Adsfzxczxc Posted April 2, 2014 Posted April 2, 2014 Supra Rage's input seems nigh impossible for me to do. I mean, I do the basic DP movement, but she keeps using Act Parser: Cavalier instead. They changed how the input priorities work in this game so to get the DP motion, you need to stop on the 3, unlike the previous games where you could do 6236 and get a DP. In 1.1 though they are changing it back.
Butterduck11 Posted April 2, 2014 Posted April 2, 2014 Is there a way to land (Dia)3C > 22A > (Luna)3C > 214A/B/C consistently? I do it fast, slow and it just seems to work when it wants to. Also is there a reason why finishing combo's with J.DD 2DD ect seems so inconsistent in CP? In EX it worked all the time.
Daramue Posted April 2, 2014 Posted April 2, 2014 Is there a way to land (Dia)3C > 22A > (Luna)3C > 214A/B/C consistently? I do it fast, slow and it just seems to work when it wants to. Also is there a reason why finishing combo's with J.DD 2DD ect seems so inconsistent in CP? In EX it worked all the time. For the first question, what part of the combo exactly are you dropping the gravity setup? I always input the motions as quickly as possible and it comes out everytime. Remembering back to October though I had a bit of trouble mode switching; ensure that you always buffer the 22A in combos, although if you attempt to buffer 22A during 3C you'll partially cancel the attack, you should be able to connect with Luna 3C. As for the second question, I had a great deal of difficulty adjusting to CP's speed in the beginning and as a result I had the same difficulty initially with things that were otherwise easy. I'm assuming this is what's happening to you. J.dd - j.2dd works on everyone in the game, just keep practicing it until it becomes second nature. I'm sorry I can't offer anymore help on that one, perhaps someone else can add more?
Butterduck11 Posted April 2, 2014 Posted April 2, 2014 For the first question, what part of the combo exactly are you dropping the gravity setup? I always input the motions as quickly as possible and it comes out everytime. Remembering back to October though I had a bit of trouble mode switching; ensure that you always buffer the 22A in combos, although if you attempt to buffer 22A during 3C you'll partially cancel the attack, you should be able to connect with Luna 3C. As for the second question, I had a great deal of difficulty adjusting to CP's speed in the beginning and as a result I had the same difficulty initially with things that were otherwise easy. I'm assuming this is what's happening to you. J.dd - j.2dd works on everyone in the game, just keep practicing it until it becomes second nature. I'm sorry I can't offer anymore help on that one, perhaps someone else can add more? Okay, I'll just keep trying on the first one. What I mean with the second bit is in EX you could finish almost every combo with j.DD 2DD > j.DD > 2DD > 214D but in CP sometimes only j.DD 214D will connect or sometimes j.DD > 2DD > 214D will work but not the second half. Plus there are combo's that I can do in both Luna and Dia but only in Luna will the full j.DD 2DD > j.DD 2DD > 214D connect where as in Dia the opponent can tech half way through. Do Dia and Luna's Drives have different combo qualities outside of damage?
kenja0 Posted April 3, 2014 Posted April 3, 2014 If you do the exact same combo path it should never be different. Combos in this game are timer based instead of proration based. Another thing you may want to try is delaying swords more.
ElegantShadow Posted April 4, 2014 Posted April 4, 2014 They changed how the input priorities work in this game so to get the DP motion, you need to stop on the 3, unlike the previous games where you could do 6236 and get a DP. In 1.1 though they are changing it back. I can't wait until they change it back, then. I have no problem with doing it in Dia Forma, since there's no input that could possibly get in the way, but Luna Forma, especially during combos is a nightmare. >.< I guess it's time to revisit everything I've read before, since now that information can be put into practice. :3
Nedel_3773 Posted April 5, 2014 Posted April 5, 2014 Butterduck, the proration system has been changed. In EX proration had influence on combo lenght and damage, whereas in CP it will only affect damage. The combo system now works with the first hit of the combo. Certain hits will allow longer combos, others shorter. Check this link for more info on it. Hope this helps
Yohosie Posted April 10, 2014 Posted April 10, 2014 I'm switching to v13 from Tager and while in training mode I found some instant overhead tech (that's apparently new, so excuse me if this is a repost). I'm fresh to the character so I have no idea how to convert it into real damage, but here's the cliphttps://vine.co/v/M5TF6q1HiQ0 Luna: 623C RC 5A 3C etc Dia: 623C RC 5C 3C etc Less Ambiguous (works in both): 623C RC dash j.B j.C 3C etc Works in both Dia and Luna mode, seems more ambiguous in Luna but the timing is more strict. Works midscreen and in the corner, but you probably get more damage in the corner. You need to be very deep for the instant 5A(Luna)/5C(Dia) to hit, however if you're at a distance dash j.B will work no matter where you're at. Feel free to play around with it
Butterduck11 Posted April 11, 2014 Posted April 11, 2014 Can anyone tell me how to combo off of: [Dia] 236D > 22A in the corner? Best I can get is a few swords and then the opponent can tech.
toanenadiz Posted April 11, 2014 Posted April 11, 2014 If you are close, Dia 236D > 22A > 6A > 4B > 2DD > 214D > 5C > 6C > 236D > 236C > 6A > 623C is a simple combo to do. If you are further away, Dia 236D > 22A > 5DD > 2DD > 6C > 236D > 236C > 5C > 2C > 623C is another easy mode combo to do. Those shouldn't give you much trouble. SWD will probably be along later for more optimized combos that are harder.
Butterduck11 Posted April 11, 2014 Posted April 11, 2014 If you are close, Dia 236D > 22A > 6A > 4B > 2DD > 214D > 5C > 6C > 236D > 236C > 6A > 623C is a simple combo to do. If you are further away, Dia 236D > 22A > 5DD > 2DD > 6C > 236D > 236C > 5C > 2C > 623C is another easy mode combo to do. Those shouldn't give you much trouble. SWD will probably be along later for more optimized combos that are harder. OOOOOH, easy mode combo's, just what I needed! Thanks!
someonewhodied Posted April 19, 2014 Posted April 19, 2014 Remember when 2C was a good antiair? Pepperidge farm remembers...... ;~;
Daramue Posted April 22, 2014 Posted April 22, 2014 Remember when 2C was a good antiair? Pepperidge farm remembers...... ;~; If you mean the CT days, then I sure do. Whiffing a 2C wasn't even a big deal back then. Remember how fast it was? Good times, man.
Butterduck11 Posted April 22, 2014 Posted April 22, 2014 It was great in EX, stopped Hazama's chain > crossover bs clean every time.
someonewhodied Posted April 23, 2014 Posted April 23, 2014 We lost like 20 frames of head invul from CSE to CP on 2C And it doesn't hit too far behind nu now. I hate that.
Speakeasy Posted April 23, 2014 Posted April 23, 2014 I think we only have 6A and yolo 4B for anti-air now. :c Speaking of 4B, is it good or bad that it's only one hit now? I liked two-hit 4B but I like the new one as well. Sent from my XT1080 using Tapatalk
someonewhodied Posted April 23, 2014 Posted April 23, 2014 its 1 hit and 23 frames now instead of 2 hits and 7frame(first hit), 17 frames (Second hit only) i used to use 4B as a reversal. also i found a new optimal path off of a random luna drive confirm midscreen: Most characters: 5DD/4DD>236B~22A>3C(1)>236D~C~22A>6A>9j.C>j.2C>2DD>214D>66A>623C(optional >663C (2891 damage, sickle oki or 3C oki available) 5DD/4DD>236B~22A>3C(1)>236D~C~22A>6A>766j.C>j.2C>623C>66DD>2DD>6C>236C against some characters: (Nu, Mu, Valk, Ragna, Hakumen) 5DD/4DD>236B~22A>3C(1)>236D~C~22A>2B>2C>9j.C>j.2C>2DD>214D>66A>623C against Kokonoe: 5DD/4DD>236B~22A>662A>3C~22A>2B>2C>9j.C>j.2C>2DD>214D>66A>623C Against amane: 5DD/4DD>236B~22A>delay 3C(1)>236D~C~22A>5DD>2DD>4B>2DD>214D>66A>623C Against tager (first one works on him too though) 5DD/4DD/6DD>236B~22A>3C>236D~C~22A>6DD>2DD>214D>66A>623C>66DD>2DD>6C>236A no "longer" route works on rachel.
Speakeasy Posted April 23, 2014 Posted April 23, 2014 Those are way, way better than my current "end everything with sickle oki" strategy. Why does Kokonoe have her own combo? Is her hitbox that different? Sent from my XT1080 using Tapatalk
someonewhodied Posted April 23, 2014 Posted April 23, 2014 236B leaves different characters at different distances. So you have to change the combos accordingly.
ElegantShadow Posted April 25, 2014 Posted April 25, 2014 I think we only have 6A and yolo 4B for anti-air now. :c Speaking of 4B, is it good or bad that it's only one hit now? I liked two-hit 4B but I like the new one as well. Sent from my XT1080 using Tapatalk Don't underestimate the likes of Supra Rage and 2C. They both have their uses.
kenja0 Posted May 1, 2014 Posted May 1, 2014 I... completely died inside when my friend who plays Arakune air grabbed me out of Supra Rage.... 5 times in a row........
Ryuujinx Posted May 2, 2014 Posted May 2, 2014 So I got a new monitor, it's amazing how much easier this game is when you don't have like 3 frames of lag on everything. I can actually do Litchi combos now, and 22A shit isn't -as- obnoxious as I expected. So maybe I'll pick Nu back up. Edit: I realize I've attempted to change mains like every single version since CS2 and still always come back to lambdas. I should just stop trying to change mains.
Durkslag Posted May 14, 2014 Posted May 14, 2014 So this is what it feels like to have an astral that doesn't suck monkey balls dia 3c > astral luna sickle > astral pretty much anything > 2DD > astral luna 236C in the corner > astral forward throw in the corner > astral back throw in corner > 5B > 6A > TK > 3C > astral luna 3C > 214A > 6A > astral And it does 40k damage now! Looks like the astral itself did not change anything except make it an attack instead of throw so still have the startup before the flash.
susano Posted May 14, 2014 Posted May 14, 2014 -headdesks repeatedly- I can't seem to stay away from Nu. But...I'm glad for the DP change. I feel happy that I can do combos easily in the corner now. (though I need to learn more)
Sadeyo Posted May 15, 2014 Posted May 15, 2014 Not sure how soon I can provide videos but 1.1 nu-13 seemed to have survived the purge of changes and actually feels comfortable. Sad other characters feel slightly blockier or heavier when I attempt to play them.
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