c 236b 3c 632146c any tips on that? anyone? I figured I need to move back when I do the super but the dummy still techs on the 3rd-5th hits of the super :E
A.X.I.S. Posted June 3, 2011 Posted June 3, 2011 That combo will always have them tech in the middle of it. I just tested it on lambda and she teched near the end of it. The problem is if you have 2 heart cars in the combo the tech time goes to crap.
Moy_X7 Posted June 4, 2011 Posted June 4, 2011 (edited) Hello there, Im having problems with Bubble 6C 22C Whats the timing to 22C? It's hitbox is very weird This is what I do for those Bubble > 6C > 22C combos: 5B > 5C > Heart Car > 5C > 2C > (delayed) Bubble > Back Dash > (dashing) 6C > (delayed) 22C > stuff. Edited June 4, 2011 by Moy_X7
fragile Posted June 10, 2011 Posted June 10, 2011 For some reason I can't seem to connect 632146C super after hammer loop on Makoto. She is too high and the super whiffs no matter what. Do you guys have any alternative?
Urichinan Posted June 10, 2011 Author Posted June 10, 2011 For some reason I can't seem to connect 632146C super after hammer loop on Makoto. She is too high and the super whiffs no matter what. Do you guys have any alternative? You need to delay your super after 5C. I was having the same problem at first, but it works.
excelence Posted June 10, 2011 Posted June 10, 2011 Have some question about challenge 9 and her basic corner combos... how do i connect 22c>5c? the 5c always comes out too late =_=
Necrrofantasia Posted June 10, 2011 Posted June 10, 2011 New to plat but I have a question. Are there any good ways of comboing into cure dot typhoon besides the hammer loop? It seems kind of awkward to only have it usable while you win at rng and get a hammer too. Same with miracle Jeanne, the combos listed seem to show it being used during paper fan/frying pan.
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