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Posted
5B > J.2AD

D or A, either way as long as you're in the air and pressing 2 along with those buttons to do it. Something like that. My explanation might be confusing?

It's fine I can understand that, it confuses me since I do 5b3d then j.a and it works but I have trouble doing j.a3d. Any reason to why is that better than 5b3d?

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Posted
It's fine I can understand that, it confuses me since I do 5b3d then j.a and it works but I have trouble doing j.a3d. Any reason to why is that better than 5b3d?

Always do 5b j.2ad (both buttons at the same time) and then j.b because if they block, you can go into a mixup (fuzzy j.bac or land 2b).

Posted

j.2AD~B is good practice. Can OS j.B and makes it easier to confirm a hit or block.

Oh I see kirbster already posted that haha oh well gg youwin

Posted
j.2AD~B is good practice. Can OS j.B and makes it easier to confirm a hit or block.

Oh I see kirbster already posted that haha oh well gg youwin

doesn't j.a j.c work on bang and hakumen? any other characters it works on?

Posted

Hey guys, does/did anyone have problems transitioning into CP?

I´d say I did fairly decent in CS2/EX, but here I can´t seem to set up any good neutral game. Any pressure attempts just get jumped off and somehow zoning doesn´t seem to help against theirs.

And if it does, I end up without wind :O

Even MU like Ragna are now hard and long range ala Litchi/Kagura seem to totally shut me down.

It feels like everything got faster right now whereas I am stuck with the old speed :O

May there be something vital I am missing about the new pace of the game? It´s just hard feeling like being back to step one.

Posted

I personally play Rachel exactly the same way as in Extend, just with different combo routes.

Less focus on 4B and more on 6B however though.

Posted

If you are struggling with Rachel right now it's probably because of bad habits that have carried over from previous games. Just think of BBCP as a way of banishing those habits and replacing them with good ones.

i.e really think about how you are using your wind.

Posted

Yeah, her neutral is largely similar to previous games, with a few differences. For example her air to air game is much more rewarding now that she gets a full grounded bnb off anything. And that j.236a arc... So damn good.

Though to be honest until we get our combos down, we're in trouble lol. A dropped combo for Rachel means wasted wind, no oki/corner carry, no summons and bad positioning. For a momentum heavy character this is really bad lol... That said, she is DEADLY once the player is on point.

But man... I never expected her to be this hard. N-O makes it look way too easy... Gotta practice, practice, practice!

Posted

Hard? She seems alright to me. Her combos are about as difficult as they were in previous games for different reasons. The game speed though... That is hard

Posted

For guys having trouble with 5BD > 6A > 66 > 5B > things, try putting more of a delay between 5B, 5D, and 6A before doing the microdash. It's making things way easier for myself.

Posted

Any reason to choose [5B > j.C > j.236A > 2D] over [5B > j.C > j.236A > 3D]? Timing on 2D seems a little easier, but 3D seems to put the pole more in the corner. Sometimes I worry the pole is too far away when I use 2D, but it generally does end up hitting...

Posted

In regards to the 5BD > 6A > dash 5B

I've found using the last sprite of the Cat Uppercut as a visual cue very useful for inputing the dash. I was having a little trouble but am now finding it quite easy.

Posted

Wow... I thought Rachel's Combos in CSE were hard....

I'm still struggling with the one mid screen BnB that goes along the lines of 5B > 3C > 8D > Dash > 6A > 4B > Dash > 5CC

I always end up dropping when it's time to dash into 5CC. Anyone got some tips for timing it correctly?

Posted

It's all height dependent. If you are missing 5CC you are either not deep enough (so dash-in more) or the initial hit you juggle with (6A) was too early and thus the opponent is too high up to get hit by 5CC.

Posted
It's all height dependent. If you are missing 5CC you are either not deep enough (so dash-in more) or the initial hit you juggle with (6A) was too early and thus the opponent is too high up to get hit by 5CC.

Okay, sounds about right. So try dashing in some more after 4B and try delaying 6A a little bit.

Posted
For guys having trouble with 5BD > 6A > 66 > 5B > things, try putting more of a delay between 5B, 5D, and 6A before doing the microdash. It's making things way easier for myself.

In regards to the 5BD > 6A > dash 5B

I've found using the last sprite of the Cat Uppercut as a visual cue very useful for inputing the dash. I was having a little trouble but am now finding it quite easy.

I'm gonna have to try this out because I still can't get it consistently. I'm hoping it will click one day in my head but right now this is the only combo I can't figure out the trick for, ugh

Posted
I'm gonna have to try this out because I still can't get it consistently. I'm hoping it will click one day in my head but right now this is the only combo I can't figure out the trick for, ugh

I tried delaying the wind as AnnelFrank suggested, but it didn't help me at all personally. Paying close attention to the 6A animation is really helping me though.

Posted (edited)

It's really more about delaying the 6A than the wind. I should've worded that better lol. I went from hitting it maybe 40% of the time to like 80% of the time, but maybe it's just something that helps with my timing personally *shrug* I think it's worth giving a try at least. Delay the 6A, not the wind.

I'm not having too much of an issue with her combos (except on netplay, holy balls >.>), the microdash was an issue until I figured it out and I was managing with slightly less efficient combos before. The corner stuff is really easy, it'll just take time to remember what works on who, but we'll all get it. My issue is learning neutral being new to BB and characters that don't have dumb buttons/damage, but it'll come with time. She's not all that hard, just awkward and momentum heavy.

P.S. thanks for mentioning j.2AD is how you get the fuzzy, I was wondering why I couldn't quite get that. Still need to work on confirming it a little.

Edited by AnneIFrank
Posted

Came up with a solution to Trial 30 if anyone was curious. Its not too difficult either. Going to put (w) for the lobelias that whiff since you only have to cast the lobelia not actually hit with it and you have to whiff them due to SMP.

j.2C (lvl3) > 236A(w) > 236B > j.C > j.236A2D > 5B > j.C > j.236A2D > 5B > j.C > j.236A2D > 5B > 6A > 4B > Overdrive > dash > 6A > BBL > 236A(w) > 236A(w)8D > BBL > 236A > 236A

Posted
That just sounds odd. Aren't you still waiting for 6A recovery to end regardless when you use it?

Delaying 6A does move you slightly closer. It's probably a psychological thing that you end up less focused on the length of the microdash.

Posted

Could someone explain how you get 2C to different levels and what, other than doing it from high altitude, causes the giant ground bounce? I see you guys talking about using it but it doesn't seem practical to me (which I take as an indication that I'm missing something).

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