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Halcyone3

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Everything posted by Halcyone3

  1. double post, but i gotta bump this or no1 reads my question >.< what's a good punish for a blocked 28D? I've tried doing the basic 5C->5D->etc CH combo that i use for punishing other long recovery moves, but the 5C seems to never count as a counter hit, is this me just missing my timing for it or does any attack just not count as a counter as long as she lands?
  2. u can AA his j.B with 6A but the timing can be tricky, i recommend training mode or get a jin friend to spar (for more realistic j.B approaches)
  3. combo->j.C->BC would only do a little less than combo->j.C->j.236C->RC->BC. I don't think a very slight increase in damage is worth 50 heat. As for mixing in throws into ur jump combos, i personally do it too and i think it's fine to do as long as u don't get too repetitive with it, use sparingly (and rarely), and also change the point at which u throw them.
  4. it was, i remember it, the second of their 2 matches i believe EDIT: http://www.youtube.com/watch?v=L8WwbqxEIhs at like 4:20
  5. its not exactly a glitch, it happens. u both hit each other at the same time, and the attacks didnt exactly hit each other so no clash.
  6. ok, here's the actual damage of those jump combos: 6A->j.A->j.B->dj.B->dj.C->dj.236C (2251) 6A->j.B->dj.B->dj.C->dj.236C (2157) 6A->j.C->j.B->dj.B->dj.C->dj.236C (2386) 6A->sj.B->sj.C->sj.B->dsj.B->dsj.C->dsj.236C (2420) u can do 6C's after the 6A before the air combos for more damage, can reach above 3k. Best i found on training was 6A->6C x6->sj combo for 3328 damage. to sum it up, generally better to add the j.A for round 100 more damage, not much, but its not any more dificult than just j.B so why not? the last 2 versions are much better but since they use more than 1 j.C (which hits multiple times) the untechable time is shorter so if u use these at the end of a long combo u won't reach the 236C. in other words, i think the best way would be to learn the first, third, and fourth of those and use 1 depending on the combo length, or use the first every time, u don't miss out of a large ammount of damage and its crazy simple. choice is up to u EDIT: doing 6A->6C x4->BnB does 3396 damage, its probably a better choice off a 6A hit. I personally recommend doing the BnB and only switching to a jump combo if you have already landed too many hits and BnB would whiff (like after BC->214A->2B->6C, where BnB would whiff, you could do the 4th jump combo, etc etc).
  7. actually the version with the j.A in it can do more damage, at least im pretty sure it did back when i tried these (like 5 days after buying the game and seeing both of those in the tutorial vids XD). It has a bad proration, but the combo after it is not long enough for it to hurt it completely. Though j.C->j.B->dj.B->dj.C->dj.236C has always been a better choice for me after a 6A, and after u get better, the sj.B->sj.C->sj.B->dsj.B->dsj.C->dsj.236C is an awesome choice. Or heck, u can do 6C after 6A and go into BnB. and as for the difficulty of the 6C->BC loop, it does vary between people, i personally dont like risking more than 3 6C hits, or even more than 1 against a certain tiny twat. heck even now i do some mistakes like missing my dash (i rly hate this 1 x.x) and end up doing the fancy gun twirl into shot while the opponent hits the floor and techs safely.
  8. i dont see it much either, though in the latest vids xenmas posted in general there was a nu that used 6C like 2-3 times in the same combo, did around a quarter of litchi's hp (coulnt see the actual number)
  9. could any1 give me the actual move sequenece? (can't navigate nico ) or a link to a non-nico mirror, that would help too
  10. noels do argue with this, but since noel went from mid to low and rachel from top to shit, she probably gets the genuine right to argue that 1 question, what's looking to be her new basic BnB now that 5DD->4DD->236D dosent work aymore?
  11. unlimited rachel will have the cheat of doing decent damage
  12. aye had heard that 1, didnt think they were serious, now i know that was quite literal
  13. rly if that damage is not from mid-combo with some proration then ASW overdid it a lot more than i originally thought. I mean, it went from 7k+ damage to like a little over 3k? Even noel can do 3k now with some combos heatless, rachel having to set up the 3 poles and then do BBL next to them and hope that the enemy also just stands there and takes it and it only does that much?
  14. ah, that didnt combo for me so i dropped the option, i probably just messed up my 6C timing too soon, thnx for the info
  15. was the damage for it nerfed that badly in CS? 3 poles BBL in CT seemed massive to me, though i honestly dont have much experience with rachel yet so i may just not know of other combos with her for that or more damage off of 50 heat.
  16. any1 know of a heatless damaging combo for litchi after a 2D hit while she's crouching (a mouthfull)? best i got right now is this: mid-screen: 2D->6A->6C->6D(yes it combos, weird)->28D->6C->j.C->j.B->jc->j.B->j.C->j.236C (3227 damage) corner: 2D->28D->6C (x3)->BnB (3656 damage) but i think there should be amore damaging combo vs her off of it, any1 got any?
  17. 1: 2C is not very safe on block, his dives arent either IF u evade it and guess right where he's gonna pop-up. I personally dont try to block the dives, too much ambiguous cross-ups for my taste, what i do is a backdash (and hold the pad back in case the cross-up makes me forward dash, dont wanna take a step and eat dive) and then rush wherever i guess he'll come up, from then on, pressure his ass into oblivion. 2: i personally preffer j.B, but its impossible to "safely" meet arakune in the air. 3: after jump cancel 5C, just jumping forward will have him do a back jump and escape, i tend to do IAD into a throw after 5C
  18. back in that first fight with the combo at 3:06, couldnt she have done BBL for massive damage? after some ofthe reps she had 3 poles right there and she managed to knock her opponent down into frog again, she could have gone into it
  19. from what ive seen, she gets some mix-up out of the zwei moves. A low hitting one, an air unblockable 1 (that breaks primer), and 1 that u can then follow with 2147D or a throw. From what ive seen, it just gives her mix-up from a distance. I also see lambdas escaping kinda well after using the hitting versions of zwei (B and C i think), dosent seem like its rly punisheable, though i havent seen a single lambda vid in weeks, not sure if that's still like that or if ppl have started punishing her for those.
  20. can't you dash before tao does her 6B? i never tried, but i always thought it would give enough window to backdash before it hit.
  21. aye but when u start learning the loop u get a lot of moments where u dash in too close to the enemy for a 6C and u whiff the 22C. The air throw is a example, some characters are too close to get hit by 22C right after 2B->6C.
  22. for haida looping smaller characters off an ir throw, do 6C->BC->6C instead of just 1 or they'll be too close to loop.
  23. i dunno, after i tech thei 360/720 after a sledge, they stop doing that and try to 5A spam after it so i can counter safely. Maybe i was just fighting scrubby tagers, ill keep the tips in mind
  24. the thing with BnB and bang is that his falling hitbox is rly odd, full horizontal. It requires rather different timing than usual to get him with it, at least from my experience.
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