LordSpectreX Posted May 14, 2014 Posted May 14, 2014 TK Sentinel Vs; Ragna - Loses vs Inferno Divider. . Jin - Beats C and D DP, Yukikaze doesn't freeze you. Funnily enough his Ice Arrow Super trades, but since Jin gets hit, it doesn't do all the hits. So worth it! Highly Recommended. Noel - 4D avoids it. Cannot punish with a low outside the corner. You can do Scud on reaction to the 4D to punish it. Her 632146D wins clean. Only recommend if she's under 50 meter. Viability then will depend on if Azrael can come up with a meterless punish for 4D. I doubt it. Rachel - She can wind tech to escape. #Rachel. Still recommended anyway. Carl - Escapes clean with 236B. You're plus though, so maybe do it anyway. Litchi - Loses to 623D. Wins vs her DP Super tho. So do it when she's staffless. Arakune - Super wins. Backdash can make it whiff but you're plus. Bang - He can 6D to guard point it, punish accordingly. His 236236A beats it, so do it only when he's under 50 meter. Taokaka - 236236D beats it. Again, only do under 50 meter. Tager - 720 wins. U<50 Meter. Hakumen - He can 2D for free. You'll block it but he'll get meter. Nu 13 - Calamity Sword super...trades. Anyway, at the very least, do it when she's under 50 meter or in Dia Forme. Hazama - Hotenjin trades. blah blah <50 meter. Tsubaki - Can DP C out. Same as Ragna. Mu-12 - Her DP loses (YAY), but her super will win (aww). Hooray anyway tho. Makoto - DP C wins. Wah. Valkenhayn - Super Wins. <50 meter. Platinum - Counter loses, Super wins. Relius - 236A makes SD miss, but you can punish for free. Gear Super trades, but he can combo after anyway. So <50 Meter. Amane - Super wins <50 Meter. Bullet - DP and Rush Super lose, but 720 will win. Azrael - GROWLER WINS CLEAN LOL. Izayoi - Super wins. Kagura - Lol what do you think? Terumi - Super(s) win. Kokonoe - Super wins. TP makes it whiff but you can punish. So TL;DR Spam All The Time; Jin Litchi (Staffless) Rachel Nu-13 (Worth trading so she loses 50 meter? Maybe.) Never Use it; (never say never, just don't use it when you think they're in any position to react). Ragna Tsubaki Makoto Kagura Litchi (Staff) I dunno can't be bothered to test right now: Hakumen Use it (but only when they're under 50 meter); Everyone Else.
Kinkuli Posted May 14, 2014 Posted May 14, 2014 So apparently with correct timing sentinel beats ID, kaguras DP, magotos DP, litchis DP. tsubakis DP and growler. Azrael can BD out of it but you can chase with gustaf. Same with arakune and tager. This shit is even more stupid than i though.
RentalBlackout Posted May 14, 2014 Posted May 14, 2014 So apparently with correct timing sentinel beats ID, kaguras DP, magotos DP, litchis DP. tsubakis DP and growler. Azrael can BD out of it but you can chase with gustaf. Same with arakune and tager. This shit is even more stupid than i though. So for these guys you'd delay the Dash Sentinel TK to beat their DP's? Or how would you do it? Man, Dash Sentinel TK sounds absurdly strong.
Kinkuli Posted May 14, 2014 Posted May 14, 2014 So for these guys you'd delay the Dash Sentinel TK to beat their DP's? Or how would you do it? Man, Dash Sentinel TK sounds absurdly strong. You need to do it ASAP. You still meaty them like normal but block their DPs. OFC you need to somewhat commit to blocking. As in no mashing that 5D/2A straight away.
Verimeloni Posted May 14, 2014 Posted May 14, 2014 (semi)Optimized Valiant corner combo: [uW] 236D > 6*5C > 6*6C > 6*j.C > 6*6B > 63214C > 5B > TCL > 5B > 2C > 6D = 4530 + UW, tested on Rachel, Relius, Hazama, Nu, Noel, Arakune, Tager, Hakumen, Ragna (duh). For Arakune, Rachel and Tager you can do: ... TCL > 5B > j.ABC > j.D = 4556 + UW For Tager only you can do: ... 63214C > 2B > TCL > 5B > j.ABC > j.D = 4596 (with everyone else tested 2B doesn't connect) I also played with using Hornet instead of Sentinel for dual weak point combos, you can either do: [uW] 236D > 6*5C > 6*6C > 6*j.C > 6*6B > 63214D > 5A > TC > 236D = about 3.9k damage + you in the corner, for Sentinel mixup maybe. [uW] 236D > 6*5C > 6*6C > 6*j.C > 6*6B > 63214D > 5A > TC > 5B > j.BC > j.D = about 4.1k damage + opponent in the corner, recommended. Hornet (CH) lets you continue combo with > 2B/5C > TCL. 2C > 3D > 6A still seems to be the strongest option, in corner you can do 214D (CH) > 6A with right timing to have the opponent stay in the corner. Edit: Patriot Apocalypse does 32 000 DAMAGE. Like it matters but yeah, it's nice to combo into it now and not have it add 1 dmg to your combo. Edit 2: Not that it matters but changes do not apply to U. Az. His Sentinel input is still 623C, you cannot cancel D attacks in OD and his Hornet is slower + trajectory is the old one.
Lucalibur Posted May 14, 2014 Posted May 14, 2014 That Patriot Apocalypse buff is too strong. Now it actually feels like we're blowing up the entire landscape.
greatfernman Posted May 14, 2014 Posted May 14, 2014 (edited) TK Sentinel Vs; Jin - Beats C and D DP, Yukikaze doesn't freeze you. Funnily enough his Ice Arrow Super trades, but since Jin gets hit, it doesn't do all the hits. So worth it! Highly Recommended. That's weird, I tested it on Jin and could get C and D DP to consistently beat sentinel but Ice Arrow also traded. Was my sentinel input just a few frames late or something? We were probably just doing it too slow, I tested it again and Ice Arrow doesn't trade. TK Sentinel safe-jumps DPs. EDIT: the opponent has to block on delayed tech too, but not on delayed roll. delayed roll gets out of sentinel oki for free it seems. But if they start delay rolling you can just dash 2A. Edited May 14, 2014 by greatfernman
zankoku Posted May 14, 2014 Posted May 14, 2014 I'm not entirely sure what kind of spacing this might mess with, but 5C can be special canceled into Sentinel Dump, thus eliminating the need to cancel into a Valiant Charger dash between 5C and Dump, if you feel like doing 5C > 214C > 3C as the ender (though you'll still need the dash if going for this ender from corner-to-corner).
killersquid Posted May 14, 2014 Posted May 14, 2014 So have we figured out a comfortable way for TK Dash Sentinel? I know it was discussed before, but with the patch now in (Western) player hands, what do you think is the easiest way to perform it?
Verimeloni Posted May 14, 2014 Posted May 14, 2014 So have we figured out a comfortable way for TK Dash Sentinel? I know it was discussed before, but with the patch now in (Western) player hands, what do you think is the easiest way to perform it? 6632147C for normal forward dash (forward + half-circle motion) and 662369C when crossing up. If anyone has found a more comfortable way of doing it please share.
natearistata Posted May 14, 2014 Posted May 14, 2014 This may just be me needing to make an adjustment, but I feel like I'm whiffing way more leapords on airborne opponents now after the patch. D:
Verimeloni Posted May 14, 2014 Posted May 14, 2014 Oh, also, there's something I wanted to ask. I'm sure people have encountered it, but after TCL I sometimes get into this really awkward range where it's too close to the corner for 3D, but too far for 5B. Usually this is where you'd use 2C>6D, but what's a good option if you already used up the 2C in the combo? I was testing the 6B (CH) > 6C > 5A > TCL combo and if you do it from the middle reset point you get this awkward distance where 3D whiffs. At least in this case 5D works fine, if you've got a weak point you can continue to aerial due to 5D's little forward momentum.
alexbib Posted May 15, 2014 Posted May 15, 2014 I've got a new combo question (lol, I really suck at execution). I'm trying to do Forward Throw > 6A > f.dash > 5C > TCL > 3D = 3536 Is it character specific? I've managed to get it on Azrael but on Ragna the 3D always whiffs. In the video it seems to me that the L in TCL is slightly delayed, does that make a difference? Do I need to hit 3D as fast as possible?
Verimeloni Posted May 15, 2014 Posted May 15, 2014 This thread is meant for questions and discussion, don't hesitate to ask. The combo in question isn't character-spesific, it's just situational and should work on majority of the cast (the only one I know it doesn't work is Tager, works on Kokonoe in 1.1) but it is character-spesific how soon you can do Leopard after Cobra to have it connect (hitboxes AGAIN), after Leopard you should do 3D asap. Try delaying 5C as much as possible, closer to the ground they are the better. If using 5C makes you delay Leopard too much for 3D to whiff try using 2B.
Kinkuli Posted May 15, 2014 Posted May 15, 2014 TBH it would be better for you to learn the Dual weakpoint combo of forward throw instead. FT - 6A IAD jC 214D 5A jABC jc jD. It's pretty easy now. Either that or the UW one which would be FT - 6A IAD jC 5B jABC jc jD. Other than that if you want to do that specific one then you need to adjust the timing of Leopard launcher depending on character. Other than that it should work on all of the cast but can't say for sure as i never use that one D:.
Verimeloni Posted May 15, 2014 Posted May 15, 2014 j.C > 214D is actually easier to land in 1.1 due to Hornet's startup being shortened. At least I don't find it so damn finicky anymore. Error, the recovery was shortened, not startup.
LegendaryRath Posted May 15, 2014 Posted May 15, 2014 Oh, also, there's something I wanted to ask. I'm sure people have encountered it, but after TCL I sometimes get into this really awkward range where it's too close to the corner for 3D, but too far for 5B. Usually this is where you'd use 2C>6D, but what's a good option if you already used up the 2C in the combo? 2D seems to work for me in a lot of cases.
Dawn of Musou Posted May 15, 2014 Posted May 15, 2014 At first I didn't see the hype of TK Dash Sentinel but after some time in the lab, I see how beautiful it is. Just gotta get used to doing it regularly and not getting j.C at random. On another note, I don't know if it's the patch but I can iAD after 6A a lot easier now. Azrael's feeling pretty good this version. Astral damage buff is the best thing though.
alexbib Posted May 16, 2014 Posted May 16, 2014 TBH it would be better for you to learn the Dual weakpoint combo of forward throw instead. FT - 6A IAD jC 214D 5A jABC jc jD. It's pretty easy now. Either that or the UW one which would be FT - 6A IAD jC 5B jABC jc jD. Other than that if you want to do that specific one then you need to adjust the timing of Leopard launcher depending on character. Other than that it should work on all of the cast but can't say for sure as i never use that one D:. Thanks, you're completely right! Is it a normal jump after 5A? I seem to whiff the j.C after j.AB. Does it do more damage than this one: Forward Throw > 6A > IAD j.C > 214D > 5A > TC > 236D = 3349?
stickystaines Posted May 16, 2014 Posted May 16, 2014 It seems that if you do the TK Sent so that you will block ID, Ragna is able to back roll out of it. Unless there is some really specific range where it can do both.
LegendaryRath Posted May 16, 2014 Posted May 16, 2014 Thanks, you're completely right! Is it a normal jump after 5A? I seem to whiff the j.C after j.AB. Does it do more damage than this one: Forward Throw > 6A > IAD j.C > 214D > 5A > TC > 236D = 3349? To my knowledge, 5a > j.a j.b j.c > dj.d won't work off throw. Keep doing 5a > TC > 236d
Kinkuli Posted May 16, 2014 Posted May 16, 2014 To my knowledge, 5a > j.a j.b j.c > dj.d won't work off throw. Keep doing 5a > TC > 236d Yeah my bad, jABC one does not work. Do what he said ^_^.
Effenhoog Posted May 17, 2014 Posted May 17, 2014 forward throw - 6A IAD jC 214D 5A jABC jc jD. I have been trying to do this combo for a while on various characters and it always drops at j.C someone pls help I'm bad
RentalBlackout Posted May 17, 2014 Posted May 17, 2014 I have been trying to do this combo for a while on various characters and it always drops at j.C someone pls help I'm bad A lot of people have trouble with this haha As mentioned before, you just gotta delay the j.C. If you're Instant Air Dashing immediately that's great, but you have to delay the j.C so you get it off just as you hit the ground.
Effenhoog Posted May 17, 2014 Posted May 17, 2014 A lot of people have trouble with this haha As mentioned before, you just gotta delay the j.C. If you're Instant Air Dashing immediately that's great, but you have to delay the j.C so you get it off just as you hit the ground. I'm sorry, I forgot j.C was in this combo twice. it's not the IAD j.C that drops, it is the last j.C. I can do the combo all the way up to j.B but then they tech out before the last j.C hits I can do it off of TCL RC IAD j.C 6A IAD j.C 214D etc but not off the throw
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now