pochp Posted May 22, 2011 Posted May 22, 2011 I'm not C0R but I can answer. the ...Dash 3c > SoD > Dash :5b > 6a >... combo assumes that you started midscreen, but at this point in the combo you've carried your opponent to the corner. 5C 6C will only connect in a string if you got a CH or crouching opponent. If you hit too close though, you need to go 5C 2C 6C or the 6C will whiff.
stinkymonz Posted May 22, 2011 Posted May 22, 2011 jC CH, 6A, JC j2C, dash 2B, 2C, 6C, 214D (whiff), dash 6A, 6B, 6A, JC j2C, dash 2B, 6A, 6C, 5D, 214D (3.9k, 47 MG!!, carries from one corner to the other, can add xD, 631246C for 5.1k) Has this part been recorded before? I cannot figure out the space/height for the 214D to actually combo. So, my own contribution! With enough proration (and generally, if you haven't used SoD in the combo up to that point) you can end corner combos with 6A 6C xD [stuff]. It goes something like: ...j.5D > 2B > 5C > 2C > :j.2C > 3C > SoD > 6A > 6C > xD... being sure to not dash forward creating space for the 6C to combo. From my own experience, you can go for regular xD oki stuff with a little tinkering. If you want to work the bombs you can 5D > 214D > dash 2B/barrier to push them into the bombs and bait most reversal options. But the 6C pushes the opponent a bit out the corner and very close to Mu. So you can shenanigan like jump/superjump forward for a covert crossup, xD > 236A whiff > tick throw. (provided everyone emergency techs.) And I prefer to 6C > xD > Omohikane rather than the really close dash 3C > Omohikane because the extra room makes it automatically not lose the corner if they forward roll. It doesn't happen often since you WOULD use SoD at some point -- 6B combos, 3C combos, ground combos etc. But it's something different for the times you get the corner throw combo or 214D starter. And it's more something I came up with being really uncomfortable with BB's teching system and Mu's close-range pokes, since I still can't just end on j.5[D] or 3C xD and be happy with the lack of explosions.
TD Posted May 22, 2011 Posted May 22, 2011 l just did a slight bit of testing with that, stinkymonz. lt seems to sync well with ground throws since they don't use sod. lt does provide rather useful positioning and you can go right into the cs1 explosion trap/cross under. pretty good, l want to find broken things with this.
Zeromus_X Posted May 22, 2011 Posted May 22, 2011 (edited) I made a video of the jC CH combo: http://www.youtube.com/watch?v=ALaoN7h9bGY Notice how close to the other corner I am when it starts, so I find it very spacing specific. However, if you're closer to midscreen when you start and end up very close to the corner, you should still be able to do the combo up until 5D 214D. The hardest part of the combo I find is actually pulling off the 5D, 214D. You have to cancel into the bomb as quickly as possible...too slow, and the explosion won't combo, but too fast and you might do 5D, 4D instead. Well, the nice thing about this combo is that it still gives good damage/meter/corner carry even without the bomb. So if you mess up the bomb part or are too close to the corner, you can still set up a good situation with regular stein oki or 5D 214D trap in the corner. Although I haven't tested on everyone (done it on Jin, Ragna, and Tao so far), I'm willing to bet that it won't work on Bang, Litchi, Carl, or Mu like the jbbs claims for the other bomb combos. Edit: I noticed there weren't any corner throw combos yet. Corner: Throw, dash 6A, 6B, dash 6A, jump cancel j2C, jD, 2B, 6A, jump cancel jC, j2C... (~2.5k) or with previously discussed 6C ender: Throw, 6A, jump cancel jC, j2C, jD, 2B, 2C, jump cancel j2C, 3C, SoD, 6A, 6C...(~2.3k) So weird not getting good damage off corner throw anymore. Maybe there's a better way to handle corner throw combos... Edited May 22, 2011 by Zeromus_X
C0R Posted May 22, 2011 Author Posted May 22, 2011 Ack, so many combos. I'm adding the most optimal ones from the thread atm.
Zeromus_X Posted May 23, 2011 Posted May 23, 2011 (edited) Okay, I finally got done typing out the rest of the bbs combos. I'll be back later to finish testing out the damage/meter gain. Continuation from: http://www.dustloop.com/forums/showthread.php?11490-CS2-%CE%BC-12-Combo-Mechanics-and-Discussion&p=1025010&viewfull=1#post1025010 Approaching corner combos: 2A, 2B, 3C, SoD, 5C, 6C, 5D, jump cancel jB, jC, j2C... ( ) 2B, 3C, SoD, 5C, 6C, 5D, jump cancel jB, jC, j2C, 2B, 5C, 6C... ( ) 5B, 3C, SoD, 5C, 6C, 5D, jump cancel jB, jC, j2C, 2B, 6A, jump cancel jC, j2C... ( ) 6C FC, 5D, 214D, 6B, 5C, 2C, jump cancel jC, j2C, 2B, 5C, 2C, jump cancel jC, j2C, 3C, SoD, 6A, 632146C ( ) Corner combos [These combos go for more steins/positional advantage over raw damage. There's a lot more variations and character-specifics compared to CS1 corner loops, but nothing like 2 or more orbs right on top of the opponent.] 2A, 2B, 3C, SoD, dash 5B, 6A, jump cancel j2C, jD, 2B, 6A, 2C, jump cancel j2C...(2.2k, 26 MG) 2B, 3C, SoD, 6A, 6B, 6A, jump cancel j2C, jD, 2B, 6A, 2C, jump cancel j2C...(3k, 32 MG) 2B, 5C, SoD, dash 5B, 6A, jump cancel j2C, jD, 2B, 5C, 2C, jump cancel j2C, jD, dash 2B, 6A, jump cancel jC, j2C... 5B, 3C, SoD, 6A, 5C, 2C, jump cancel jC, j2C, jD, 2B, 6A, jump cancel jC, j2C... ( ) 5B, 3C, SoD, 6A, 6B, dash 6A, jump cancel j2C, jD, 2B, 6A, jump cancel jC, j2C... (4k, ) 5B or 5C, 3C, SoD, dash 5B, 6A, jump cancel j2C, jD, dash 2B, 6A, 2C, HJC j2C (character specific?)... 3C, SoD, dash 5B, 6A, jump cancel j2C, jD, dash 2B, 6A, 2C, HJC j2C, jD, dash 2B, 6A, jump cancel jC, j2C... 6B, SoD, dash 5B, 6A, jump cancel j2C, jD, dah 2B, 6A, 2C, HJC j2C 6B, SoD, dash 5B, 6A, jump cancel j2C, 2B, 6A, jump cancel j2C, jD, 2B, 6A, 2C, jump cancel j2C... ( ) 6B or 3C, SoD, dash 5B, 6A, jump cancel j2C, jD, 2B, 6A, 2C, HJC j2C, jD, dash 2B, 5B, 6A, jump cancel j2C (character specific) ( ) Grab, 6A, jump cancel j2C, jD, 2B, 6A, 2C, jupm cancel j2C... ( ) *~j2C, jD, 2B, 5C, 2C, HJC j2C necessary on: Arakune, Rachel, Platinum, Carl, Tsubaki *~jD, dash 2B, 5B, 6A, jump cancel/HJC j2C works on: Practical: Valkenhayn, Jin, Litchi, Tsubaki, Tager, Bang, Carl Difficult: Taokaka, Ragna, Rachel, Arakune, Hakumen, Platinum Needs to be tested: Lambda, Noel, Mu, Hazama j2C, j2[D] tech punish combos: 2B, 2C, 5C, j2[D] hits, 5C, 2c, SoD, 6A, 6B, 214D, 632146C ( ) 2B, 2C, delay 3C, j2[D] hits, 6A, jump cancel j2C, jD, 2B, 5C, 2C, jump cancel j2C... ( ) (2B, 2C), delay 3C, j2[D] hits, 6A, jump cancel j2C, jD, 2B, 5C, 2C, jump cancel j2C, jD, dash 2B, 5C, 2C, jump cancel j2C... ( ) (2B, 2C), delay 3C, 214D, j2[D] hits, 214D explosion hits, 5C, SoD, 2C, jump cancel jC, j2C... ( ) (2B, 2C), jump cancel j2C, j2[D] hits, 5C, 2C, SoD, 5B, 6A, jump cancel j2C, jD, 2B, 5C, 2C, jump cancel j2C... ( ) (2B, 2C), jump cancel j2C, j2[D] hits, 5C, 2c, SoD, 6A, 6B, 214D, 632146C ( ) Max damage combos: [More damage-oriented combos that may use meter]. 2A, 2B, 3C, SoD, 6A, 2C, jump cancel jC, j2C... ( ) 2B, 3C, SoD, 6A, 6B, 5C, 2C, jump cancel j2C... ( ) 5B, 3C, SoD, 6A, 6B, 5C, 2c, jump cancel jC, j2C, 2B, 6A, jump cancel jC, j2C ( ) Grab, 6A, 6B, 5C, 2c, jump cancel jC, j2c, 2C, SoD, 6A, 6B, 632146C 214D, 6B, 6C, 2c, 7 jump cancel jC, j2C, 3C, SoD, 6A, 6C, 5D, 632146C 214D, 6B, 5C, 2C, jump cancel jC, j2c, 2B, 6C, 2C, jump cancel jC, j2C, 3c, SoD, 6A, 632146C 214D, 5C, 6C, SoD, 2C, jump cancel jC, j2C, 2B, 5C, 2C, jump cancel jC, j2C, 3C, SoD, 6A, 632146C SoD max charged, 5C, 6C, 632146D, 6B, 5C, 2C jump cancel jC, j2C, j6D, dash 2B, 6A, jump cancel jC, j2C, 3C, SoD, 632146C SoD FC, [6A, jump cancel j2C] x4, 6A, 2C, jump cancel jC, j2C... [Rachel, Tager, Valkenhayn only] ( ) 6C FC, [6A, jump cancel j2C] x5, 6A, 2C, jump cancel j2C... [Rachel, Tager, Valkenhayn only] ( ) Enders after j2C...: ...j[D] ...3C, (SoD, 6A, 6B), 632146C [may need different/less normals depending on proration, but can always just 3C super] ...2B, 5B, 6B [air reset] Setups after j2C, j[D]...: ...j[D] 214D ...j[D] delay 2B (catch bad tech) ...j[D] 236A ...j[D] 中下段??, j[D] fires, 214D [not sure what the second phrase in the last setup is. The whole thing is "・~J2C>溜めJD>中下段>溜めビーム>ハバキリ ") Edited May 23, 2011 by Zeromus_X
stinkymonz Posted May 23, 2011 Posted May 23, 2011 Dude, thanks! I had the same problems you listed, like getting 5D 4D instead. It's weird too, frame data says the window for special cancel and stein cancel are exactly the same but I guess it'll only read special inputs on a different window? ~J2C>溜めJD>中下段>溜めビーム>ハバキリ Wild Mass Guessing a little here, I don't know Japanese but going by utility and familiarity of the sequence I think it's saying j.5[D] > ground gatling > 5D > 214D -- timing the charged laser to make (for example) 5C > 3C > 5D > 214D a gapless blockstring chipping up to 2 primers down. I feel like hitting training mode again so I could help you out with some of those numbers. Also, does OTG 2B 2C 6C actually work on Carl and Bang among a few others?
C0R Posted May 23, 2011 Author Posted May 23, 2011 Also, does OTG 2B 2C 6C actually work on Carl and Bang among a few others? It only whiffs on a few characters, Mu and Lambda so far are the only ones I know for sure.
pochp Posted May 23, 2011 Posted May 23, 2011 Looking at midscreen 2C CH combos, the ones from jbbs with "2C CH, 5C, 6C, 214D (whiff)" I found really hard to hit consistently. So I came up with this pretty easy one with less damage, but more than the other ones listed: 2C CH jump delay air dash j.C j.2C dash2B 2C 6C habacan 6A :6B 5C 6C... (3k 30 heat)
stinkymonz Posted May 23, 2011 Posted May 23, 2011 COR, your avatar is freaky. And I meant if anyone had gotten it to work on those characters - I just tried Bang again and it does work on him. But I do know I COULD NOT get it to work on Carl. Anyway these were the parts I tested. Approaching corner combos: 2A, 2B, 3C, SoD, 5C, 6C, 5D, jump cancel jB, jC, j2C... (2095 DMG 21 MG) 2B, 3C, SoD, 5C, 6C, 5D, jump cancel jB, jC, j2C, 2B, 5C/6A , 6C... (2795 DMG 28 MG)* 5B, 3C, SoD, 5C, 6C, 5D, jump cancel jB, jC, j2C, 2B, 6A, jump cancel jC, j2C... ( 3904 DMG 31 MG ; 4074 DMG 33 MG with 6A > 2C) 6C FC, 5D, 214D, 6B, 5C, 2C, jump cancel jC, j2C, 2B, 5C, 2C, jump cancel jC, j2C, 3C, SoD, 6A, 632146C (6480 DMG 48 MG )** * I couldn't get the last 5C 6C to combo so instead I subbed 5C with 6A. Ragna actually flies behind you with the extra height so I found [...2B > 6A > 6C > 5D > 7j.2C] (2878 DMG 31 MG) to keep corner. ** more dmg/meter and 6A 6C with [...2B > 6A > j.2C > j.5D > 2B > 5C > 2C > :j.2C > 3C > SoD > 6A > 6C > xD > OMOHIKANE] (6611 dmg 57 MG). j2C, j2[D] tech punish combos: 2B, 2C, 5C, j2[D] hits, 5C, 2c, SoD, 6A, 6B, 214D, 632146C (4834 DMG 38 MG ) 2B, 2C, delay 3C, j2[D] hits, 6A, jump cancel j2C, jD, 2B, 5C, 2C, jump cancel j2C... ( up to this point 2817 DMG 29 MG) (2B, 2C), delay 3C, j2[D] hits, 6A, jump cancel j2C, jD, 2B, 5C, 2C, jump cancel j2C, jD, dash 2B, 5C, 2C, jump cancel j2C... (roughly 3.6k DMG and 30+ MG) (2B, 2C), delay 3C, 214D, j2[D] hits, 214D explosion hits, 5C, SoD, 2C, jump cancel jC, j2C... ( ~3711 DMG 30~ MG) (2B, 2C), jump cancel j2C, j2[D] hits, 5C, 2C, SoD, 5B, 6A, jump cancel j2C, jD, 2B, 5C, 2C, jump cancel j2C... ( 3460 DMG 41 MG) (2B, 2C), jump cancel j2C, j2[D] hits, 5C, 2c, SoD, 6A, 6B, 214D, 632146C (4645 DMG 36 MG)* To be clearer, these assume already having a stein placed midcombo before ending with j.2C > j.2[D] in the corner. Parenthesized normals indicate blockstring; can be replaced with variations of 2A, 5A, 2B, 5B as long as you know the timing for the charged laser to hit. * can do a bit more damage by [...214D > 3C > SoD > 632146C for 4.9k] These were really fun to do. MUST USE. Max damage combos: [More damage-oriented combos that may use meter]. 2A, 2B, 3C, SoD, 6A, 2C, jump cancel jC, j2C... (1880 DMG 19 MG ) 2B, 3C, SoD, 6A, 6B, 5C, 2C, jump cancel jC* j2C... (2856 DMG 26 MG ) 5B, 3C, SoD, 6A, 6B, 5C, 2c, jump cancel jC, j2C, 2B, 6A, jump cancel jC, j2C ( 4362 DMG 40 MG) Grab, 6A, 6B, 5C, 2c, jump cancel jC, j2c, 2C, SoD, 6A, 6B, 632146C (3913 DMG 36 MG) 214D, 6B, 5C*, 2c, 7 jump cancel jC, j2C, 3C, SoD, 6A, 6C, 5D, 632146C (5688 DMG, 36 MG) 214D, 6B, 5C, 2C, jump cancel jC, j2c, 2B, 5C*, 2C, jump cancel jC, j2C, 3c, SoD, 6A, 632146C (5963 DMG 41 MG) 214D, 5C, 6C, SoD, 2C, jump cancel jC, j2C, 2B, 5C, 2C, jump cancel jC, j2C, 3C, SoD, 6A, 632146C (6125 DMG 47 MG) SoD max charged, 5C, 6C, xD, 632146D, 6B, 5C, 2C jump cancel jC, j2C, j6D, dash 2B, 6A, jump cancel jC, j2C, 3C, SoD, 632146C (7446 DMG 43 MG) SoD FC, [6A, jump cancel j2C] x4, 6A, 2C, jump cancel jC, j2C... [Rachel, Tager, Valkenhayn only]** (4183 DMG 37 MG) 6C FC, [6A, jump cancel j2C] x5, 6A, 2C, jump cancel jC* j2C... [Rachel, Tager, Valkenhayn only] (4751 DMG 39 MG ) * these parts were omitted/mistyped in the original post ** used level 1 SoD -- not really max, can do [[6A > j.2C]x4 > 6A > 6B > 6A...] (4568 DMG 42 MG) ---- I always use that 2C CH combo. The jump cancel is a better option select imo in case you mistimed and they land and block.
C0R Posted May 23, 2011 Author Posted May 23, 2011 I love my avatar. In regards to the 2c combo, 2c > 5c (whiff) is my preference, because if they block 2c the 5c will hit their guard as another air unblockable, then SoD for another air unblockable.
stinkymonz Posted May 23, 2011 Posted May 23, 2011 also, if 2c is counterhit, you can whiff the gatling and still pick up into a full combo. So wow better on hit, better on block. I should really change my habit. If 2C hits as jump bait, can you hitconfirm 5C > 6C > habacan?
C0R Posted May 23, 2011 Author Posted May 23, 2011 If 2C hits as jump bait, can you hitconfirm 5C > 6C > habacan? Do you mean landing 2c against an airborne, but close to the ground opponent?
stinkymonz Posted May 23, 2011 Posted May 23, 2011 Yup, and I went and tested anyway so nvm. Has to be pretty close to the ground to get that to connect.
Lythium Posted May 23, 2011 Posted May 23, 2011 Guys, I'm having serious issues getting more than 3.5k off of an air throw. At the moment, I'm using air throw > RC > 6B > dash > 6A > j.2C > dash > 2B > 5C > 6C > xD > [j.2C > xD] or [63124C > xD]. Amounts to about the same thing. Is there a better combo that I could be using?
stinkymonz Posted May 23, 2011 Posted May 23, 2011 (edited) air throw > RC > 6B > dash 6A > j.2C > dash 2B > 6A > 6C > 5D > 214D > 6C > xD > SoD does 3913 dmg. Without the 5D > 214D explosion, yeah the ceiling for midscreen airthrow combos are 3.6k it seems. With corner you can break 4k... yes you can! air throw > RC > 6B > dash 5B > 6A > j.2C > j.5D > 2B > 5C > 2C > :j.2C > 3C > SoD > 6A > 6C (4085 dmg with 1-hit 6B; on Rachel, Valk and Tager use 6A > 6B > dash 6A for 4303 dmg) Edited May 28, 2011 by stinkymonz
Zeromus_X Posted May 24, 2011 Posted May 24, 2011 (edited) Thanks for testing out those combos stinkymonz! Here's the rest of the corner combos: -2A, 2B, 3C, SoD, dash 5B, 6A, jump cancel j2C, jD, 2B, 6A, 2C, jump cancel j2C...(2.2k, 26 MG) -2B, 3C, SoD, 6A, 6B, 6A, jump cancel j2C, jD, 2B, 6A, 2C, jump cancel j2C...(3k, 32 MG) -2B, 5C, SoD, dash 5B, 6A, jump cancel j2C, jD, 2B, 5C, 2C, jump cancel j2C, jD, dash 2B, 6A, jump cancel jC, j2C... (3.2k, 37 MG) -5B, 3C, SoD, 6A, 5C, 2C, jump cancel jC, j2C, jD, 2B, 6A, jump cancel jC, j2C... ( ) [i can't seem to get this one to work. The laser always messes up the combo at the last jC. At any rate, you'd be better off with the combo below or the 2B>5B>6A combo further down.] -5B, 3C, SoD, 6A, 6B, dash 6A, jump cancel j2C, jD, 2B, 6A, jump cancel jC, j2C... (4k, 3.2k) [This combo is a good choice for characters that "...2C>JC/HJC (laser hits)> j2C is hard to connect or doesn't work on; Noel, Rachel, and possible others] -5B or 5C, 3C, SoD, dash 5B, 6A, jump cancel j2C, jD, dash 2B, 6A, 2C, HJC j2C (character specific?)... [You might as well use the 2 stein combo starting from 6B/3C further below instead, for 3.9k or more damage. -3C, SoD, dash 5B, 6A, jump cancel j2C, jD, dash 2B, 6A, 2C, HJC j2C, jD, dash 2B, 6A, jump cancel jC, j2C...(3.6k, 41 MG) -6B, SoD, dash 5B, 6A, jump cancel j2C, jD, dah 2B, 6A, 2C, HJC j2C (2.9k, 27 MG) [i would ignore this one and use the one in the notes for the combo below.] -6B, SoD, dash 5B, 6A, jump cancel j2C, 2B, 6A, jump cancel j2C, jD, 2B, 6A, 2C, jump cancel j2C... () [i could never get this one to work either. If I used dash 5B at the beginning, they would always tech out for the last j2C. Use 6B, SoD, 6A, JC j2c, dash 2B, 6A, JC j2C, jD, 2B, (5C 2C, JC j2C) OR (6A, 2C, JC j2C) for around 3.1k and 30-ish MG instead.] -6B or 3C, SoD, dash 5B, 6A, jump cancel j2C, jD, 2B, 6A, 2C, HJC j2C, jD, dash 2B, 5B, 6A, jump cancel j2C [Jin, Litchi, Bang, Tsubaki, Mu, and Valkenhayn only] (3.3k/3.5k+ damage, 38+ MG) [i love this combo. 2 or more steins with decent damage and great meter gain. You can start from other starters like 5B>2B>5C, 5B>5C>3C, 2B>5C, and etc. into SoD for more damage and MG; you aren't just limited to 6B or naked 3C starter. Timing is kind of weird, you have to somewhat delay your gatlings from 2B/5B/6A so the laser hits after you hit with 6A. That way you'll have enough hitstun for j2C to combo. After trying the combo on every character, I couldn't get 2B>5B>6A to connect on anyone that wasn't listed; 6A would always whiff. Also, you can dash the 2B before 2B>6A>2C>HJC>j2C so that the jD is a bit closer to the opponent after the combo.] -Grab, 6A, jump cancel j2C, jD, 2B, 6A, 2C, jupm cancel j2C... (1.8k, 19 MG) Better grab combo: Grab, 6A, 6B, 5C, 2C, jump cancel jC, j2C, 3C, SoD, 6A, 6C, 5D (2.7k, 32 MG) [More damaging corner throw combo, ends with 5D ready for 214D setup or you can end with 632146D for 3.8k!] Edited May 24, 2011 by Zeromus_X
Lythium Posted May 24, 2011 Posted May 24, 2011 air throw > RC > 6B > dash 6A > j.2C > dash 2B > 6A > 6C > 5D > 214D > 6C > xD > SoD does 3913 dmg. Without the 5D > 214D explosion, yeah the ceiling for midscreen airthrow combos are 3.6k it seems. With corner you can break 4k... yes you can! air throw > RC > 6B > dash 5B > 6A > j.2C > j.5D > 2B > 5C > 2C > :j.2C > 3C > SoD > 6A > 6C (4085 dmg with 1-hit 6B; on Rachel, Valk and Tager use 6A > 6B for 4303 dmg) Cool, thanks for the help! I will certainly give that a try.
stinkymonz Posted May 24, 2011 Posted May 24, 2011 -5B, 3C, SoD, 6A, 5C, 2C, jump cancel jC, j2C, jD, 2B, 6A, jump cancel jC, j2C... ( ) [i can't seem to get this one to work. The laser always messes up the combo at the last jC. At any rate, you'd be better off with the combo below or the 2B>5B>6A combo further down.] For whatever reason the hitboxes don't line up nicely where the stein and opponent is concerned. Just use any stein other than j.5D and the combo will work. I tried it but forgot to get the figures, heh.
stinkymonz Posted May 26, 2011 Posted May 26, 2011 COR can you verify if your universal 6C FC charged laser combo works on Litchi? For some reason, the 3C > laser super part doesn't work for me at all. I *think* it's because the last stein [6A > j.2C > j.5D] is too high to pick up Litchi, but you did test out the 6C FC charged laser combos way more than I did, so... hoping you can help me out here. Also, -5B, 3C, SoD, 6A, 5C, 2C, jump cancel jC, j2C, j6D, 2B, 6A, jump cancel jC, j2C... (3938 DMG 32 MG)
Absinthe Posted May 26, 2011 Posted May 26, 2011 Found this nice corner-carry combo off 6A CH 6A > IAD > j.B > j.C > j.2C > dash 2B > 5C > 6C > SoD (SoD > random ender/Omohikane) Also, I noticed that CH 6A > j.2C > Omohikane is possible even midscreen. Any advice on how OTG Omohikane works?
C0R Posted May 27, 2011 Author Posted May 27, 2011 COR can you verify if your universal 6C FC charged laser combo works on Litchi? For some reason, the 3C > laser super part doesn't work for me at all. It works on everyone, I tested. The 3c > 632146d section is indeed difficult, but possible if you do the 3c very deep after a micro mentally longer dash. The biggest note is that you want to do 632146d as fast as possible I have really fast hands, so I just input 663c 632146d, but Aginor found that you can do 663c2146d, similar to the cs1 632b146c buffer and it works fine.
SolarMisae Posted May 29, 2011 Posted May 29, 2011 (edited) That charged laser combo is sexy as hell Cor...but also hard as hell. I'm still technically a new player so my execution is kinda ass, so I'm not quite there yet. Managed to do a simpler version for 7.8k but still can't get past that. CS1 FC 6C 7.2k seems like a cakewalk now. xD Edited May 29, 2011 by SolarMisae
C0R Posted May 30, 2011 Author Posted May 30, 2011 Here we go, this is the best corner combo I could find with the 214d starter after 3c > oki. 214d > Walk :5c > 6c > 5d > j.c > j.2c > SoD > Dash 6a > :6b > Dash 6a > j.2c > j.5d > 2b > 5c > 2c > j.2c > 3c > SoD > 632146c = 6462/4(54-50) 1 Stein
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now