zaeris Posted September 3, 2014 Posted September 3, 2014 Well I was typing oki on my iphone which came out to be loi I meant basic string like 5bb 5cc 236b 214b 22b into 5b 3c of course when I tested it at home it doesn't work. I was thinking, is there a tension-less way of ending with 3cc guess I will look at the iAd combo path o see if its possible.
chzchan Posted September 3, 2014 Posted September 3, 2014 You can end with a dashing 3CC after a j.214D ender to an air combo. Nothing really combos into 3CC does it. There are a few CH like 5B that give enough time for you to gatling into 3C but then that's the combo. You need some type of resource or requirement for it to happen. I think maybe just maybe you can do 3CC after an air hit with 6BB in the corner because you are able to do a fully charged 22B after that in the corner so maybe you can do a link there.
TheGreatReptar Posted September 4, 2014 Posted September 4, 2014 It 6BB>3C only works on fatal, and at that point you're wasting a ton of your fatal combo damage for a gimmicky ender.  5B>3C has worked on crouchers since like CS1.  Why are you guys looking for ways to end in 3CC anyway?
zaeris Posted September 4, 2014 Posted September 4, 2014 Safe jump set up against people who don't know lol or mash dp.
zaeris Posted September 4, 2014 Posted September 4, 2014 I remember I did some testing a while back that it wasn't meaty sometimes to catch forward roll and it's varies depending on the length of the combo. Could be my imagination though.
TheGreatReptar Posted September 4, 2014 Posted September 4, 2014 It's just as meaty as 3CC safejump if the 214B hits the person airborne, which you can get off of any confirm that isn't a jab starter (except on Amane). As long as it safejumps Mu and Kagura, you're good.
Airk Posted September 5, 2014 Posted September 5, 2014 Since I missed this discussion, what's the story? Just end the combo in 214B instead of 214B > 22B and hold 9? Or what?
TheGreatReptar Posted September 5, 2014 Posted September 5, 2014 Yes. It safejumps everything in the game outside of Kagura and Mu, who you can still safejump as long as they were in the air when 236X hits (well and it doesn't safejump things that beat safejumps like 720s)
zaeris Posted September 7, 2014 Posted September 7, 2014 After testing I know why I didn't like the 214b 22b whiff safe jump, in that it has a simply solution to avoid by a delay forward tech and out, 3cc position you farer from your opponent in a corner KD and will catch forward rolls. I guess it depends on your knowledge vs your opponent, guess it doesn't work in my situation since my friends knows that set up and since then I've stop using it for that purpose.
TheGreatReptar Posted September 8, 2014 Posted September 8, 2014 You don't whiff 22B, and you should only use that setup midscreen since in the corner you can do 22B>5D then just time a neutral jump for a safejump, or 22B>5D>IAD j.C. If the safejump is catching forward rolls, it's probably not going to catch back rolls, and your opponent pretty much always has the option of delay teching against safe jumps.
zaeris Posted September 8, 2014 Posted September 8, 2014 you do actually want the opponent to delay neutral tech at least he is being honest lol. i did my 3cc ender in corner so it does catches forward and i dont see how back rolling in the cornier would not get caught. the mid screen set up is rather dependant on how near you are to corner and as you said a back roll will get them out and most often people do back roll for space from a mid screen kd, although it is quite good if you have the proper near corner spacing. I'm sure 22b charge is not a safe jump at least in a max prorate combo. i was looking at those konan or was it kuresu 22b set up, i don't think its perfect but just adding option to make the opponent wary. I did remember trying them out using a max prorated combo it didnt work out as i wanted but i assume it might function better in a simplier combo. whether it is 22b or 214b or 236x... maybe i should look at it from the point of just being a safe jump while in kinda greedy and want to beat multiply option. anyway thanks for the input i will look into it.
Zouf Posted September 8, 2014 Posted September 8, 2014 Backrolls have more invul frames than forwards
zaeris Posted September 8, 2014 Posted September 8, 2014 Backrolls have more invul frames than forwards I guess you are correct in that there are 7 more frames of invul. But I guess in the overall schemes of thing it does become irrelevant since it still puts you in a better position; your opponent in a cornered position. Vs an opponent who escaped the corner.
GILGAMESH-Nero Posted September 18, 2014 Posted September 18, 2014 Pikuru is going off in some recent vids Kiba uploaded.
Zouf Posted September 18, 2014 Posted September 18, 2014 Yeah i'm really impressed. Â He knows when 5BB / 5C will whiff and go for 236B instead, something that is very difficult. And that 2B > 6C reset in the first match, oh god. Â Don't really like all those DPs.
Airk Posted September 18, 2014 Posted September 18, 2014 Yeah, I think Pikuri is really earning his spot on the notable players list lately. He's really on point and just blowing people up. (Also, -I- thought the Festival-O'-DP's in the Ragna match was awesome.)
chzchan Posted September 19, 2014 Posted September 19, 2014 My favorite thing was his combo out of the burst with the leftover j.236D projectile in the first round of his Relius match. It did a whole 25 damage.
Airk Posted September 22, 2014 Posted September 22, 2014 Man, I just want to say that watching Level5-chan against LK in GUTS3 losers' semis was HILARIOUS.I'm going to stop short of actually accusing L5chan of playing WELL, but it was tons of fun to watch.
chzchan Posted September 22, 2014 Posted September 22, 2014   Man, I just want to say that watching Level5-chan against LK in GUTS3 losers' semis was HILARIOUS. I'm going to stop short of actually accusing L5chan of playing WELL, but it was tons of fun to watch.  That was pretty good.  I'm watching the recorded TSB stuff after going through related videos. In the second match of LK Kokonoe vs Lucanet Tsubaki, Lucanet drops 5BB > 5CC > 236A and I heard the commentator say "How can you drop that combo." I just realize now that a lot of people don't know that Tsubaki actually has spacing requirements for some of her combos to actually work.
zaeris Posted September 22, 2014 Posted September 22, 2014 That was pretty good. Â I'm watching the recorded TSB stuff after going through related videos. In the second match of LK Kokonoe vs Lucanet Tsubaki, Lucanet drops 5BB > 5CC > 236A and I heard the commentator say "How can you drop that combo." I just realize now that a lot of people don't know that Tsubaki actually has spacing requirements for some of her combos to actually work. well 236a doesnt actually drop if youre doing it consciously, it is likely 236b which has spacing issue or delay input that can mess it up. But if it is 236a I be quite surpirse if the player was not reacting and delay it somehow.
chzchan Posted September 22, 2014 Posted September 22, 2014 If you are not close enough even 236A will whiff.
zaeris Posted September 22, 2014 Posted September 22, 2014 maybe I should test it but 5cc even at max distance should connect if you cancel on active frame early otherwise what happens is 5cc whiffing is more likely then 236a whiffing. Anyway, anyone else making silly mistake like 5cc dp whiff combo on tsubaki because dp won't connect unless you have a point range 5b with dash momentum and that is unlikely to happen in matches because you do need a mix up to land a proper hit. That is probably my most embarrassing moment whiffing dp in a normal bnb string lol.
Airk Posted September 22, 2014 Posted September 22, 2014 You drop that combo because Arc Sys NERFED that combo because it'd be waaay too easy for our stuff to work at anything beyond point blank range... :P
Recommended Posts