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GenoWhirl

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  1. Try delaying the j.B too. I'll check if it's character specific. Edit: Yep, it's universal. Although I found an easier one and it even gives more meter. "My BNB is a combo movie" Crouching/CH 5C > 236C > D > j.236B > Delay C > j.B > j.A > Land 5D > 2C > 6C > 2C > 6B > 2C > j.214B (> 2D) > sj.B > 3C > j.A > 5B > 2C > j.B > dj.B > j.C (4.1k Damage, 57 MG) 5B > 3C > 2C > 6B > 2C > 6C > j.214B > Delay 236C > 2D > 236B > j.236A > j.236B > CD > j.B > dj.B > j.C (4.3k, 56% MG)
  2. CH/Crouching 5C > 236C > D > j.236B > Delay j.236A C > j.B > j.A > Land 5D > 2C > 6C > 2C > 6B > 5B > 2C > j.B > dj.B > j.C (4112 DMG, 50 MG) huh
  3. Midscreen Near Corner [h] Close Range 2A > 2C > 6B > 236C > 9D > j.B > j.A > Land 5D > 2C > 6C > j.214B > 2D > 236B > j.236A > j.236B > CD > j.B > dj.B > j.C (3.3k Damage, 50% MG) [h] 2A > 2C > 236C > 9D > j.B > j.A > Land 5D > 2C > 6B > 2C > j.214B > 2D > 236B > j.236B > CD > j.B > dj.B > j.C (2.9k Damage, 47% MG) [h] CH 236C > D (...) > C Land 5D > 2C > 6C > 2C > 6B > 2C > j.214B > 2D > 236B > j.236B > CD > j.B > dj.B > j.C (4.6k Damage, 50% MG) Last one is really funny because you're doing 2C Backwards but it still hits and then it auto corrects the direction when you do the 6C Corner [h] 236B~236B > 5B > 2C > 6C > 2C > 6B > 2C > j.214B > 2D > 236B > j.236B > CD > j.B > dj.B > j.C (4k Damage, 50% MG)
  4. Played a lot of this matchup a few days ago. You have to be really careful with approaching. CH 6B and CH j.C can both be really troublesome. If you dash around too much in wolf beware her Itsuu with guard point (Clean hit Itsuu A hurts!) We can no longer do IB 5C > 6C fatal before her 3C comes out If you ever IB Itsuu B, it's a free CH Rozen, make the best of it (pretty sure we have a CH 4.6k Rozen combo that works from the middle of the stage onwards) If you IB her 4D, free close range 2A > 2C > 6B > Rozen combo! (3.3k ;w; ) When she's staffless is the best moment to use 6A, if you ever plan to use it. Don't even bother doing it on wakeup or when she has staff. It'll whiff or get stuffed. Punishes: Anti-airing: Zoning: Their game plan: Strategy: Char specific details:
  5. I've spent the last two hours trying to perfect Eisen > 3C > j.AA > Land 5D > 2C (7:00) . And my conclusions is that even though it bumps up the damage in the combo by like 500, it's not worth it at all with the execution it requires.
  6. Discuss the Valkenhayn vs. Ragna match-up here Punishes: 5B: Dead Spike: 6A guard point avoids Dead Spike from hitting Valkenhayn, close range 6A leds to a Counter Hit into a 5C hit-confirm and combo afterwards. Instant blocking what comes before Dead Spike will leave Ragna open to a CH 5B punish. Anti-airing: Zoning: Their game plan: Strategy: Char specific details: ---------------------------------------------------------------------------------------------------------------------- Alternative thread title: Day one and I can't block new ragna pressure. His DP is really bothersome. Most of my wolf cancels have been beaten by mashing 5A or DP, but I think I'm just doing it wrong. All I know is that if I hear DEDDO SUPAIKU I should be able to jump back and evade primer loss, even after a 2C. If you IB what comes before Dead Spike you can hit him with a CH 5B into Rozen. There is nothing you can do after a blocked 2D, right?
  7. If you manage to get an empty 3C on an enemy midscreen, you can do 3C > 236B > RC > 5C > j.B > j.214B > D > j.236A > j.236B > C > j.B > j.A > Land 5D > 2C > 6C > Delay 2C > 6B > 5B > 2C > j.B > dj.B > j.C (5k damage, 45% MG) This combo will work unless you're literally at the other side of the screen. I can get the 6C wallbound from the other end of the rose field in his stage, but then you're too far away for 2C >6B. Although you can still do 5C > j.B > dj.B > j.C for 4.5k Finding ways to optimize and see if I can make it gain 50 meter... Sadly this won't work with a 5B starter, although you can do Not near corner 5B > 3C > 236B > 5C > j.B > j.214B > D > j.236A > j.236B > C > j.B > j.A > Land 5D > 2C > j.B > dj.B > j.C (3.7k Damage, 28% MG) Near Corner 5B > 3C > 236B > 5C > j.B > j.214B > D > j.236A > j.236B > C > j.B > j.A > Land 5D > 2C > 6B > 5B > 2C > j.B > dj.B > j.C (4.1k Damage, 40% MG) 5B > 3C > 236A combos should only be considered when you're out of 236B range, as 236B RC combos will always yield better damage and opportunities (5B) > 5C > 236C > 9D > j.B > j.A > Land 5D > 2C > 6C > 2B > 6B > 2C > j.214B > 2D > 236B > j.236B > CD > j.B > dj.B > j.C (3.9k Damage, 50% MG, Does same damage with 5B starter) Corner Serious Version j.C > RC > j.C > 3C > 2C > 6B > 2C > 6C > j.214B > 2D > 236B > j.236A > j.236B > C > j.B (x2) > Land 5B > j.AAA > j.C (4.4k Damage, 42% MG) Reach the heavens version j.C > RC > j.C > 3C > 2C > 6C > 2C > 6B (1 hit) > 236C > 3/2D > 236B > j.236A > j.236B > CD > j.B > dj.B > j.214B > 8DD > j.C (4.2k Damage, 42% MG) I think I'm gonna need a "Near corner" section lol
  8. The change to his wolf dash is immediately noticeable
  9. CS2 is out on PS3 expect combo shitstorm when I get back from school
  10. Probably not, but I like knowing stuff for completeness' sake
  11. aren't you missing some j.Bs and Land 5Ds?
  12. Welp, yes. Before I keep updating I've tried a new format where I put all the midscreen combos on the first page and the corner ones on the second page. I have a backup in case this was a horrible idea so please let me know what you think
  13. to update the combo thread, I'd like if someone could help out and see on who 2C > 6B > 5C > j.214B works on. I'd check but I have no access to BB at the moment
  14. Alright, I removed the 236A mixup section. The other thing was morel ike a general description of his mixup anyways so I think it's fine to let it in
  15. I think dacidbro commented on youtube that these didn't happen on versus? (is he ipwnjoo ;u? )
  16. Combo videos Around the net (This one by zeeeeeth)
  17. Thanks Nick, and don't worry. Even if we let SJ record the tutorials, we can still do a forum wide wacky combo vid lol
  18. Deleted it because...well...it's already on the first post ^^
  19. From the JBBS Midscreen Air throw (from a high jump) > Mondlicht Whiff > 3D > D > 2C > 6B > 2C > j.214B > 9D > j.A x3 > j.236A > j.236B > C > j.B x2 > Land 5B > j.A x3 > j.DC (3.8K Damage, 48% Meter Gain) I can't read anything that isn't Katakana but then otes probably mean (If near corner do 2C > 6C instread of 2C > 6B) and the usual stuff Fun thing, this combo does less in CS1. Must be because CS2 airthrow does like 1500 lolol From a Low Jump, we have 5C, Rozen, and Mondlicht Whiff > 3D D > 5B > 2C > Mondlicht/6C (yes I tested this)
  20. You haven't seen Fio's (midscreen) CH 6B combos in CS2, have you?
  21. Actually, Litchi's 6B is one of her best starters, and so is Lambda's 236C (not to mention much safer than calamity blade, and meterless!)
  22. I think you may be doing j.A too high off the ground (wolf 5B > IAD > j.B > j.A works if the opponent is high enough and makes landing easy) Or you may simply be at a point where oyu need to do 5B instead of 2C
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