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Posted

Is there any chance that there's available frame data for this game??? I have an idea regarding frame data for certain moves but I want to verify my theory with actual data.

Also, what's you guys' thoughts on Kudlak-SIN??? Does he still seem OP??? I've been taking some time here and there to learn him, but I already have like 4 mains I'm working on.

Lastly, what are the current tournament rules for this version of Chaos Code???

Posted

Hi, a friend just introduced me to this game today, and I've liked it so far.

So, does anyone have a beginner's guide to Kudlak? Of all the characters, he appeals the most to me.

Posted

i learned a couple catherine combos in training. i can't remember them offhand but, i'll grind out some training mode and post some decent ones

Posted
Hi, a friend just introduced me to this game today, and I've liked it so far.

So, does anyone have a beginner's guide to Kudlak? Of all the characters, he appeals the most to me.

Nobody knows too much about Kudlak because he's not (or at least wasn't?) playable in the arcade version, and in the version we have he seems fairly overpowered. Hard for me to say though, since I don't have anyone to play CC with.

Posted
Is there any chance that there's available frame data for this game??? I have an idea regarding frame data for certain moves but I want to verify my theory with actual data.

Also, what's you guys' thoughts on Kudlak-SIN??? Does he still seem OP??? I've been taking some time here and there to learn him, but I already have like 4 mains I'm working on.

Lastly, what are the current tournament rules for this version of Chaos Code???

I don't think so. There may be on the Japanese wiki, but I'm not sure. I had it bookmarked at one point, but I lost it somehow.

This is from my limited experience vs a couple Kudlak-SIN players, and from watching them. He's good. His keepaway is strong and can be frustrating if you don't understand how all of his nonsense works. I don't think he's OP (yet). I think he has low health or either low defense, whichever it is, and as it stands right now, his damage is lackluster. It seems like with some of the tools he has, he has potential to be extremely scary. If TalesofDawn was around, he could give you his thoughts on the char, as a Kudlak-SIN player.

As far as tournaments, the two that I went to let Kudlak-SIN rock. Boss versions are banned, obviously, and rounds/games were standard best of 3. Winner's, Loser's, and Grand Finals were 3/5. Though I've never heard it explicitly stated, I think it's implied that Winner stays with same character and same extra move config. Loser can switch.

Posted

ok i'm back with the catherine stuff. it's nothing amazing but it should be good enough for beginners.

IAD = instant air dash

c.5C = close 5c

f.5c = far 5c

also keep in mind i picked run, and the two specials, not the supers

5a 5b c.5C 2d 214A

basic knockdown into oki so you can go high/low/ throw after.

5A 5B c.5C 5D 214d 2C sjc j.B j.C j.D j.214D

works from about p2 position or closer to the corner. you can also just stop after 214D and do 214A for oki. works on everyone i think

5A 5Bc.5C 5D 41236B IAD j.C j.D land f.5c/2C sjc j.B j.C j.D j.214D

high damaging meterless combos, but it has it's issues. the command grab has to be almost point blank so it's best to use with a jump in, because it gives you time to dash in 5a. also you might want to take out 5B or 5D to ensure they don't fall out.also the IAD part is a bit inconsistent because j.D hits so low. you can just substitute it for j.b j.c instead to make it easier.

5A 5B c.5c 5D 623Kex IAD j.C j.D land f.5C/2C sjc j.B j.C j.D j.214D

combo using ex cheerleader kick. works at about p2 position. easier than the above and works from a distance farther from your opponent. if you're too close to the corner when you do it, take the IAD part out.

damage on the combos vary from about 9k to 11k

Posted

Has anyone unlocked the complete gallery in the NA version? Or it's yet another bug that prevents you from earning the gallery trophy?

Posted

I'm still stuck trying to figure out how to get Celia II to hit me with UNBLOCKABLE RAEP SWORD in Story Mode when she keeps burning meter every chance she gets =/

Posted

Haven't been reading this thread but I figured I would post some insightful information I discovered on my own ( since some of this games info is scarce.)

It seems the meter gain proration ( which is obvious late in a combo ) actually starts happening relatively early, as soon as 5-6 hits. This is important to note for Cerberus since comboing into ex at max stock can possibly not rebuild to the 3 bars if you put too many hits in before you ex slicer.

Having problems with getting random air specials after a super jump ? Clean up those sloppy inputs. The buffer for inputs in this game is insane so an example. Cerberus SJ to finish combo but gets a dive kick. It's because your inputs looked something like this probably

1 > 9 > 6 , the games buffer reads all your inputs so that's why the divekick comes out. The order doesn't matter

Another example of how the buffer can be used to your advantage

Kagari Exceed combos require you to 236 + C then immediately 2x 214 b or d. You can actually 214, 41236, throw the shuriken then imediately crank 214 and b,c and the super will come out. This is actually harder to do than it would seem, but I think it's useful to know.

Another Cerberus example. His corner ex combo D(onehit), SJ, B,C,(delay)D, s.a <jump> bcd,JC,bcd, nice catch. Trying to actually manually link the stand A is practically 1 frame so you need to hold B on the way up. If you hold it too early you'll get a stand b, if you hold it too late, it won't link, however if you hold B during pre-jump frames it will always work. Takes a little grinding to get used to.

Having problems doing the easiest cerberus ender into an exceed combo ? Your cancelling too early and nice catch's pushback transfers over, just wait until after he starts flying back to cancel ( the window is a little smaller but it's not bad.) Also note that this isn't important if you do bcd, jc, bcd in the corner.

Posted

Is it just me or did it take 5 minutes to discover Rui more or less has an infite with 623K in the corner :3

Posted
Is it just me or did it take 5 minutes to discover Rui more or less has an infite with 623K in the corner :3

I think you need to turn TECH ON.............

Rui has a restun combo that is 100% but no one ever completes it, at least that I've seen thus far.

Posted

On another note. Does anyone know if there is a JP CC forum or wiki that actually has frame data and up to date information ? I found one wiki but most of the information while solid, isn't up to date.

Posted
On another note. Does anyone know if there is a JP CC forum or wiki that actually has frame data and up to date information ? I found one wiki but most of the information while solid, isn't up to date.

You're like the 3rd person to ask that in the last two pages. There's no frame data out for the game, but I've been compiling it, just a matter of time before I can get everything up on the wiki.

Posted
This is from my limited experience vs a couple Kudlak-SIN players, and from watching them. He's good. His keepaway is strong and can be frustrating if you don't understand how all of his nonsense works. I don't think he's OP (yet). I think he has low health or either low defense, whichever it is, and as it stands right now, his damage is lackluster. It seems like with some of the tools he has, he has potential to be extremely scary. If TalesofDawn was around, he could give you his thoughts on the char, as a Kudlak-SIN player.

Kudlak-SIN seems to space fairly well imo, while simultaneously pushing to the corner... That with his command grab added and the combos that can be done afterwards makes him a threat I think. There's also that low hitting super beam... He has so many ways to put fear in a character even if they're not in the corner.

Cthylla is too fun!!! She can almost use all of her moves in one corner combo!!! I'll put that stuff out later, but for now, here's a 2 bar combo.

Throw > 2A > run > j.A > j.C > land > 5A > 5C > SJC > j.B > j.C > j.D~j.236B~j.9B~j.236236A/C

I don't remember the dmg for that combo, but I'll post it later, as well as some more combos... Please note that some characters require a different "launcher" after Cthylla's throw like 2B or 5C. The run has to be timed well also. The opponent can't tech until the moment right before they hit the ground, so you can actually take some time to run in...

Posted
You're like the 3rd person to ask that in the last two pages. There's no frame data out for the game, but I've been compiling it, just a matter of time before I can get everything up on the wiki.

Thanks, it's much appreciated. Yea I've searched for NSC info, and can't find much of that as well, other than a changelog.

  • 2 weeks later...
Posted

all good things are bro. His corner stuff is sick and fun as hell to do.

I, however, don't know how to best utilize his Exceed combos at all, or how or when to best use his EX Knuckle to carry

Posted

For exceed combos it's pretty simple, do it only if you think it will kill (not to hard to guess as those combos do so much damage), otherwise you'll end up in a situation that could be dangerous with the overheat penalty. Placement is not really a problem with Hikaru, the combo i use works when i do j623D into BC from like 3/4 screen away for corner, which is almost all the time.

For the EX knuckle, it's pretty easy to misjudge the distance to the corner so i don't use it much for this, but there's a situation when it's interesting and easy to use, back to corner (from right in the corner to about 1/4 screen away), any combo into 623A 236A > dash under to change side > 2A 2C 6B 236AC > (dash) c5D 6B tk j3B > 2A > jABCD > djABCD > j623D. After the tk j3B, you can add 2C 236AC > 2C 6B > tk j3B > 2A then the same air combo finisher for more dmg and good stun build, you can also end at the EX knuckle to get a corner knockdown.

Posted
For exceed combos it's pretty simple, do it only if you think it will kill (not to hard to guess as those combos do so much damage), otherwise you'll end up in a situation that could be dangerous with the overheat penalty. Placement is not really a problem with Hikaru, the combo i use works when i do j623D into BC from like 3/4 screen away for corner, which is almost all the time.

For the EX knuckle, it's pretty easy to misjudge the distance to the corner so i don't use it much for this, but there's a situation when it's interesting and easy to use, back to corner (from right in the corner to about 1/4 screen away), any combo into 623A 236A > dash under to change side > 2A 2C 6B 236AC > (dash) c5D 6B tk j3B > 2A > jABCD > djABCD > j623D. After the tk j3B, you can add 2C 236AC > 2C 6B > tk j3B > 2A then the same air combo finisher for more dmg and good stun build, you can also end at the EX knuckle to get a corner knockdown.

You just said it was simple but not what it is lol.

And i want a VIDEO, not words lol.

Posted (edited)

I said it's pretty simple to know when to use and exceed combo as i thought you had a problem with that, I didn't understood that you asked for a combo breakdown, anyway as you want a video and not words, i used my awesome skills to type "chaos code hikaru combos" in the Youtube search to find one guy who did a video : http://www.youtube.com/watch?v=k1RQClxNcYU#t=2m18s

Edited by Maho

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