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Posted
Hey guys! I'm having a lot of trouble with executing a combo;

mashing buttons > 236A > 236A > 5B > 5C > 236B > 236B > 5B > 5C >214C > 236236D

I get hung up on 236B to 236B, the training dummy keeps air teching out of the Skull Cracker (the last 236B). I have a feeling that I should be delaying the B-Rampage so that B-Skull Cracker connects, but after trying for an hour I still can't get it to work. Anyone have any advice on it? Is there maybe a visual reference that you guys use?

The starter matters a lot here. I recommend never using a combo that scales the juggle ability more than 2A > 5B > 5C, including 2A > 5B > 2B if you can help it.

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Posted
Chie frame data added to the wiki, enjoy. Also edited some barren move descriptions.

I had some trouble understanding what they were trying to say about j.D's frame data, so feel free to correct that if necessary.

Thanks. Wow, 236CD is +4 on block!

Could you check if your source differentiates more between 2D and 5D? Clearly they're different in either start-up or active frames.

Posted
Thanks. Wow, 236CD is +4 on block!

Could you check if your source differentiates more between 2D and 5D? Clearly they're different in either start-up or active frames.

Right, fixed that.

Posted

Thanks guys! I found that after 236A if you delay 5B and the 236B just a bit I get it to work most of the time. Can't land it in a real match though. ahaha.

Posted

well, this seems a lot more active than the MM boards, so I think I'll lurk around here a bit.

someone tell me how to not suck plz

Posted
well, this seems a lot more active than the MM boards, so I think I'll lurk around here a bit.

someone tell me how to not suck plz

Don't abuse 5C much, 2A and smart jumping (with j.C stalls to bait AAs) are key to low-risk footsies. Learn optimal combos and her plethora of mix-ups. Learn her oki options after everything, not just sweep. Go into oki enders or at the least 236A > 236A with no follow-up for most combos unless you can kill your opponent or come damn close. Learn to crouch confirm!!! Crouch confirming can add 1,000 damage to lots of combos.

Posted
Don't abuse 5C much, 2A and smart jumping (with j.C stalls to bait AAs) are key to low-risk footsies. Learn optimal combos and her plethora of mix-ups. Learn her oki options after everything, not just sweep. Go into oki enders or at the least 236A > 236A with no follow-up for most combos unless you can kill your opponent or come damn close. Learn to crouch confirm!!! Crouch confirming can add 1,000 damage to lots of combos.

Oh! I was wondering about 236A > 236A with no follow-up.

I've been seeing it in videos a lot, the idea behind it is so that they don't air tech out of a corner or keep you playing a midscreen game right?Oh and do you know what the set-ups are after 236A > 236A?

Posted
Oh! I was wondering about 236A > 236A with no follow-up.

I've been seeing it in videos a lot, the idea behind it is so that they don't air tech out of a corner or keep you playing a midscreen game right?Oh and do you know what the set-ups are after 236A > 236A?

If you accidentally confirm a combo midscreen in to 5c, or into 236a - usually you can't get a sweep ender. But 236a236a isn't a bad ender either. (236a236b on crouchers lets you setup tomoe) -- with a skullcracker ender I usually just dash forward and either jab or 5c their airtech.

Posted (edited)
Oh! I was wondering about 236A > 236A with no follow-up.

I've been seeing it in videos a lot, the idea behind it is so that they don't air tech out of a corner or keep you playing a midscreen game right?Oh and do you know what the set-ups are after 236A > 236A?

I think many players do it because mid-screen oki is MUCH less profitable on a successful hit, so many will just forfeit Tomoe oki mid-screen in favor of a little more damage into more pressure. AFAIK there aren't real setups or meaties after 236A > 236A outside of the corner, though you do have the advantage in the situation. BTW, you'll probably never want to do 236A > 236A into nothing in the corner.

Edited by Primiera
Posted

ahhhh I dunno if I would ever willingly give up midscreen oki for 236a > 236a ender.

But that ender is way better than dragon kick if you find yourself over committed to a combo that you can't end with sweep. (5B 5C etc)

Posted

Yeah, I need to stop ending combos with dragon kick, doesn't put me in a very good position I've noticed but I do it out of habit. Thanks for the help so far, I'll be sure to keep checking in here.

Posted

The 214D pushes them away from you, keeping you from catching their airtech with a 5a/5c and putting them back in blockstun.

Posted (edited)
Make some Netplay Chie Only Tournament and see who comes out on top. I have barely seen any American Chies yet! =<

I'm an American Chie. I'll tell you, a lot of people in the west don't know how to play the character at 100%. I play similarly to Hae Chan, I learned everything from watching him, Spinking and Kaicho. I'm still an online warrior though.

Is there a reason not to 236A>236A>214D midscreen? I can't think of any reason not to, it just seems like free damage.

236A-236A-214D shouldn't even work as 214D only connects from 236B to my knowledge.

It pushes them too far away to capitalize and you lose momentum.

because mid-screen oki is much less varied and MUCH less profitable on a successful hit

http://youtu.be/3D3JdWypu6M?t=2m45s

Nope.

Edited by ZomB
Combining posts.
Posted

Actually, I'm not 100% sure about midscreen but 236A236A does combo in to 214D.

At least in the corner I will occasionally use xx5B 5C 2B 2C 5B 236A~236A 214D 236236D to kill low health opponents.

Posted

Would you happen to have any videos demonstrating catching their airtech? I don't think I've seen that done before and I'm not sure I know exactly what you're talking about.

Posted

after 236A-236A just dash up and 5A or 5C, at least that's what I think they're talking about. It's cool cause it pushes them further into the corner without leaving you at a disadvantage and it's free pressure c:

Posted

It doesn't actually hit them -- you're just forcing them in to blockstun is all.

Posted (edited)

I definitely did speak too vaguely and inaccurately. I readily admit the mix-up potential is still there, if not better mid-screen than in the corner. In my puny defense, there's no denying the reward is worse. JBB on hit will always result in more damage for oki or 236236C/D in the corner, especially if catching a croucher. About the only 5D mix-up that stays consistent in or out of the corner (with a cross-up leaving Tomoe on the other side) is 2A > 5AA > 5B > 5C > 2B > 2C > 5B > 2AB. A successful mix-up after a blocked jumping mix-up will also lead into far more damage in the corner (5AB, 2A > 5A stagger, 214D, JC, J.3D, JB > 236AB > 236B, 2AB > 236236A).

I do suppose there's not much reason to give up Tomoe pressure at all if you can't end the round or put them damn near KO.

Edited by Primiera
Posted

I saw Kirisame running starter xx sweep -> jC djC RampageB -> stuff. Kuma only? I'm going to lab this out. It means a lot for the matchup:

Posted
I saw Kirisame running starter xx sweep -> jC djC RampageB -> stuff. Kuma only? I'm going to lab this out. It means a lot for the matchup:

So it was a sweep into a mix-up JC, not a full combo right? Did the JC > JC > 236B all combo?

Posted
Does Chie have any airtight blockstrings/staggers?

You can string into most of her attacks if you're quick enough unless they instant guard. The only notable normal (outside of 5AB or attacks that don't cancel into normals) that doesn't string is 2A > 5C/2C, there's a gap in-between.

The only stagger she has is 5A > 5A pressure; it's +1 on block, and if you micro-dash it's very hard to escape constant 5As. 2A can and should be thrown in there before and after but it's 7 frames compared to 5 frames. On the other, less air-tight hand, she can chain into 214D, which on block allows for a free dash forward 5A/2A, and you can cancel your normals (preferably 5C but 5B works too) into 2DD, or jump cancel your normals (preferably 5AAA, the move with the most block-stun, but 5B and 5C work too) into J.3D. There are some pretty large gaps in some of those but you can keep players who mash As or Bs honest by using 5A stagger or jumping canceling into JC, or just use a string into 214D for a fat FC combo.

Posted

Updated the first half of the frame data in the Data Thread(normals)-- someone else filled out the wiki quite a bit too. I'll be filling out the specials in the data thread in a bit.

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