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Posted

May as well add me on skype (HeartfulPunch).

Also, I'm cleaning up the Mizuumi wiki page, no offense to whoever edited them before but these move descrptions are sorta sad.

Posted

I'm doing

CH 22A > 2C > j.[C] > whiff j.A > 5B > 5[C] > 421B > 6 > (5A whiff >) 2C(1) > 22B > d.6C > 22B > d.6C > 22C for like 3.4k dmg.

 

Add me on skype too please! My ID is sima-chan. (with the dot)

Posted

Off CH22A:

Far range No Meter: 22A 2C 5[C] 214B 2068 damage

Far range 100 Meter: 22A 2C 5[C] 214C 421B 6 2C(1) 22B d.C 22B d.C reload 3241damage

Close range: 22A 2B 2C 5[C] 421B 6 2C(1) 22B d.C 22B d.C reload 3265 damage

 

I've also seen Senaru go for this CH 22A punish:

22A 663C j.8[C] j.9B 22A 5B 5[C] 421B 6 2C(1) 22B d.C 22B 623C CS 623C it did around 6K damage

 

Sorry if the d.C's confuse anyone I just copied these from my notes.

Posted

Sakaku is right about 22A if you're doing it midscreen.

If you have AT LEAST 2 enhanced bullets, in the corner you can do as shown in this video:

22A CH > 3C > delay 8 j.[C] > delay 9 j.B > delay 236A > 5B > 5[C] > 421B > 6 > whiff 2A > 2C(1) > 22B > 66C > 22B > 66C > Reload

                                                                                                                                                                                            > 623C > CS > 623C > Reload

Posted

214A > 421C > jA whiff > 5B > BE5C > 421B > BE6B > 2A whiff > 22B > 66C > 22B > 66C > Reload  - 3350 ish

 

If you're going to EX cancel after a 214A, this does roughly ~400 more than using 214C.

Posted

BE5C? As in Blowback Edge? This ain't melty lol We really need a standardized notation, it looks like most people are using [X] for charged normals.

Posted

It's cool just trying to get everything on the same page for convenience.

Posted

We have a Eltnum skype chat up. So you can leave your skype ID here and we can invite you.

okay cool mine is kageryougi also i've got the timing down for falling j.[C] but i still feel it's kinda unreliable sometimes. unless it's the characters hitbox which i assume is hyde,linne, and probably hilda correct?

Posted

Has anybody been working on Chain Shift conversions or extensions? 

 

Off the top of my head:

 

Command Grab Conversion

j.214B x CS > 2C x 214B x 6 into gun loops (2C(1) x 22B > 66C x 22B > 66C x Reload)

 

You can end gun loops with 66C x 22B x 623C x CS > 623C to squeeze a little bit more damage in.  Might be worth investigating the rate at which you gain meter from CS to see what's necessary for some versions.

 

I came up with a 2C 5[C] x 214B x CS conversion yesterday but I'm not sure if the range was appropriate for a full combo conversion or if it just let you get more Cs into another whip knockdown.  I'm going to assume most conversions are easier to do with 214C but it might be worth knowing both for situations where you don't have meter.  Also might be worth forgoing the damage increase from Vorpal and saving the meter for a 623C ender but this is also probably dependent on how much meter you'd get from CS.  I'm at work right now or else I'd confirm what the full conversion was but wanted to get thoughts on how people were using CS in combos.

 

Side question: I'm having some trouble with the last rep in gun loops.  Does using the 2A whiff cause less hitstun deterioration than the 2C pickup?  Or am I just not consistent enough and it's generally the same timing as the previous loops?

Posted

We have a Eltnum skype chat up. So you can leave your skype ID here and we can invite you.

skype handle: mokous_pants

trying to learn this chick right now

Posted

So there's what I assume is a glitch with Eltnum's j.[C]. If you start a combo with it and the opponent is holding 1 they will take significantly less damage, even if they are whiffing a move. 

 

I set the dummy to record this combo:

assault j.[C] 5B 5[C] 421B 6 2C(1) 22B d.C 22B d.C reload

 

Normally it does 3418 damage but when I hold 1 it only does 1976 Damage this only seems to work with holding 1.

Posted

We have a Eltnum skype chat up. So you can leave your skype ID here and we can invite you.

 

Please add me as well noctislunanyc

Posted

All these invites lol. Nice to see that people are interested in this character~

Posted

Came up with this. Easy 214A combo when you got 100 exs

 

214A>421C>j.214A>5B>5[C]>421B>6>22B>66C>22B>66C>Reload

3.2k dmg

Posted

Something odd is happening when you try to whiff cancel a 2nd 421B during a combo and the opponent has vorpal...

 

Doing this combo:

2A>2C>5[C]>421B>j.BC>66C>421B>5A whiff>2C>22B>66C>Reload

 

Works fine when I set GRD to default or myself getting vorpal.  When I set it to the opponent having vorpal, the 421B>5A whiff doesn't cancel at all...

 

Conversely, when I do:

Assault j.C>2B>3C>j.BAC>66C>421B>5A whiff>2C>22B>66C>Reload

 

Works fine whether the opponent has vorpal or not.

 

Is there some property of vorpal I'm unaware of...like when the opponent has vorpal you can't cancel a special the 2nd time you use it or something weird

 

 

 

Edit: 

Looking more carefully at GRD, the reason seems to be that the second 412B>5A whiff consumes 2 GRD blocks and when your GRD is empty you can't do the combo. 

In that case,

2A>2C>5[C]>412B>j.BC>66C>22B>66C>22B>66C>Reload

might be the better combo as it does about the same damage and doesn't consume any GRD (but does require more bullets)

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