Tetra - K Posted July 26, 2011 Posted July 26, 2011 Since there's only one hit after the colider, I think the proration is ok and the final damage is way better (tension also). A step forward will indeed help to be closer to your opponent at the end of the combo but still, you're farther than the 4D you mentionned. But well, with magnetized option, I guess it's still ok the 360 options, 720 options, and double colider combos that'll leave them in the corner again. With right pressure it can lead to a double colider and GF > RC > AC option :o (j.B > 6B/2B mixup) I will try that when I come back from holidays.
Manta Posted July 26, 2011 Posted July 26, 2011 Well, there's lots of ways a combo can feature an AC into a corner, some will prorate bad, some not, so it can make a big difference. Also, adding a hundred or two damage to the end of a combo but being further away is not a tradeoff I'd usually take, being close against a guy in the corner is the path to victory. It's presumably why you see 2D so much as an ender since it's so reliable, no clever timing, no dangerous techs between hits (since there's only one hit) and 2D is a big damage hit with magnetism.
OrionXElite Posted July 26, 2011 Posted July 26, 2011 For a corner combo that involves the 6B Fatal you're trying to use, enders are gonna be small for the most part. 6C>j.2C gets an air tech, 6C>2D which is a CS2 only combo due to the changes to 2D doesn't work. BSledge>4D works but not BSledge>5B>4D. So your options of enders are the following: AC>2D AC>BSledge>GF/4D AC>6C>4D AC>6C>5D Thats about sadly:v:
Manta Posted July 27, 2011 Posted July 27, 2011 For a corner combo that involves the 6B Fatal you're trying to use, enders are gonna be small for the most part. 6C>j.2C gets an air tech, 6C>2D which is a CS2 only combo due to the changes to 2D doesn't work. BSledge>4D works but not BSledge>5B>4D. So your options of enders are the following: AC>2D AC>BSledge>GF/4D AC>6C>4D AC>6C>5D Thats about sadly:v: Seems like enough options to me, you can only use one at a time anyway.
Tetra - K Posted July 28, 2011 Posted July 28, 2011 (edited) The two first are ok I think ^^ EDIT : As I said -> http://www.youtube.com/watch?v=9wYLiN4wfOw#t=0m25 Too bad the second hit was techable. I think the part after 6C is red. Will find other videos. I wonder if that distance is ok for 360[A] or B. EDIT 2 : Seems optimal in term of proration for me since the GF at the end was kind of short -> 360B > 2B > AC > (AC) > 6B > AC > 4D > GF ( http://www.youtube.com/watch?v=cbPLyxkJgbE#t=7m12 ). Edited August 1, 2011 by Tetra - K
Osuna Posted August 2, 2011 Posted August 2, 2011 The 360A/B sections still needs cleaning up, mostly by removing "A/"'s and the above 360B combo needs to be added, damage wise it's just under 5k, refreshes mag and get's GF. That's practical enough for me. I particularly like it against makoto, since keeping her magnetized helps my damage more than usual with her, and GF tends to work out alright for me. To top it all off you don't even need to micro walk with her. It makes me happy.
CrazyI-nomitsu Posted August 2, 2011 Posted August 2, 2011 I don't understand the point of mircowalking. I mean I can do it, but I don't see the point of it.
Manta Posted August 2, 2011 Posted August 2, 2011 I don't understand the point of mircowalking. I mean I can do it, but I don't see the point of it. It means you can turn a 360B combo from: 360B, 236A, 22D for just less than 4k, into: 360B, Micro walk, 2B > 623C, 623C, 6B > 623C, 4D, 22D for more like 5k.
Tetra - K Posted August 2, 2011 Posted August 2, 2011 (edited) The point of microwalking is indeed to adjust your position to land the Colider. Without it, on most of chars, you can't land the colider. Btw, somthin' weird, I saw this combo land on litchi which wasn't magnitized, was really weird... It landed as blue combo (which isn't combo) but I wonder if on some chars, it can land red (I'm thinking about Tao/Litchi/Makoto/Arakune/... and thin-long sized character). It was during the livestream where Terminator ended the world. About Akira and some Tagers also : 360B > BSledge trap is so awesome, my nose bleed each time I see it land. It's a so nice reset... 3700 360B + 2300/3000 (if SB) is so better than the actuel 360B combo magnetized which go around 5k... I just find my new caruru like reset =) Edited August 2, 2011 by Tetra - K
Manta Posted August 2, 2011 Posted August 2, 2011 (edited) The point of microwalking is indeed to adjust your position to land the Colider. Without it, on most of chars, you can't land the colider. Btw, somthin' weird, I saw this combo land on litchi which wasn't magnitized, was really weird... It landed as blue combo (which isn't combo) but I wonder if on some chars, it can land red (I'm thinking about Tao/Litchi/Makoto/Arakune/... and thin-long sized character). It was during the livestream where Terminator ended the world. About Akira and some Tagers also : 360B > BSledge trap is so awesome, my nose bleed each time I see it land. Want to tell us what that combo was? Also, That Bsledge reset is quite vulnerable to different types of teching, don't abuse it. Part of the reason it works is that it looks like the usual 360A followup which people try to tech before (Since the timing is tight). Edited August 2, 2011 by Manta
Tetra - K Posted August 2, 2011 Posted August 2, 2011 This one : http://www.youtube.com/watch?v=cbPLyxkJgbE#t=8m50 It's not a combo, it's a trap !!!! (do not post on the first page lol) -> 360B > BSledge > 2B > insert combo (SB is nice in this I think) Add moar fun to end a match with MW>TB for around 4/5k damage + 3700 from the 360B. If I'm right it's a neutral tech/quick tech trap.
Manta Posted August 2, 2011 Posted August 2, 2011 (edited) It's a quicktech/back roll trap as far as I can see. Also, the combo I meant was that bluebeat one you mentioned. Incidentally, that combo that Akira follows up Bsledge with should only ever be used for the kill, he blows his sparkbolt and 100 heat to get 3.9k damage. Which is awful. Edited August 2, 2011 by Manta
Tetra - K Posted August 2, 2011 Posted August 2, 2011 Oh, ok. The bluebeat was 360B > 2B > colider. I saw it land on a non magnetized Litchi. I was kind of o_O
Manta Posted August 2, 2011 Posted August 2, 2011 I wouldn't read too much into that, sometimes people don't tech the first frame that they can.
Tetra - K Posted August 2, 2011 Posted August 2, 2011 (edited) Want to tell us what that combo was? Also, That Bsledge reset is quite vulnerable to different types of teching, don't abuse it. Part of the reason it works is that it looks like the usual 360A followup which people try to tech before (Since the timing is tight). Yep, I noticed it. It looks like Asledge followup, in that case I think some people would tend to quick throw. In some situation like close to the corner in pressure situation, they also would tend to backtech. Edited August 2, 2011 by Tetra - K
Manta Posted August 2, 2011 Posted August 2, 2011 Quick tech is the worst thing to do if you're hoping they'll miss-time A-sledge. It just resets the combo. I think you mean emergency (bounce) tech, which would work against B sledge as well.
Manta Posted August 3, 2011 Posted August 3, 2011 (edited) Front page could do with featuring the 2D RC combos, which are: 2D RC 6A > 2C > 623C, 623C 6B > 2C > 623C, ender (Bgadget gives exactly 4,000 damage) 2D RC 6A > 2C > 623C, 623C MTW for exactly 5,000 damage Such neat damage numbers for those two. In the corner you can do: 2D RC 6C, j.2C, 2B > 2C > 623C, 623C 6B > 2C > 623C, corner ender. Gives 100 or so less damage than the above, but more heat. And whilst we're at it, here's some Bsledge combos, one is new to CS2: 236B, 5C > 6A > 2C > 623C, ender 236B, 5C > 6A > 3C, 22D 236B CH, 6A > 2C > 623C, ender Hammer followup non-counterhit RC combos: Mag: -> 236A, 5C > 623C, 623C, 6B > 2C > 623C Ender -> 236A, (wait) 5C > 6A > 623C, 623C, 6B > 2C > 623C Ender (The wait is to let them drop far enough so that 6A doesn't hook them over your head) Unmag: -> 236A, 5C > 623C, 623, 623C Ender (Can you do a j.B pickup here? Not tested) -> 236A, (wait) 5C > 6A > 623C, Ender And copying from a few pages back, the Hammer CH followps Extreme closeup: -> 236A CH, 6B > 2C > AC, stuff Close and magged:-> 236A CH, 2C > AC, Stuff Close and not magged:-> 236A CH 6C, j.2C, 2B > 2C > AC ender Medium:-> 236A CH 6A > AC, Stuff Far:-> 236A CH 6C > AC, stuff EXTREEEEEME:-> 236A CH, 236B > 5C > 6A > AC, ender (Sorry, no stuff here, proration goes to hell on Bsledge). Edited August 4, 2011 by Manta
A.X.I.S. Posted August 3, 2011 Author Posted August 3, 2011 (edited) Alrighty, I am on it Manta, I've been busy doing things non modlike. I am gonna tweak the page a bit so its easier for me to add stuff. @ Manta: J.B pick up is possible off CH hammer. Edited August 3, 2011 by A.X.I.S.
TagerTime Posted August 3, 2011 Posted August 3, 2011 Front page could do with featuring the 2D RC combos, which are: 2D RC 6A > 2C > 623C, 623C 6B > 2C > 623C, ender (Bgadget gives exactly 4,000 damage) This one does more damage 2D > RC > 5C > 6A > 2C > AC >j.D> j.2C > 2B > 2C > AC > B/E-Gadget 4200
Darlos9D Posted August 4, 2011 Posted August 4, 2011 @ Manta: J.B pick up is possible off CH hammer. Oh? Do tell. I was the one originally asking about such things.
A.X.I.S. Posted August 4, 2011 Author Posted August 4, 2011 I meant mid combo not from a starter. Ok you can if you RC the hammer but your better off doing falling j.C or the usual pick up. Hell if the last active frame hits and you got a CH (there is a few setups where it can catch a masher.) then should be able to pick it up. Otherwise no you cannot if you didn't RC. Sorry for the lack of clarification.
Manta Posted August 4, 2011 Posted August 4, 2011 I meant mid combo not from a starter. Ok you can if you RC the hammer but your better off doing falling j.C or the usual pick up. Hell if the last active frame hits and you got a CH (there is a few setups where it can catch a masher.) then should be able to pick it up. Otherwise no you cannot if you didn't RC. Sorry for the lack of clarification. Surely you mean, if the last frame hits and it wasn't a CH, you can still pick it up.
Tetra - K Posted August 4, 2011 Posted August 4, 2011 (edited) After some testing about back corner combo (to put the ennemy back in the corner), I was right when I said that starter > 2C > AC > 6C > j.2C > 5B > 4D (2600 damage) could work. I just tested it. However I feel more confortable with (j.C) > j.2C > 5B > 4D (~2450 + 23 tension instead of 2200 and 19 tension for regular 2D finisher) which leave us very close to the opponent. I've also been fooling around with SB followups back to the corner (to leave the opponent in the corner again) and it's kind of hard to land a finisher (even 4D > GF) but leave with nice tension building and position right next to the corner. The optimal one seems to be : starter > 2C > AC > (j.C) > j.2C > 2B > 2C > AC > SB > 2C > AC for around 3000 damage (didn't saw the tension but i think it's around 30/35). I also noticed something. With (FC) 2C, non magnetized, the optimal starter string seems to be 2C > delay > 6B > 2C (mag you can land the first AC inserting 5C before 6B) but there's also another follow up : (FC) 2C > stepback > ASledge > 5C > 6A > 2C for more tension and 100 more damage (just retested it). Edited August 4, 2011 by Tetra - K
Darlos9D Posted August 4, 2011 Posted August 4, 2011 Hrm. I saw that B Sledge is awful for combos. Apparently the same isn't true of A Sledge?
Tetra - K Posted August 4, 2011 Posted August 4, 2011 Hrm. I saw that B Sledge is awful for combos. Apparently the same isn't true of A Sledge? 10% more P2.
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