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Posted
I'll wait to see who souji drops him for.

Valkenhayn.

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Posted

If Souji switched you know Kune is weak compared to the rest of the cast.

Look at the top tier. Litchi, Tao, Valk, Haku, Hazama, Jin. All of those are looking to be shitty matchups. Even at best vs Jin.

That's not even counting V-13, Mu-12, and the other characters that look like they just maul his ass now. Fuck Kune.

Posted

Is he ass or not?????????????? :psyduck:

was seriously considering picking him up because of his voice change...

Posted
Is he ass or not?????????????? :psyduck:

was seriously considering picking him up because of his voice change...

*Insert answer that persuades sinder to pick up CP Arakune here.*

Posted

Just a heads up, very soon I'll be editing this thread into the "Technical and Gameplay Discussion" in preparation for CP and I'll be deleting every post here and starting over.

  • 2 weeks later...
Posted

Hi, long time lurker here. Haven't been keeping up to date with CP, have we really dropped that far down the tiers? That's sad. At least in my scene I only have to worry about Tager, Bang, Plat, Ragna and Jin mains. How screwed am I?

Posted

I think you'll be just fine, check out the video thread to get a good glimpse of what you'll be doing.

Posted
Hi, long time lurker here. Haven't been keeping up to date with CP, have we really dropped that far down the tiers? That's sad. At least in my scene I only have to worry about Tager, Bang, Plat, Ragna and Jin mains. How screwed am I?

There's only Jin out of them that's better than ara, and i wouldn't say he's crazy good either.

Posted

I don't agree that he's bad.

Posted

I mean lets be real he's not ass, no one in the game is ass. He definitely gets sexed raw doggy by top tier.

I'll have a pocket Kune, but I'm going to focus on Jin mostly.

Posted

i have it as well, i'm doing challenge mode for laughs but i've run into a bit or a problem, i do standard curse combo and attempt 5d 22c 6a 6d ender, but the oppo keeps teching before 6a can hit, this is from a 2c starter, wat do?

Posted

It's possible that the combo simply was too long. I've ran into this too.

Posted (edited)

There's 3 different types of starters that effect combo length isn't there? does that mean 2c isn't one of the best starters in that regard? specifically i'm trying 2c cd bugs pinwheel cd bugs rekka cd bugs 5d 22c 6a 5c ODC 236236c x 2.

nvm

Edited by Darret_Wallace
Posted

Ok guys, before I go ham on this, I have to go over a few things and ask for some opinions.

I'm going to do the pre-curse combos by starter (5a starters 5c starters etc). Should I shorten our air combo notations to a simple legend displayed before hand? If so, then I plan to do the same for any combos that used [CT > 6b > j.6d], shortening it to "CTE" (Crush Trigger Extension).

Posted

Alright, another inquiry.

My template is up.

1. What do you think of it?

If you're okay with it;

2. Should I list the combos with a higher curse prerequisite below the same starter or should I throw it in it's own category. For example;

5a/2a Starters 0~10,000 Curse Midscreen

5a/2a Starters are put together because there are no 2a specific combos, most combos that work with 5a will work with 2a. For the sake of consistency, 5a will be displayed as the starter. You can also starts these combos with j.4b, then go into 5a (ex. j.4b > 5a > 6b > etc).

  • 5a > 6b > j.66d > j.6c > dj.6c > j236c (extension for oki and corner carry) (adds 20,000 Curse)
  • 5a > 2a > 5b > 2c > 6d (adds 20,000 Curse)
  • 5a > 5b > 5d > 3c > a+b > 6b > j.6d (requires 25 heat, adds 40,000 Curse) (adds 20,000 Curse)

    5a/2a Starters 20,000~30,000 Curse Midscreen
    • blah > blah > derp

      5a/2a Starters 40,000~50,000 Curse Midscreen
      • blah > blah > derp

        5a Specific Starters 0~10,000 Curse Midscreen
        • 5a (air hit) sj.a > j.c > j.2a >6d (adds 20,000 Curse)
        • 5a (air hit) > sja > j.c > j.2a > DC walk back > 6b > j.66d > j.6c > dj.6c > j.236c (extension for oki and corner carry) (adds 20,000 Curse)

Should I do the same for Corner Combos?

5a/2a Starters 0~10,000 Curse Midscreen

5a/2a Starters are put together because there are no 2a specific combos, most combos that work with 5a will work with 2a. For the sake of consistency, 5a will be displayed as the starter. You can also starts these combos with j.4b, then go into 5a (ex. j.4b > 5a > 6b > etc).

    [*]5a > 6b > j.66d > j.6c > dj.6c > j236c (extension for oki and corner carry) (adds 20,000 Curse)

    [*]5a > 2a > 5b > 2c > 6d (adds 20,000 Curse)

    [*]5a > 5b > 5d > 3c > a+b > 6b > j.6d (requires 25 heat, adds 40,000 Curse) (adds 20,000 Curse)

    5a/2a Starters 0~10,000 Curse Corner

      [*]blah > blah > derp

      5a Specific Starters 0~10,000 Curse Midscreen

        [*]5a (air hit) sj.a > j.c > j.2a >6d (adds 20,000 Curse)

        [*]5a (air hit) > sja > j.c > j.2a > DC walk back > 6b > j.66d > j.6c > dj.6c > j.236c (extension for oki and corner carry) (adds 20,000 Curse)

        Or both?

Posted
Alright, another inquiry.

My template is up.

1. What do you think of it?

If you're okay with it;

2. Should I list the combos with a higher curse prerequisite below the same starter or should I throw it in it's own category. For example;

Should I do the same for Corner Combos?

Or both?

i'd say throw them all under the same starter

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