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Mizzet

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Everything posted by Mizzet

  1. That is true, since the normal version of the 5d/2d combo ends with 236d to push them into the corner. Occasionally though, you get cases where you 5d/2d from the outside, 214a causes you to switch sides into the corner and your 236d ends up pushing them back into the middle. I personally consider them two variations of basically the same combo, depending on the situation they both have their uses.
  2. Unfortunately no, that's about the limit of the combo thanks to proration. Technically you can 2b but they will tech before 6c, and that little prick of damage isn't worth the loss of oki. However! If they are Hakumen/Tager/Taokaka/Rachel/Arakune/possibly other fat people, you can Fenrir immediately upon landing from 214a and it will combo, for ~4.5k damage total, the distortion adds about 1000 more. Misc: If you combo into this via things like 5c/6c counterhits, you will need to leave out the second 5d, the one between 5a and 6a, as it will be techable due to added proration, and they will end up blocking the rest. The 5d isn't really necessary too, (drive) 5a 6a combos fine, but it does increase the total damage. Still holding out hope that there's a better sequence utilizing SJC9 j.d'ing that can break 4k meterless, but I haven't found a better one yet. I do believe this combo is rather important, one of her new BnBs, even.
  3. They never leave the ground, so it doesn't count as an aerial j.d hit and they don't bounce.
  4. 5d/2d 6a 6c 5c SJC9 j.d (land) 5a 5d 6a 6c 214a There you go, 3544 from 5d, 3559 from 2d.
  5. I did type out a post on this about 5 posts back you know Your options are (these work anywhere) 1) j.d Fenrir 2) j.d 6b Fenrir 3) j.d 623d Fenrir 4) j.d 6d Fenrir (Saw R-1 do it, not been able to reproduce it myself) Regarding 22b whiffing, that's just the way it is, on anyone other than Bang/Tager/Hakumen it is harder to do 22b shenanigans as they don't have as generous a hitbox. Usually if you 3c smaller characters point blank, they will be too close horizontally causing 22b to whiff. Sometimes you get lucky and catch them at the right distance for a 22b, it's all about you being able to observe and quickly recognize whether your 22b will hit, or you should just proceed with a normal drive combo.
  6. Yup, if you're doing it from 6c that is the most common setup.
  7. 214214c On standing/grounded opponents, (drive) 6c combos into it, as does throw like you said. On airborne or basically opponents groundbounced after j.d, j.d astral, j.d 5c astral, and j.d 6d astral all work. The first of those three is the most proration dependant, it's a legit combo but becomes techable after a long combo, someone mashing tech will tech through the hit. Yet to be tested: airborne 6c hit into astral, j.d (bounce) 6b into astral.
  8. Some misc. observations on comboing j.d (opponent bouncing on the ground) into 632146d j.d 632146d works fine but seems a little weird, it almost feels like there is a only small window in which j.d cancels into fenrir. Do it too early or late and you don't get the Distortion Drive. j.d 6b 632146d works as well, but opponent can tech out between j.d and 6b if the combo has gone on for some time (tested: after 4 reps of 22b 22c). j.d 623d 632146d seems to be the best option, works anywhere, on anyone afaik (Carl/Tager both ok), and opponent cannot tech out even after proration has gone to shit. 623d is sorta like Ragna's j.214c in that it inflicts a pretty brutal amount of hitstun. EDIT: Also, slight improvement to 22'less 3c bnb (assuming you don't go for haida loop). 3c 22bc 66c 5d 2d 623d 66c j.d 6d 5c 6b 236d [4377 ] 623d 66c is rather tricky in CS, so you can save it for when you got them cornered and you dont need to dash to land 6c.
  9. Just throwing this out here, but might it be possible to improve Noel's abare via jump cancel cancelling? For example you gattle whatever into 5c, jc and cancel the jump cancel into 5a or something, then you can go crazy from there. Would look like, say, 2b 5b 5c jcc 5a 6a ++ I don't know really, in the several prejump frames you are technically in a neutral state iirc, over at the Ragna boards they have shenanigans like 3c jcc Astral.
  10. Aye, 2d is really great against Carl lol. To add insult to injury, 2d in reaction to vivace->sandwich positioning attempts will cause 2d to auto track to the right side and Carl will either eat a counterhit doing something or have to block it and be pressured.
  11. Anything works i would think, but the easiest and most obvious would be the punch from nirvana. That said, if you don't feel up to instant blocking, just block low, react to the overhead, and 2d out. Even normal blocking his overhead gives you enough breathing space to 2d out of the sandwich. Only done this in CS mind you, not sure if things are different in CT but i doubt it.
  12. I suggest 5d/2d 6a 6c 5c sjc9 j.d (land) 5a 5d 6a 6c 214a (land) 632146d on tager/haku/bang/taokaka. It'll be good to get that on video, leave out the distortion at the end and it does the exact same damage (3400) as the standard 5d/2d 6a 6c 214a ++ everyone uses, so it can stand on it's own. And it has the added option to combo into fenrir at the end on those characters. More importantly, it illustrates very clearly how you can extend drive combos on standing opponents by means of sjc9 j.d after (drive) 5c, which is universal and works on everyone - i don't think the jp players have picked up on this. Case in point, you go for drive mixup and land d.6b, you can't combo into 214a as they are crouching so most people just followup with 6a 6c 236d or 623d 66c, when you can do 6a 6c 5c sjc9 j.d 5a 5d 6a 6c 236d for more damage and heat.
  13. Aye, just to add some cs stuff about bullet rain, in cs you can't air dash or do anything except fall after a bullet rain, like spring raid recovery. However, on bullet rain hit if you really need the damage you can fenrir upon landing and the bullets will hit them. Due to distortion's doing some minimum damage regardless of proration, it actually does decent extra damage if you're going for a kill. And it looks very stylish, haha. Also on bullet rain whiff in cs, when the opponent runs over to your landing spot to punish you, if you had 100 heat you can sometimes catch them being overeager with a fenrir upon landing, rather hilarious when it happens.
  14. Yeah it is, sorry for not making it clearer. Although you can still do j.d fenrir on a grounded target in ct, it stuns for a pretty long time making it possible. Alternatively you can j.d 28d and fenrir them as they fall, easier to hitconfirm j.d into 28d since the input is so simple. And of course in ct, on non grounded targets j.d combos into nothing since it doesn't bounce them (there are some exceptional cases where you can still 28d, but it's rather unreliable and often they'll tech through the 28d and punish you if you try that after a j.d aerial hit.)
  15. On the topic of throws, Tsubaki's attacks are so colourful and flashy that I personally have trouble seeing that green exclamation mark lol. Especially in that damn stage of hers which is half green as well. Anyway, if I land a ground distortion on a cornered opponent, as they fall back down along the edge of the screen I like to jump and grab them. People never expect it and fall for it the first time or two, anything else I do like 6c or tk 236c would be prorated to hell by then and I don't mind risking the throw in this case.
  16. Generally, comboing into a throw and giving them the purple exclamation marks is a bad idea, because the tech window is so large that it is easily teched even by bad people. And if their reaction time is really that bad that this is a viable option, then you shouldn't have a problem beating them anyway. Even more so if you are spending 50 meter just to rc into a throw. Edit: rcing 236c into a throw gives them the purple exclamation marks as well.
  17. Just a matter of practice, there's nothing much to it. When i first started bb i remember it was one of those things that seemed nigh impossible to me, give it time and it'll become second nature.
  18. Is it counter only? That'll be interesting to know. You can definitely get more damage from 2d/5d though. 2d/5d 6a 6c 5c sjc j.d 5a 5d 6a 6c 214a -3.5k, no need for rc or any shenanigans. Works on everyone, standing opponents only. It's the most damaging option i'm aware of, and it's universal, abuse it! The 5d between 5a and 6a is not strictly required, 5a 6a combos just fine. It's just something thrown in because i could and it probably increases the total damage. Other things like 5b probably work too. For crouching opponents doing 6d 5c jc xx 236d or something after the first d.6c will do more damage. Also, the first hit of ground super's chaingun breaks one primer, good to know if you ever find yourself close to a dying opponent with one primer left, and you want to do something airtight.
  19. Mainly i use them on distortion drives, be it for reversals or to end combos, since they do a minimum damage regardless of proration in CS it's a small buff to using them at the end of combos. I typically pressure downed opponents waking up with 2b, if it hits and i have meter i'll do 2b 5b 5c fenrir. For her 22b 22c loop i like to end it with 6c 5d 6b 5c j.d fenrir. 4 reps + distortion drive ender does about 5.5k, very sweet. Actually this applies to everything, if you really need the extra damage you can insert a distortion after you land from j.d and the opponent is bouncing, it's the only point in her chain revolver attacks that combos into fenrir in the open (not in corner) on a airborne/bouncing opponent. Something i do when i want to mess around or my opponent has a sliver of health left - after bloom trigger you can actually rc immediately and iad forward j.c j.d > continue combo.
  20. 5d through sledge just needs to be gotten used to, there's no trick to it. It's kind of counter intuitive because you want to wait a good deal of time after he begins the animation to actually do 5d, so you'll go through the swing+step forward, and smack him during the recovery. Just a matter of practice. Chances are you're 5d'ing too early, it's like how we all learned to delay the second 6b of the drive loop and at first it felt really weird waiting that long.
  21. Yes, i 5d through sledge on reaction all the time. Random sledges = death for tager. The invincibility on 5d is long enough that it's easy to time as well.
  22. Some things just click better in CS, our BNB drive loop for example, since 6c is slower, you can pretty much 66c immediately after your 3c 22c and hit them at the correct height for 5d->drive whatever. In CT you had to pause for a bit which mind you wasn't much trouble at all, just an extra step. As for the input thing, 22 is the motion I'm worst at executing, so doing 2-2c let's me slow it down a bit and makes it easier for me.
  23. Is the 22b 22c loop in recent CS vids only possible in CS? For some reason I can do that one no problem but CT's 22c loops gave me much grief trying to execute them. Slightly off topic, do you guys input 22c as 2-2-c (3 inputs) or 2-2c (2 inputs)? I find the latter slightly easier.
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