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itsme

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Everything posted by itsme

  1. Yeah it's Guren. I keep hitting blank when I have to name that special.... EDIT: Also, maybe you're IAD-ing too slow?
  2. All I know from watching vids are that you can stick 6A to do 6A > 5C > 2C in the corner dust loop by doing 6A after the first f.j2C. Also, you're most likely inputting j2A too slow if you're going through and whiffing them. Another corner reversal combo I like to use is: CH 3C > 2B > Renka(1) > Kishuu > 6C* > Enma > 2C > corner dust loop. *This can be substituted with 2C > jB > j2A > whatever if you don't have that extra mag for the Enma. I also think you can do the 6C route without Enma and going straight to 2C though I don't know how stable the combo will be without it; the addition of jB j2A gatling might help here too though I don't know for sure.
  3. It still might be something like 6C(f) > Gold Burst x2 > sj Tsubaki > ad > f.j2C > 2C > sj j2C > Tsubaki > ad > f.j2C > 2C > sj j2C > Hotaru > jc > f.j2C > 5C* > 2C > corner dust loop. Corner only and does like 10k+ I think. Don't know if you make enough meter back to add anything at the end because of the new 90 frames penalty compared to CS2's 180 frames. *I don't know if it does work but maybe 5C can be replaced with 6A so you can go 6A > 5C > 2C for more damage (?) A more practical combo might be Hotaru(f) > IAD > f.j2C > 2C > sj j2C > Tsubaki > ad > f.j2C > 5C > Renka(1) > Kishuu > 6C > 66** 2C > sj j2A > f.j2C > 6A > 5C > 2C > corner dustloop. **The step is only possible if you can put in a level 2 6C (I think). I think it keeps the combo stable though I know it's still possible to do it without the step. This is all me theorizing though so I don't know if it works or not, just combining stuff I knew from CS2 and some stuff I know that's in CSE.
  4. I've never used Zantetsu mid combo aside from maybe Mugen, and if I were to use the meter, would probably use it on Tsubaki if it was at corner/near-corner.
  5. I could barely make it out from the commentary but I think this is yet again Film. Correct me if I am wrong but I keep hearing his name being mentioned.
  6. Didn't Shippu always have the invin frames since CT? I clearly remember fucking around one match back in CT with my friend's Ragna and I timed my Shippu so his Carnage Scissor would whiff me.
  7. Speaking of Mugen, does Green Burst Mugen Shippu still do 4k? I'm just asking this entirely out of curiosity and I have no reliable way of testing it right now.
  8. I think he was doing throw abare during those 6Ds from what I saw though I don't know why the hell he was doing it in the first place. Also, that and doing prediction Yukikazes were his weak points but other than that, Chin had good matches in those series of 10.
  9. I think gacktstar is Film's PSN since H.H keeps mentioning him through the video.
  10. That and renka hotaru combos.
  11. That sounds situational since it depends on the opponent. It's always the best option to play it safe and block high but the scenario you present sounds like something that happens when an opponent drops a combo/or doing an instant overhead/cross up setup so I guess you could Kishuu under them if you can do it by reaction.
  12. Its hard but 6D on reflex is pretty much the only way you can really catch Tao during her overhead; its like instant blocking except the risk is higher than the reward. I really don't think its worth it in CSE though since her 6B gets fatal counter. And yeah, that is one of the hardest point in the Tao match up; actually keeping Tao grounded so she doesn't do any shenanigans, and the only way to do this is to keep her in a pressure. I'm just waiting to see how it goes in CSE though as of right now. Also: http://twitch.tv/roku_b/b/302184890 Skip to 16:41 for the Haku vs. Tao. I saw a lot of mistakes in their myself but this is generally how I handle Tao. Hope it gives you some inspiration to some anti-Tao technology.
  13. I know what you mean though I know for sure her air game is much better compared to her ground game because of the extra jumps and mobility. Her ground pressure is annoying but manageable imo, though it's mostly because I use 6D on their overheads. All in all, real good Taos are hard to manage, but as long as if you don't try doing stupid stuff in the air, the match up should be manageable, assuming the opponent isn't someone like Tsujikawa.
  14. Air grab can help set a neutral game if the Tao becomes smart and start baiting Hotarus/playing safe. Also, you should always know Tao has the advantage in the air against you so always play safe in the air. I mentioned this in the oki thread recently but what I do to keep Tao pressured is to cut the midscreen j2A combos in half so it goes something like whatever> j2A delay AD j2C/jB/jA depending on their tech to keep them stuck blocking in the air so I can corner carry them as far as possible as well as keeping them still under block once both of us are grounded; iirc, depending on how you do this, you should land first where you can follow it up with 5A anti air and then continue your pressure as they land.
  15. I kind of miss tenchi, mostly because he was one of the few "offensive" Hakus that actually went for setup combos. Also, good stuff from aba, and nice to know jB CH does indeed go into 5C. Also, I've always wondered, is 6A a good option against wolf mode Valk when they're in the air, giving you pressure/doing mixups?
  16. Is it me or does Spark look like he's too much into CSE during that CS2 video vs. Dsmoove? jB counter hit to 5C, hit confirming everything everything into Renka, etc. Also, can jB CH go into 5C now if the opponent is close enough to the ground in CSE?
  17. I've recently decided to take Platinum a bit more seriously and have been playing around with her and have some questions regarding her combos: - I saw that the "common" opener for the Hammer loop is with sj.B and not with sj.C, which is the variation opener. I have been starting the loop with sj.C for a while now and am wondering if the sj.B opener has any perks aside from maybe a bit more of meter; does it make the combo more stable or does it do anything like putting her at a higher height? - What is the most damaging missile install combo that you can get from a basic opener, i.e. 5B, 5A, etc? Is it the Challenge 9 combo, or is there anything that hurts more/still worth the meter?
  18. For a second there, I was wondering how in the world j2C's animation could end fast enough to go into a jC, only to realize you were talking about CT. Also, saw a video earlier today and I realized Kishuu goes through bursts now. Should have known it would have because of the projectile invincibility but thought it was neat. Also, does Kishuu go through Lambda's Spike Chaser?
  19. Yeah but it loses the hype value and now you can't punish bursts during a Mugen :V. But yeah, block and punish is safer and nets the better damage. Also, the enma combo I do near corner is starter > Enma > j.2C > 5C > 2C > j.2A > j.2C > 2C > j.2A > AD j.2A > j.C > ender. Does like 3~3.5k ish depending on the starter. EDIT: Okay, I might be fuzzy on the details since I just let my fingers do the work but there might be no loop at all so maybe it was just starter > Enma > j.2C > 5C > 2C > j.2A > AD j.2A > j.C > ender. I swear there was at least one loop in there though.
  20. I do 5C 2C during the regular Kishuu Enma combo near corners too. Also, there was a new CSEX Hakumen basics video on nico and I was severely disappointed when I saw that only 2D and Yukikaze can punish green bursts now; 6D, 5D and jD all whiffs. Gold bursts are still punished by all of his drive though.
  21. How often do you guys use back step Hotaru? Just curious if there are any solid use for it during match ups, the only one I can think of being during vs. Tager.
  22. I'm assuming the new enma combo goes into jA jB 2C just for the corner carry because iirc, 5C starter does at least 3k whilst the corner carry one in the video does 2.9k.
  23. The blue beat issue is most likely due to spacing but I don't know how you're having trouble besides maybe interface setup, screen size or general lag. I also think you may just be missing the IAD timing but that's just me, I have never had the same troubles as you at the arcade cabs and with three different televisions/console setups. Also, I think the only time you would have problems with air fall time after a fatal Hotaru is against Carl with his sister shield but this isn't the case here as seen from your screens. One more thing I should add on; are you adding any extra jump input after the Hotaru?
  24. I just assumed the 90 frame buff went for everything including the supers.
  25. I guess I can deal with this.
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