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Posted

Actually that video reminded me of a question I had, does she have any fatal combos without meter and heat that do good damage or corner carry off 5C? Like does it combo into 6C? If not I was thinking maybe she can do a jump loop similar to Jin's fatal 5D stuff.

Sorry I dont actually have a PS3 so I only get to play the game at casuals lol.

Posted
Yep good shit. At least we're trying to make bullet better than she is

More like we're uncovering her full potential, it's not like we're doing something that the game didn't intend us to do.

Posted

as a note, the fuzzy guard works from heat 1(so heat 0 when you first hit them). I just noticed the video shows H2 range but it works from H1 as well.

Posted
Actually that video reminded me of a question I had, does she have any fatal combos without meter and heat that do good damage or corner carry off 5C? Like does it combo into 6C? If not I was thinking maybe she can do a jump loop similar to Jin's fatal 5D stuff.

Sorry I dont actually have a PS3 so I only get to play the game at casuals lol.

LKG put this up in the video thread: http://www.nicovideo.jp/watch/sm22328639

That first combo is pretty boss, IMO.

Posted
5C into 6C works after fatal.

6C has repeat proration.

Meter FC seems to be 5C CT 5C 6C.

meterless is just 5C 6C.

https://www.youtube.com/watch?v=pBL7WcH0VUs

this combo, for example, works without the meter usage.

This combo is like the challenge mode combo but with OD tacked on. Also ct is 25 percent so there's still meter usage

Posted (edited)

I stated right there that you can do 5C 6C if you don't want to use meter.

Edited by WintySoSolo
Posted

Hey guys, I'm not sure if this was answered already, but I'm having trouble completing this corner sequence:

(After a forward corner throw/Piercing: Engage~6B~623C) 66 6C "(jc)jC" 6B (sj.)jC jD

The part I have the most trouble with is the "(jc)jC ~ 6B. I understand you have to hit 6B while you land. However, its inconsistent for me and the opponent can tech early.

Am I supposed to delay the jump cancel before the first jC? Thanks.

Posted

delay the jC itself, not the jump cancel. You want to jump cancel out of 6C, then jC on the way down before you land, then 6B.

Posted
5C into 6C works after fatal.

6C has repeat proration.

Meter FC seems to be 5C CT 5C 6C.

meterless is just 5C 6C.

https://www.youtube.com/watch?v=pBL7WcH0VUs

this combo, for example, works without the meter usage.

LKG put this up in the video thread: http://www.nicovideo.jp/watch/sm22328639

That first combo is pretty boss, IMO.

PogChamp.png

Nice this is exactly what I was looking for

much appriciated.

  • 2 weeks later...
Posted

https://www.youtube.com/watch?v=jYDPBljaz5Q

i feel this could be a lot tighter but it's just demonstration anyway.

6C RC into random shit:

airdash jB jC for double overhead

jB j9C fuzzy guard

jB 2B low

instant cancel airdash jD crossup(dependant on opponent height)

airdash jAxN land 720 maybe? man I wish I knew how to 720

ideas?

Posted

you can buffer the 720 during the j.a Xn but you have to be careful since it could be counted as a combo'd throw and the opponent could jump. 6c rc you could probably do ja, j.c, to j.d for the heat.

Posted

https://docs.google.com/document/d/1nORQFQc8qIC5ZcT0OfHYGMA3w16S0wnslfE3lyGENog

making a small essentials document. This is what I have so far - combo section is incomplete, but I don't want it to get huge - I'm looking at go-to combos, not every possible variation that exists. For example I have two combos from H2 5DD in the corner - one with a dash, one without, in case you think you'll fuck the dash somehow.

feel free to leave comments on this document if you think I can add stuff or anything I have can be improved.

Posted

While in H2 off of 6dd or 2dd in the corner you can do : 6dd/2dd, 236a (charged), 6a, CT, 5c, 3c, 41236c, 5b, 6b, rage aggressor. Thu combo doesn't work off of 5d/j.d they will tech right after the 5c.

  • 2 weeks later...
Posted

optimal bullet plays:

"wtf he can bait dp?"

whiff DP -> burst

"wtf he can't bait burst?"

whiff DP -> OD while trying to burst ->(bonus points if you DP again here)

"what do you mean I don't have heat 2?"

5DD -> whiff a followup in the corner because you were at heat 1 instead of heat 2 -> burst

"spinning is hard"

wakeup 6A/236A -> burst

"i played touhou I know what I'm doing"

2A -> 5C -> 2A -> DP

Posted (edited)

Weird question, but does anyone that plays on the PS3 pad here have MAJOR difficulty doing the j623D follow up from j623C? I play BB on stick (Xbox 360 Fightstick) and the input is fine for me on that, but I had to transition to Ps3 pad to play CP.

Specifically its the 412 motion that I find impossible to smoothly input on the pad, so any 623X I find extremely challenging to input when I'm on the P2 side. Starting from P1 position, I'm currently going j623C on the analog (which is simple for me) then using the D-Pad to try and input a clean j412D motion, but I always miss and my inputs look something like 414D.

Does anyone who can do it consistently have any tips for this? I know its a hard question to find an answer for, but its frustrating as hell since I kinda' need it to do strong damage combos as well as basic OD combos.

Thanks.

Edited by Kujikawa
Posted

The window for the input is pretty big, actually, so you don't have to rush it: just make sure that you input all the directions correctly. I also feel like holding D at the end makes it easier to come out, maybe because my problem is pushing it too soon or something like that.

Posted

Thanks, trying to keep calm and inputting it slower. I'm getting it more often (Not often enough) now, I'll keep practicing.

Posted

man I fucking hate when you decide to do dumb shit but you fail to realise that your opponent is actually so stupid that dumb shit doesn't work on them.

Like you just did 5B 5C on block and you're like "man I bet this guy won't block this shitty overhead" so you go and do 2C 6D and for some reason they don't block the second hit of 2C and you notice it too late and you do 6D and it completely misses and you are in recovery as they get off the floor and then they kill you and you lose and you're just standing there like "man wtf you blocked the first hit why didn't you block the second" and you have to wonder if they are just stupid as fuck or if you got completely outplayed on every level

Posted

I know that feeling surprisingly well, except that I tend to go for a pressure reset instead of an overhead. This is how Kagura feels when people prefer to get hit by an oki ball, I suppose.

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