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Posted

This is great. Could you also find the startups of the other supers? Would be nice to know if you could punish certain things. Especially with 236C at far ranges.

 

236C: 11

412C: 6

 

236A: 10

236B: 12

 

Is her 5A really 4f? Doesn't vorpal make it even faster?

4f 5A and then vorpal boost would make it like 3f, which would be insane

 

Vorpal doesn't seem to make it faster, as far as the debug console says.

And yeah 4f 5As are pretty common. 

 

About the framedata: 236A is definitely not +1. It's about -2 and 236B is more than -2. Just tested that by the jump-on-block technique, so don't know the viability of others.

 

I was able to punish Sion's 66C with 5A but not 2A, so i could believe the frame data about those 3.

 

Oh about these, I tested them using purple bullets and assume the framedata was the same since its the same for 22A and 22B

Anyways, with normal bullets, 236A is -4 and 236B is -7

With purple bullets, 236A is +1 and 236B is -2

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Posted

Again, is that 4f startup or 4f until it becomes active?

Posted

Debug mode is accessed via editing a value, which requires custom firmware, sorta a grey area so yea let's talk about that on Skype.

Posted

For 5A.

I assume this means 4f startup, 11f active, 12f recovery

 

I figured it would be like that. the startup listed on the anime wikis is typically the first active frame. so that would be 5.

Posted

Was messing around with anti Gordeau stuff. Midscreen if you do 421A on his wakeup all of his reversal options whiff. In the corner EX Grim Reaper and EX command grab whiff. You can also punish EX Grim Reaper and EX command grab with 421C after the super flash. Dunno how viable the 421A stuff is since it assumes the player is going to wakeup super, and I honestly dont know how punishable 421A is.

 

Made a crappy iphone video to show what im talking about:

https://www.youtube.com/watch?v=fy1t37pXrqc&edit=vd

Posted

421A could lose vs some moves, depends on how fast 421A recovers. Still, it's a nice tool to have.

Posted

Combo I saw on twitter, haven't tried it myself:

 

236B>(3 hit near full range, hit confirm)CS>Dash 2C>9j[C]>jA>5B>5[C]>421B>6>2C>22B>66C>22B>66C>22C

3220dmg something

 

Edit: Ok, I tried this combo now. The 236B>CS>Dash 2C is super tight and really hard to get if they are at max range.

Posted

I need some help how are you guys dealing with Vatista.  she just jumps back throwing projectiles and pressing j.C and nothing I do seems to work other then vorpal>421C

Posted

what combo do people do off midscreen 214a?

WITHOUT CS cause its easy to pickup off if you have cs

 

im doing:

214a > 2b > j.[c]. whiff j.a > 5b > 5[c] > 421b > 6 > 22b > dc > reload

 

is there better?

Posted

I need some help how are you guys dealing with Vatista.  she just jumps back throwing projectiles and pressing j.C and nothing I do seems to work other then vorpal>421C

 

I can't give specfics but IMO Eltnum is a bit annoyed in MUs where she is outranged. All I can say is block and inch your way in with assault/dashing and use your gunshot/C normals within range. When you get knockdowns stay on her; You can't afford to lose momentum and have to work your way in again.

Posted

Tbh, many MU's for her are annoying. People with better range than her are a pain, and people who are better up close than her is also a pain.

When you get in and get to do stuff, you have to pretty much start your train and never stop, ever.

Posted

You can do that or we can add them to the Mizuumi wiki...

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

Wow I spent like 1 hour trying to figure it out and once you do boom easy mode.

Also midscreen you can do better.

22A CH > 3C > 8j.[C] > delay 8dj.[C] > j.214A(whiff) , 5B > 5[C] > 421B > 6 > 2C(1) > 22B > 66C > 22B > 66C

Okay I'm trying to figure out if Senaru is somehow option selecting his 3C>22B in pressure, I think I have one sorta figured out but not using C.

But I found if you input 3C>822B>j.[C] this will confirm into ether 3C>j.B>j.[C], into combo or give you B guns slightly delayed.

Looking at it most of the time he just uses it in a block string to make sure he gets 22B instead of using something less reliable.

Kaori you can but a 2C after the first 2B for like a smiigen more damage, off counter hit you should be able to do something more...2B>3C connects but I can't get anything good going.

Huh that's neat 22A works off 214A, I wonder if you can get a bit more damage using that before GRD somewhere.  Well for one if you get a max range 2C>214A you can do 22A if you don't have GRD or meter if you need the kill so that is a thing I guess.

Posted

Tbh, many MU's for her are annoying. People with better range than her are a pain, and people who are better up close than her is also a pain.

When you get in and get to do stuff, you have to pretty much start your train and never stop, ever.

 

Who would you say is better than her up close? I'd say shes pretty up there in terms of CQC,

Posted

623C, land + late chain shift looks like it will lead to whatever you want too. Lets get some optimal punishes!

 

To start with iv found:

 

(All 12 hits of 623C connect)
623C CS walkforwards 2C(1) 22B 66C 22B 66C    -2872 dmg
623C CS 62A 2C(1) 22B 66C                            -2864 dmg
623C CS 421B delay jBC 66C 22B 66C                 -3036 dmg
 
(Anti air 623C... 11 hits or less)
623C CS 6 22C~reload 2B jABC 66C                     -2880 dmg (66C def. won't link if you hit with all 12 hits of 623C)
623C CS 66 2B 5[C} 421B 62A(!) 2C(1) 22B 66C  -3192 dmg (5[C] won't connect if 623C hits all 12)
 
(Veil off, raw 623C combos. DMG assumes all 12 hits of 623C connect)
623C CS 41236D                                    -3925 dmg
623C CS 2C(2) 41236D                          -4034 dmg
623C CS 22B(5) 41236D                         -4229 dmg
623C CS 62A 2C(1) 22B(5) 41236D -  4320 dmg
 
You can definitely squeeze more out of the Veil Off combos, but realistically you'll never get the chance to have a whole bar at your disposal

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