Moy_X7 Posted December 8, 2012 Posted December 8, 2012 I highly doubt that corner MJ Frying Pan will do nearly as much damage as it used to do in CSE. The damage output that the MJ Frying Pan depended on all those 22Cs that you could tack in there. An MJ Pan combo from 5A would do well over 4K and restore all of your meter that you spent in MJ. Corner MJ Hammer and Missiles should still do a good amount of damage since they don't depend on 22C that much.
Fujiwara Posted December 8, 2012 Posted December 8, 2012 I'm seriously wondering why we aren't seeing people trying to optimize their combos. As Moy says, they're doing the same thing over and over and still trying to get CSE out of their system. How damn long does it take? Considering what we've seen from other characters so far, I am disappoint at lack of variation. *impatient*
Fusionist Posted December 8, 2012 Posted December 8, 2012 I took a peek at the Ragna thread and they already have a decent number of combos listed. Plat players should step it up D: http://www.dustloop.com/forums/showthread.php?13377-CS-EX-Platinum-vs-Ragna&p=1311582&viewfull=1#post1311582 Ah thank you. Those are helpful tips. :D Have any for against Hazama? Haha
skd Posted December 8, 2012 Posted December 8, 2012 >ragna combos >cp you should do stand up, guy :zidane: to that guy who asks how long it should take to get "cse" out of their system, ragna combos right now are pretty....terribad. Its week 3 or something, so eh:\
Moy_X7 Posted December 8, 2012 Posted December 8, 2012 The one optimal combo that I'm seeing mid-screen is Stuff > 5C > 3C > Air Persia B > [sj.C > JC > j.C > Air Persia A] or [Mami] and rising j.D Pan stuff. The corner is still a mystery to them. They have the right idea using 236A~A at the start of corner combos but after that they just choke. Seriously, we probably won't be seeing anything worthwhile until after early next year lol.
Fusionist Posted December 8, 2012 Posted December 8, 2012 >ragna combos >cp you should do stand up, guy :zidane: to that guy who asks how long it should take to get "cse" out of their system, ragna combos right now are pretty....terribad. Its week 3 or something, so eh:\ How did you know I was a stand-up comedian?
Moy_X7 Posted December 9, 2012 Posted December 9, 2012 The fack? It looks like using Momo with an MJ melee item causes it to travel in the same manner as Mami would. Check this shit out at 15:37 http://www.nicovideo.jp/watch/sm19547069
Chaoschao222 Posted December 10, 2012 Posted December 10, 2012 Don't the fan and bat already do that?
Moy_X7 Posted December 10, 2012 Posted December 10, 2012 I didn't know that, I thought they all flew straight up lol. You're right though, I just checked and both the Bat and the Fan do that. Then again, I never throw MJ items away unless I use them in corner combos so it's no wonder I didn't know this. Might be useful against other projectiles from full-screen lol.
Yggjrasil Posted December 10, 2012 Posted December 10, 2012 Ah thank you. Those are helpful tips. :D Have any for against Hazama? Haha >go to the character select screen >go to the guy with the white mask and big sword >win
Moy_X7 Posted December 10, 2012 Posted December 10, 2012 Ah thank you. Those are helpful tips. :D Have any for against Hazama? Haha > Jump and spam j.C a lot > 6C him when he tries to "poke" you with a max range 3C > Learn to block Rassenga > TRY to block 6A > ??? > Profit
Tiger Posted December 10, 2012 Posted December 10, 2012 >go to the character select screen >go to the guy with the white mask and big sword >win OMG yes!
Fujiwara Posted December 10, 2012 Posted December 10, 2012 (edited) > Jump and spam j.C a lot > 6C him when he tries to "poke" you with a max range 3C > Learn to block Rassenga > TRY to block 6A > ??? > Profit You forgot to IB those fucking chains. If he's throwing out chains in neutral and always going in, IB and 6A or 2C depending on his angle of approach. You can get 3.6k off a 6A if you can get two reps of 6A > 6C > 236C > J.C > 6A into Mami ender. If he uses xD~C, you can 2C it if you see the cross-up coming before he can do shit depending on whether he goes for J.B or J.2C afterwards. You gotta watch how the Hazama uses his chains. I tend to focus a lot on how they play their chain game to score anti-airs and throw em in the corner. Also, learn what to do after a Fatal 6C Midscreen. There are a bunch of variants that work pretty well if you experiment. FC 6C > delay J.C > 5B > Mami works regardless of character and if they're thrown into the corner will leads into 5k + 50 meter depending on how you decide to do the combo from item swap to just damage and Oki. If you block a Jayoku, Fatal the fucker. Also, I fucking HNNGGNNGGG everytime her reversal makes a plush for some reason. Also, I swear people WILLINGLY walk onto MJ Chests.... Edited December 10, 2012 by Fujiwara
Tiger Posted December 10, 2012 Posted December 10, 2012 Speaking of her reversal I dislike how she taunts afterwords, also I was curious can't be RC it during that to continue a combo considering that plus does hit them and knock them down, or would that combo not be optimal?
itsme Posted December 10, 2012 Posted December 10, 2012 I think I only saw it once but I really want to see what those plushies do after her OD Lolicopter. Also, I think the reversal's attack could be RC'd. That and I think it had good prorations as well.
Fujiwara Posted December 10, 2012 Posted December 10, 2012 I've also been wondering what the P1 on Reversal is. P1 on Dramatic Sammy looks pretty decent from what I remember. Your button after reversal RC would be either 2B > 6A or 5C > 6A more than likely into mami or 6C > 22C. I dunno, theories. Got that rain of Plushies after OD copter... I need to find a video with that in it... I've only seen it once and can't remember the match it was in.
Moy_X7 Posted December 10, 2012 Posted December 10, 2012 Happy Magica's P1 is 75 You should really only RC it if it gets blocked or if it's for the kill as I doubt that you'll be getting more than 2K outta that thing. Dramatic Sammy still retains its P1 of 100 Rising j.D > 66 5C > 6A > 6C > 22C > 66 5C > 6A > 236B does 3.3K. That's a LOT of damage for a mid-screen confirm from an instant OH. In CSE, j.D > AD > j.C > 22C > 66 5D > 66 6A > 6C > 22C > 66 5C > 6A > 236B doesn't even do 3K
Errol Posted December 10, 2012 Posted December 10, 2012 since happy magica can't kill, I imagine you can't kill even if you RC it, but I might be wrong.
Moy_X7 Posted December 10, 2012 Posted December 10, 2012 Oh yeah, I forgot about the "doesn't kill" thing. That's kinda gay I'm over here crying over the loss of 5C > Rising j.D pan but it totally escaped me that you can do ... 5C > 5D > 66 6C > j.236C > j.C > 66 6A > 236B. All those attacks have a good ass P2 so maybe we can even do ... 5C > 5D > 66 6C > j.236C > j.C > JC > j.D > 66 5C > 6A > 6C > 22C > 66 5A/5C > 6A > 236B.
Tiger Posted December 10, 2012 Posted December 10, 2012 Risking of sounding like an idiot...what does P1 and P2 mean again? And yea that's gay...so wait the plush hits but does no damage at all?
Fujiwara Posted December 10, 2012 Posted December 10, 2012 (edited) I didn't know Magica can't kill. I gotta remember that one. I keep forgetting that 6C lifts. I'd totally imagine to working, actually. The new J.D pan is pretty good for a lot of things. I'm starting to see people use Mami as an ender now and that's making me happy. Damage is more consistent to me. They're getting 3C > Persia A out of the way in the beginning of the combo. Risking of sounding like an idiot...what does P1 and P2 mean again? And yea that's gay...so wait the plush hits but does no damage at all? Think Counter Assaults. You can't kill off of those, but you can leave them at one health. Actually, correct me if I'm wrong, but isn't Carl the only one who can combo off his CA? Or am I getting something mixed up? Also, P1 and P2 are effectively Proration/Recovery/Untech/hitstun time when used to start the combo (P1) and the altered proration/recovery/untech/hitstun when used within a combo (P2). P2 is applied to every hit onwards in the combo. For example, when using 5C to start a combo which has P1 of 100, your combo can go up to about 4.4+ in the corner. While, if you used 5A as starter instead, which has a P1 of 80 into 5B which has a P2 of 89 and 5C which has 92 P2 into Mami blah blah. You'll only be getting about 3.2k and anything extra besides 3C after mami as an ender will cause your opponent to tech.. Which can sometimes be used for gimmicky shit like air throw resets or what have you. TL;DR Version: P1- Applied only when the first hit of a combo P2- Applied to every hit of a combo Higher P1, the longer your combo can be depending on your character's Combo Rate and the P2 after that decreases hitstun on moves which makes it easier for your opponent to tech out of. Edited December 10, 2012 by Fujiwara
suna19 Posted December 10, 2012 Posted December 10, 2012 this is the info on the damage scaling formula for the DL wiki Damage Scaling
Cirno Posted December 10, 2012 Author Posted December 10, 2012 bb's proration system is pretty convoluted. first hit uses both p1 and p2 values, every hit afterwards uses just p2, rather than p1 just being for the first hit and p2 just being for the second onwards. this is why things like hazama jayoku as first hit > combo will do less damage than 2a > jayoku > combo, lol. hit up the wiki for a more detailed answer 3 FAST 5 ME
iora Posted December 10, 2012 Posted December 10, 2012 her spin super makes plushies? I NEED THIS IN MY LIFE SOMEONE FIND IT PLEASE
Moy_X7 Posted December 10, 2012 Posted December 10, 2012 The OD version does, I only saw it once on early, day-one footage though. Plushies, plushies falling everywhere like rain.
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