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Posted
The jbbs only said that it was harder to combo.

Chao must have messed up a bit.

That it is harder to combo huh?

Doesn't look like it but maybe the timing is different.

Probably Strict for all we know.

I think we can still combo from TK Thor in the corner.

Posted
That doesn't look like damn near 6k midscreen, and 2D only doing 3k-ish.

I'm okay with this.

This isn't NPG, get outta here.

Posted

Spring Raid > 6C midscreen is back, huh? Good stuff.

I'm looking forward to seeing/finding out more of Noel's options for CSX now.

Posted
I love the one she did on Relius. Can't wait to practice on him seeing as he'll be popping up all over the place.

First thing I'm gonna do is practice new stuff we can use for AA.

I'mma practice 6A(CH) > 2C wiff

; w;

Posted

do we still have the haida loop? that was like my fav thing to do to ppl, especially ppl who play tager

Posted

Nope. ;s;

Repeat proration on the starting hits of Silencer B/C stayed, so haida loops are out of the question in CSX.

Posted
do we still have the haida loop? that was like my fav thing to do to ppl, especially ppl who play tager

No Haida loops to speak of right now as the repeat proration changes nullify that. The best thing that's been shown so far is the 22B whiff into the rest of the shots during the second rep of the haida.

Posted

Can someone explain how the Optic Barrel hit Relius around 1:08 in the video >_< Doesn't even look like it touched him at all.

Other than that, those combos look like they'd be pretty fun to learn. Anyone know how strict the timing is? =/

Posted (edited)
Can someone explain how the Optic Barrel hit Relius around 1:08 in the video >_< Doesn't even look like it touched him at all.

There are a lot of moves like that. Hitboxes tend to be larger than the sprites they surround, so something that might look like it shouldn't connect would probably make a lot more sense if you saw their hitbox (in this case Relius probably has a much larger hitbox than it seems).

Anyone know how strict the timing is? =/

We don't have the game yet so that's impossible to tell right now.

Edited by HexaNoid
Posted
Nope. ;s;

Repeat proration on the starting hits of Silencer B/C stayed, so haida loops are out of the question in CSX.

fuaaaa tager matchup is gonna b a nightmare, guess i need 2 lern more mu

Posted
Nope. ;s;

Repeat proration on the starting hits of Silencer B/C stayed, so haida loops are out of the question in CSX.

Wait... That might be the reason why two 22Cs didn't fuck over that one Noel's combo.

3C(max range) > 22C(starter)~66 > 6C > 22B~C(followup)~66 > stuff

maybe ONLY the starter 22C has same move as well.

Posted
Wait... That might be the reason why two 22Cs didn't fuck over that one Noel's combo.

3C(max range) > 22C(starter)~66 > 6C > 22B~C(followup)~66 > stuff

maybe ONLY the starter 22C has same move as well.

Good catch, Luna. I just tested it out and it looks like the game does indeed count the 22C that comes after 22B as a follow-up which ignores the 10% repeat proration. These are the combos I tried:

Combo 1: 3C > 22C > 66C > 22BBBBBC~66 > 6C > j.D > Stuff

Combo 2: 3C > 22C > 66C > 22C~66 > 6C > j.D > Stuff

Combo 1 worked fine, but combo 2 dropped at the second 6C. The second 22C in combo 2 did about 18 damage as well compared to roughly 150 damage that the second 22C did in combo 1. I'm guessing that the same thing here will apply in CSX as well.

Posted

I was thinking along these lines too but to think that it would actually be the case...

Hey, at least we got more options.

Posted
Good catch, Luna. I just tested it out and it looks like the game does indeed count the 22C that comes after 22B as a follow-up which ignores the 10% repeat proration. These are the combos I tried:

Combo 1: 3C > 22C > 66C > 22BBBBBC~66 > 6C > j.D > Stuff

Combo 2: 3C > 22C > 66C > 22C~66 > 6C > j.D > Stuff

Combo 1 worked fine, but combo 2 dropped at the second 6C. The second 22C in combo 2 did about 18 damage as well compared to roughly 150 damage that the second 22C did in combo 1. I'm guessing that the same thing here will apply in CSX as well.

well I'll be dipped in shit.

Do you think that using that method would be better or worse than our current combos?

Posted (edited)
well I'll be dipped in shit.

Do you think that using that method would be better or worse than our current combos?

Worse, but not by much. Did a standard combo off 3C (3C > 22BBBC~66 > 6C > OpticA > Blah Blah) then used the double 22C variation and the standard version did roughly 200 damage more. Also, because of height/spacing stuff, you might not be able to add in as many 22Bs with the variant combo as you would with the standard combo, which may lead to even less damage or a dropped combo if you miss the 22B entirely (happened a fair bit against Jin). We'll have to see how different things are in CSX, but that's how it is now.

tl;dr There's a reason why nobody has been using that version of the combo in CS2. :P

Edited by HexaNoid
Posted

I use 22BBBBC and 22C in the same combo in CS2. It sets up so much different stuff.

I wonder if its possible to set up a 22(B)~BB mid combo if we land a 6C after a Spring raid (Since they're higher than normal)

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