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[CS2] Platinum the General #2: Now with 100% more mahou shoujos!


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Posted
that combo is amazing

AMAZINGLY IMPRACTICAL wwwwwwwwwwwww

Now to learn it and land it every time you get that fatal 6C, just so you can laugh at your opponent.

Posted

The combo is useful if you can confirm it, only for the silly corner carry itemless.

Posted

I wonder if you can get more than one 6B in there. It'd be hilarious if it were possible, that 6B loop impractical ass combo.

Posted

I imagine something like 6C > j.C > dash 5A > 6A > 6C into the 6C loop would also be possible. Not sure that actually gives more corner carry, though. Can't test it myself at the moment, so I'll try it out tomorrow or the day after.

Posted

You could probably even omit the 5A and go straight into dashing 5C > 6A > 6C > stuff for more damage, what with the j.C recovery removed as well as the extra untechable frames from the fatal.

Posted
You could probably even omit the 5A and go straight into dashing 5C > 6A > 6C > stuff for more damage, what with the j.C recovery removed as well as the extra untechable frames from the fatal.

Yeah. I want to try it out. :(

Posted

Just got my copy of CSE earlir today, and I gotta tell ya, Plat is hella baller. Her 5A > 5C > j.C > falling j.2C loop is extremely easy to do and you can get a mix-up off of it or a reset if they aren't mashing a reversal.

Posted (edited)
You could probably even omit the 5A and go straight into dashing 5C > 6A > 6C > stuff for more damage, what with the j.C recovery removed as well as the extra untechable frames from the fatal.

Tested it.

You can always do 6C (FC) > j.C > dash 5A > 6A > 6C > j.236C > j.C > dash 6A > 236B > etc.

If you're very close, you can do two loops of 6A > 6C > etc.

Two loops carries further than challenge 11's combo, but the damage is slightly less (iirc).

It did not seem possible to do j.C > 6A, even if you landed the fatal at point blank in the corner. I didn't test it too thoroughly, though, so feel free to try it out yourself.

On an unrelated note, bat CH is pretty weird to follow up midscreen. You have the options of sj.C > jc j.C > j.236xxx and dash 6A > sjc j.C > jc j.C > j.236xxx, basically. I tried doing stuff like using another bat to throw the opponent into the wall, but they're so high up that they tech halfway to the ground. It is possible to catch them after the second bat with a 6A, but I'm not sure if you can actually do anything after that.

Cat hammer CH against airborne opponents is equally weird to follow up.

edit: in retrospect, it's not really clear how far challenge 11 carries (or how universal/reliable that combo is), so I can't say for sure the two loops actually carry further.

Edited by Tari
Posted
Just got my copy of CSE earlir today, and I gotta tell ya, Plat is hella baller. Her 5A > 5C > j.C > falling j.2C loop is extremely easy to do and you can get a mix-up off of it or a reset if they aren't mashing a reversal.

How much easier than in CS2 are we talking? I have to see this loop in action.

Posted
Tested it.

You can always do 6C (FC) > j.C > dash 5A > 6A > 6C > j.236C > j.C > dash 6A > 236B > etc.

If you're very close, you can do two loops of 6A > 6C > etc.

Two loops carries further than challenge 11's combo, but the damage is slightly less (iirc).

Nice, I can't wait to get my hands on Plat.

As for GGJ's combo, that actually works in CSII but it has some iffy ass timing to it.

Posted (edited)

Just tested CH combo to Bat right now. The best I got from it was about 4.1k in the corner. CH 5C > Bat > 5C > Mami > 6C > j.236C > j.C > 22C > 5C > Air Combo. I tried to see if i could use another bat and do something after for oki but the dummy techs and there's not much we can do with Cat CH either, but it is good that the cat has a buffed hitbox all the way to her feet. We don't have to worry about it whiffing up close. Another note, Hazama still needs j.B > j.C > jB for the 2nd rep of the Hammer Loop for it to connect.

Edited by Yggjrasil
Posted

CH Cat is pretty easy to combo off of if the opponent isn't airborne. If they're airborne, you might be able to get an air combo, but that's probably about it. I don't think IAD j.B j.C 5A 6A 236B will be possible on airborne CH either.

Posted

Tari! I found a pretty good corner bat combo just now. 5C > Bat > 5C > Mami > 6C > j.236 > j.C > 22C > 6A > 22C > 5C > jc > j.B > (j.C) > j.D > 2C > Immediate Mami > 3C > Cure Dot Typhoon = 5.2k.

Posted

Does it work off 5B > 5C? Though I'm going to guess you might be out of range for bat if you have to start with 5B > 5C.

I've mostly just been doing variations of j.B/j.C > j.D > 6C > (j.236C > j.C) > 22C combos with the bat. Trial by fire and whatnot, since I haven't really been able to sit down and mess with the combos in training mode at the arcade.

Posted

Haven't tried yet with 5B > 5C, I think if I did add 5B the combo wouldn't work any more. The combo is cutting it close as is. the 2C > Mami part is very tight. The dummy either techs because they're too high or you took too long to follow up. I have to find a way to not make it prorate so much and still get some good damage.

Posted

Sorry for the double post but I've been experimenting with what I like to call the Peropero loop (5A > 5C > jc > J.2C x 2) and the mix-up you can do off of it is devastating. If you manage to hitconfirm 2A after the loop you can gatling into 5A for a reset and from there it becomes vortex. This loop is hella dope.

Posted

Well yes and no. Yes, you can use it as pressure, since you're using jc able pokes you can Swallow Moon cancel to create fuzzy guard set-ups. And No, if you're being predictable with your pressure, they can IB > Reversal it at certain points.

Posted
Haven't tried yet with 5B > 5C, I think if I did add 5B the combo wouldn't work any more. The combo is cutting it close as is. the 2C > Mami part is very tight. The dummy either techs because they're too high or you took too long to follow up. I have to find a way to not make it prorate so much and still get some good damage.

Messed around in the arcade for a few minutes:

5B > 5C > 236B > dash 5C > 2C > j.D (bat) > land 6C > 22C > 6A > 6C > 22C > 5C > 6A > 236B > 3C > CDT

5180 damage (iirc? might be 5160)

46 meter gain

Obviously, damage goes up if you have a better starter than 5B. Combo doesn't work if you start with anything prior to 5B.

Posted

I suspect you don't even need the bat equipped before you do the combo. You can probably just 2C > 5D (load bat) > j.D (bat) and combo that way.

lol

:yaaay:

edit: whoa, the clapping guy shows up on top of spoilers. that looks sorta neat.

Posted

Damage-wise, it's still above Cat Hammer for combos. Utility-wise, it's still a great instant overhead.

In general, her damage got normalized, which I find to be a pretty nice change. :D

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