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Zeromus_X

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Everything posted by Zeromus_X

  1. Regarding Rachel and defense, I feel it's especially important to not Green Burst recklessly, with her low GPs. Impatient rage bursts aside, I try to use Gold Bursts more with her. It can be a good reversal if you do it during a hole in the opponent's pressure (plus you can go into a combo if it hits). If they bait it and block you're still at frame advantage so you can escape or attempt to mount an offense of your own. Oh yeah, don't forget about Counter Assaults when you have 50 meter. They can be a good way to get out of pressure, just don't get predictable with them because they can be baited.
  2. I would be happy to play BB Justin. Just send me the location info.
  3. Midscreen, you may have to jump cancel forward for the j2C to hit. The j2C itself must be somewhat delayed. And the combo is kind of height-dependent for the j2C to be level 2. Sometimes you'll have to do "jB, jC, 2D, JC j2C (lv2)" to get the right height. Just keep practicing and you'll get the hang of it.
  4. http://www.youtube.com/watch?v=77U_FFPK1GU#t=21m35s Corner guardcrush combo that starts with 2 winds: (near corner guardcrush), Frog, 2C (frog hits), dash 5B, JC jC, 2D, JC j2C (lv2), 5CC, dash 5B, JC jB, jC, 2D, JC j2C (lv2), jump jC, JC 2D, falling jC, 632146C (~5k)
  5. Any advice for this matchup? It seems like she can just sort of fly around and do whatever she pleases, get in for free, and rush me down forever, really frustrating. I fought a good Tao player recently and I had devolved to spamming 6A in the hopes of hitting her out of the air. All of my air to air pokes get stuffed, and if I whiff something on the ground she just torpedo's towards me; making me afraid to do anything.
  6. Thanks for testing out those combos stinkymonz! Here's the rest of the corner combos: -2A, 2B, 3C, SoD, dash 5B, 6A, jump cancel j2C, jD, 2B, 6A, 2C, jump cancel j2C...(2.2k, 26 MG) -2B, 3C, SoD, 6A, 6B, 6A, jump cancel j2C, jD, 2B, 6A, 2C, jump cancel j2C...(3k, 32 MG) -2B, 5C, SoD, dash 5B, 6A, jump cancel j2C, jD, 2B, 5C, 2C, jump cancel j2C, jD, dash 2B, 6A, jump cancel jC, j2C... (3.2k, 37 MG) -5B, 3C, SoD, 6A, 5C, 2C, jump cancel jC, j2C, jD, 2B, 6A, jump cancel jC, j2C... ( ) [i can't seem to get this one to work. The laser always messes up the combo at the last jC. At any rate, you'd be better off with the combo below or the 2B>5B>6A combo further down.] -5B, 3C, SoD, 6A, 6B, dash 6A, jump cancel j2C, jD, 2B, 6A, jump cancel jC, j2C... (4k, 3.2k) [This combo is a good choice for characters that "...2C>JC/HJC (laser hits)> j2C is hard to connect or doesn't work on; Noel, Rachel, and possible others] -5B or 5C, 3C, SoD, dash 5B, 6A, jump cancel j2C, jD, dash 2B, 6A, 2C, HJC j2C (character specific?)... [You might as well use the 2 stein combo starting from 6B/3C further below instead, for 3.9k or more damage. -3C, SoD, dash 5B, 6A, jump cancel j2C, jD, dash 2B, 6A, 2C, HJC j2C, jD, dash 2B, 6A, jump cancel jC, j2C...(3.6k, 41 MG) -6B, SoD, dash 5B, 6A, jump cancel j2C, jD, dah 2B, 6A, 2C, HJC j2C (2.9k, 27 MG) [i would ignore this one and use the one in the notes for the combo below.] -6B, SoD, dash 5B, 6A, jump cancel j2C, 2B, 6A, jump cancel j2C, jD, 2B, 6A, 2C, jump cancel j2C... () [i could never get this one to work either. If I used dash 5B at the beginning, they would always tech out for the last j2C. Use 6B, SoD, 6A, JC j2c, dash 2B, 6A, JC j2C, jD, 2B, (5C 2C, JC j2C) OR (6A, 2C, JC j2C) for around 3.1k and 30-ish MG instead.] -6B or 3C, SoD, dash 5B, 6A, jump cancel j2C, jD, 2B, 6A, 2C, HJC j2C, jD, dash 2B, 5B, 6A, jump cancel j2C [Jin, Litchi, Bang, Tsubaki, Mu, and Valkenhayn only] (3.3k/3.5k+ damage, 38+ MG) [i love this combo. 2 or more steins with decent damage and great meter gain. You can start from other starters like 5B>2B>5C, 5B>5C>3C, 2B>5C, and etc. into SoD for more damage and MG; you aren't just limited to 6B or naked 3C starter. Timing is kind of weird, you have to somewhat delay your gatlings from 2B/5B/6A so the laser hits after you hit with 6A. That way you'll have enough hitstun for j2C to combo. After trying the combo on every character, I couldn't get 2B>5B>6A to connect on anyone that wasn't listed; 6A would always whiff. Also, you can dash the 2B before 2B>6A>2C>HJC>j2C so that the jD is a bit closer to the opponent after the combo.] -Grab, 6A, jump cancel j2C, jD, 2B, 6A, 2C, jupm cancel j2C... (1.8k, 19 MG) Better grab combo: Grab, 6A, 6B, 5C, 2C, jump cancel jC, j2C, 3C, SoD, 6A, 6C, 5D (2.7k, 32 MG) [More damaging corner throw combo, ends with 5D ready for 214D setup or you can end with 632146D for 3.8k!]
  7. Okay, I finally got done typing out the rest of the bbs combos. I'll be back later to finish testing out the damage/meter gain. Continuation from: http://www.dustloop.com/forums/showthread.php?11490-CS2-%CE%BC-12-Combo-Mechanics-and-Discussion&p=1025010&viewfull=1#post1025010 Approaching corner combos: 2A, 2B, 3C, SoD, 5C, 6C, 5D, jump cancel jB, jC, j2C... ( ) 2B, 3C, SoD, 5C, 6C, 5D, jump cancel jB, jC, j2C, 2B, 5C, 6C... ( ) 5B, 3C, SoD, 5C, 6C, 5D, jump cancel jB, jC, j2C, 2B, 6A, jump cancel jC, j2C... ( ) 6C FC, 5D, 214D, 6B, 5C, 2C, jump cancel jC, j2C, 2B, 5C, 2C, jump cancel jC, j2C, 3C, SoD, 6A, 632146C ( ) Corner combos [These combos go for more steins/positional advantage over raw damage. There's a lot more variations and character-specifics compared to CS1 corner loops, but nothing like 2 or more orbs right on top of the opponent.] 2A, 2B, 3C, SoD, dash 5B, 6A, jump cancel j2C, jD, 2B, 6A, 2C, jump cancel j2C...(2.2k, 26 MG) 2B, 3C, SoD, 6A, 6B, 6A, jump cancel j2C, jD, 2B, 6A, 2C, jump cancel j2C...(3k, 32 MG) 2B, 5C, SoD, dash 5B, 6A, jump cancel j2C, jD, 2B, 5C, 2C, jump cancel j2C, jD, dash 2B, 6A, jump cancel jC, j2C... 5B, 3C, SoD, 6A, 5C, 2C, jump cancel jC, j2C, jD, 2B, 6A, jump cancel jC, j2C... ( ) 5B, 3C, SoD, 6A, 6B, dash 6A, jump cancel j2C, jD, 2B, 6A, jump cancel jC, j2C... (4k, ) 5B or 5C, 3C, SoD, dash 5B, 6A, jump cancel j2C, jD, dash 2B, 6A, 2C, HJC j2C (character specific?)... 3C, SoD, dash 5B, 6A, jump cancel j2C, jD, dash 2B, 6A, 2C, HJC j2C, jD, dash 2B, 6A, jump cancel jC, j2C... 6B, SoD, dash 5B, 6A, jump cancel j2C, jD, dah 2B, 6A, 2C, HJC j2C 6B, SoD, dash 5B, 6A, jump cancel j2C, 2B, 6A, jump cancel j2C, jD, 2B, 6A, 2C, jump cancel j2C... ( ) 6B or 3C, SoD, dash 5B, 6A, jump cancel j2C, jD, 2B, 6A, 2C, HJC j2C, jD, dash 2B, 5B, 6A, jump cancel j2C (character specific) ( ) Grab, 6A, jump cancel j2C, jD, 2B, 6A, 2C, jupm cancel j2C... ( ) *~j2C, jD, 2B, 5C, 2C, HJC j2C necessary on: Arakune, Rachel, Platinum, Carl, Tsubaki *~jD, dash 2B, 5B, 6A, jump cancel/HJC j2C works on: Practical: Valkenhayn, Jin, Litchi, Tsubaki, Tager, Bang, Carl Difficult: Taokaka, Ragna, Rachel, Arakune, Hakumen, Platinum Needs to be tested: Lambda, Noel, Mu, Hazama j2C, j2[D] tech punish combos: 2B, 2C, 5C, j2[D] hits, 5C, 2c, SoD, 6A, 6B, 214D, 632146C ( ) 2B, 2C, delay 3C, j2[D] hits, 6A, jump cancel j2C, jD, 2B, 5C, 2C, jump cancel j2C... ( ) (2B, 2C), delay 3C, j2[D] hits, 6A, jump cancel j2C, jD, 2B, 5C, 2C, jump cancel j2C, jD, dash 2B, 5C, 2C, jump cancel j2C... ( ) (2B, 2C), delay 3C, 214D, j2[D] hits, 214D explosion hits, 5C, SoD, 2C, jump cancel jC, j2C... ( ) (2B, 2C), jump cancel j2C, j2[D] hits, 5C, 2C, SoD, 5B, 6A, jump cancel j2C, jD, 2B, 5C, 2C, jump cancel j2C... ( ) (2B, 2C), jump cancel j2C, j2[D] hits, 5C, 2c, SoD, 6A, 6B, 214D, 632146C ( ) Max damage combos: [More damage-oriented combos that may use meter]. 2A, 2B, 3C, SoD, 6A, 2C, jump cancel jC, j2C... ( ) 2B, 3C, SoD, 6A, 6B, 5C, 2C, jump cancel j2C... ( ) 5B, 3C, SoD, 6A, 6B, 5C, 2c, jump cancel jC, j2C, 2B, 6A, jump cancel jC, j2C ( ) Grab, 6A, 6B, 5C, 2c, jump cancel jC, j2c, 2C, SoD, 6A, 6B, 632146C 214D, 6B, 6C, 2c, 7 jump cancel jC, j2C, 3C, SoD, 6A, 6C, 5D, 632146C 214D, 6B, 5C, 2C, jump cancel jC, j2c, 2B, 6C, 2C, jump cancel jC, j2C, 3c, SoD, 6A, 632146C 214D, 5C, 6C, SoD, 2C, jump cancel jC, j2C, 2B, 5C, 2C, jump cancel jC, j2C, 3C, SoD, 6A, 632146C SoD max charged, 5C, 6C, 632146D, 6B, 5C, 2C jump cancel jC, j2C, j6D, dash 2B, 6A, jump cancel jC, j2C, 3C, SoD, 632146C SoD FC, [6A, jump cancel j2C] x4, 6A, 2C, jump cancel jC, j2C... [Rachel, Tager, Valkenhayn only] ( ) 6C FC, [6A, jump cancel j2C] x5, 6A, 2C, jump cancel j2C... [Rachel, Tager, Valkenhayn only] ( ) Enders after j2C...: ...j[D] ...3C, (SoD, 6A, 6B), 632146C [may need different/less normals depending on proration, but can always just 3C super] ...2B, 5B, 6B [air reset] Setups after j2C, j[D]...: ...j[D] 214D ...j[D] delay 2B (catch bad tech) ...j[D] 236A ...j[D] 中下段??, j[D] fires, 214D [not sure what the second phrase in the last setup is. The whole thing is "・~J2C>溜めJD>中下段>溜めビーム>ハバキリ ")
  8. I made a video of the jC CH combo: http://www.youtube.com/watch?v=ALaoN7h9bGY Notice how close to the other corner I am when it starts, so I find it very spacing specific. However, if you're closer to midscreen when you start and end up very close to the corner, you should still be able to do the combo up until 5D 214D. The hardest part of the combo I find is actually pulling off the 5D, 214D. You have to cancel into the bomb as quickly as possible...too slow, and the explosion won't combo, but too fast and you might do 5D, 4D instead. Well, the nice thing about this combo is that it still gives good damage/meter/corner carry even without the bomb. So if you mess up the bomb part or are too close to the corner, you can still set up a good situation with regular stein oki or 5D 214D trap in the corner. Although I haven't tested on everyone (done it on Jin, Ragna, and Tao so far), I'm willing to bet that it won't work on Bang, Litchi, Carl, or Mu like the jbbs claims for the other bomb combos. Edit: I noticed there weren't any corner throw combos yet. Corner: Throw, dash 6A, 6B, dash 6A, jump cancel j2C, jD, 2B, 6A, jump cancel jC, j2C... (~2.5k) or with previously discussed 6C ender: Throw, 6A, jump cancel jC, j2C, jD, 2B, 2C, jump cancel j2C, 3C, SoD, 6A, 6C...(~2.3k) So weird not getting good damage off corner throw anymore. Maybe there's a better way to handle corner throw combos...
  9. What methods do you guys use to punish bad techs? In particular, I'm having trouble punishing not teching after air combo ending -> j2C, and rolling forward/back after 3C -> frog in the middle of the screen.
  10. This combo: does a bit more damage and can end with 6C. However, it's a bit spacing specific (you have to be off midscreen nearer to the opposite corner).
  11. For Noel/Rachel, you can try "6A, JC j2C, jD, 2B, 6A, JC jC, j2C..." instead. I also use this if I begin a combo high proration starter.
  12. I can still bring my Box; it has the DLC characters. Edit: ninja'd
  13. I pretty much like CS2 Mu better in every way. Before, I would try to be creative and try to mix things up as much as possible, but I really felt that Mu's game in CS1 was so limited by conditioning and whether or not the opponent decided to "play along". The messed up risk/reward in that game made a lot of matchups feel like I was just running the clock most of the time. And when you spend so much time trying to set up a weak situation, when other characters could set up a REAL situation and take away a third or more of your life at the same time, you kind of wonder, "what the heck am I doing all this running around for?" Maybe my experience is biased by mostly playing netplay and not playing the character "correctly" in CS1, but I definitely have more fun with the more solid CS2 Mu. Faster Cs, 236A, and steins make it so much easier to get the opponent to not just run up in your face while getting some orbs out. Corner oki is much more threatening, with more solid setups that lead into big damage on hit or closer to guard crush on block, making the corner a place your opponent never wants to be. And boy can she eat those primers. After they block 214D in the corner, charge up SoD and watch the opponent cry. Since you have frame advantage, you can SoD again for another primer, or do a safer frame trap with 5C (and either way if they get hit, you can go into a combo). Any combo in the corner can lead into at least a knockdown with orb or two, and even her high damage combos can still lead into oki. You can combo after her overhead meterless! Her combos themselves have a lot more variety and look much more hype. Better blockstring options like JC'able 3C, safer j2C and 236A, and even the occasional 5D in the corner make her pressure more effective and a lot less stale. And like was mentioned, system changes like air unblockables and IB nerf make it silly to just up and jump out of her pressure. I could just go on and on. I can understand how making her simpler can be disappointing, but I'd much rather have a character with good options that the opponent is afraid of, than a character that wants to do things but has to take such a big risk. If anything, I feel like my biggest hurdle in learning CS2 Mu is not taking enough risks, since I'm so used to always being on edge and watching for someone trying to jump me from halfway across the screen. Regarding loss of 6C knockdown anywhere on the screen, I used to be worried about that but now I think it's a well worthy tradeoff for all the other things we got. Just a simple 3C knockdown can give good oki if you don't want to just knock them to the corner with SoD. You can do 236A and go in for a quick mixup like Lambda's sawblade. You can do 5D and pop it with 214D or jump cancel and airdash/land like Ky jD oki. And it's not like you'll never get a 6C hit. Crouching, counter hit, and anti-air combos can all end with 6C and you can do old stuff like 5D, 6D, 236D, etc. Overall I think she's still very reliant on spacing and mixing up your options but now the opponent has to actually be afraid of our options. And you still have to do some conditioning (read: bait reverals, punish tech rolls), but the system buffs do a lot of the work for us already.
  14. For an audio cue, you can tell if you did the kara throw right if you hear Tsubaki's 6C sound clip when you perform the throw.
  15. I can supply the goods. Thursday sounds awesome, but will there be PCP/dinner that day?
  16. Can't stop playing...CS2...must practice...mixups...combos Lol In-in-Out.
  17. Some more combos from jbbs, plus some I added that I made or saw in videos. The more optimal ones I added are in red, and if some are missing damage/meter gain, then I wasn't able to pull it off. Combos from jbbs: http://jbbs.livedoor.jp/bbs/read.cgi...48/1300684561/ Basic Midscreen Combos -2A, 2B, 2C, 5C, 3C... (~1.1k, can omit 2C or 5C). ...SoD (knock them away/corner bound) ...632146C (req. 50 meter, ~2100 damage) -(crouching opponent only) 2A, 2B, 2C, 5C, 6C... (~1.2k) ...any D, SoD (6D can be used for 214D) ...any D, 632146C (anti-air) 6A, (2C), JC jB, jC, j2C, dash 2B, 5C, 6C... (2.4k) -6B, SoD -6B, 632146C (~2.7k, req. 50 meter) -Throw, 5C, 6C, 4D, JC j2C, dash 2B, 5C, 6C... (1.9k, 19 MG) [Works on everyone] -Throw, dash 6A, JC j2C, dash 2B, 5C, 6C... (1.7k, 16 MG) [Works on everyone] -Throw, dash 6A, 5C, 6C, 214D (whiff), dash 6A, 6B, 5C, 6C... (2.3k, 15 MG) [Works on Bang, Litchi, Carl, Tsubaki, Mu, and others] -Throw, dash 6A, 6B, dash 6A, JC j2C, dash 2B, 6A, 6C, 5D, 214D, 6C... (2.6k, 34 MG) [Doesn't work on Bang, Litchi, Carl, and Mu] [Will 5D 214D work on these characters in other combos?] -214D (explosion hits), 6B, dash 6A, JC j2C, dash 2B, 5C, 6C... (2.7k, 23 MG) -214D (explosion hits), 6B, dash 6A, JC j2C, dash 2B, 5C, 6C, 5D, JC j2C, dash 2B, 5C, 6C... (4.2k, 36 MG) Midscreen Counter-hit Combos -2C CH, 5C, 6C, 6C, JC jB, jC, j2C, dash 2B, 5C, 6C... (2.5K, 20 MG) -2C CH, 5C, 6C, 214D (whiff), dash 2B, 6A, JC j2C, dash 2B, 5C, 6C... (3.4k, 30 MG) -2C CH, 5C, 6C, 214D (whiff), dash 6A, 6B, 6A, JC j2C, dash 2B, 5C, 6C... (3.4k, 30 MG) -2C CH, 5c, 6C, 4D, JC j2C, dash 2B, 5C, 6C... (2.7k, 25 MG) -2C CH, 4D, 214D, dash, jump jB, jC, j2C, dash 2B, 5C, 6C... (2.7k, 25 MG) -6A CH, 6A, 5C, 6C, 214D (whiff), dash 6A, 6B, 6A, JC j2C, dash 2B, 5C, 6C... (3.4k, 32 MG) -3C CH, 2B, 5C, 6C, 4D, JC j2C, dash 2B, 5C, 6C... (2.5k, 20 MG) -3C CH, 2B, 6A, 6C, 214D (whiff), dash 6A, 6B, 6A, JC j2C, 2B, 5C, 6C... (3.3k, 30 MG) -6C FC, 6A, 6B, dash 6A, 2C, JC jC, j2C, dash 2B, 5C, 6C... (4.1k, 29 MG) -6C FC, 5D, 214D, 6B, dash 6A, JC jB, jC, j2C, dash 2B, 5C, 6C...(4.2k, 33 MG) -6C FC, 5D, 214D, dash 6A, 2C, JC jC, j2C, dash 2B, 5C, 6C...(4.4k, 34 MG) -6C FC, 236A, dash, jump (jB) jC, j2C, dash 2B, 5C, 6C, 236A (3.1k, 34 MG) -6C FC, 5D, 214D, dash 6B, dash 5C, 2C, JC jC, j2C, dash 2B, 2C, 6C, [xD, 632146C] OR [214D (whiff), dash 6A, 6B, 632146C] (4.5/5.6/5.8k, 34 MG at 6C) -jC CH, 5C, 6C, 4D, JC j2C, dash 2B, 5C, 6C... (2.6k, 19 MG) -jC CH, jB, jC, j2C, dash 2B, 5C, 6C, 214D (whiff), dash 2B, 5C, 6C...(2.3k, 17 MG) -jC CH, 5C, 6C, 2D OR 6D, JC jB, jC, j2C, dash 2B, 5C, 6C, 5D OR 214D, 6C... ( ) -jC CH, 5C, 6C, 214D (whiff), dash 6A, 6B, 6A, JC j2C, dash 2B, 5C, 2C, JC jC, j2C...(4.1k, 31 MG) -jC CH, 6A, JC j2C, dash 2B, 2C, 6C, 214D (whiff), dash 6A, 6B, 6A, JC j2C, dash 2B, 6A, 6C, 5D, 214D (3.9k, 47 MG!!, carries from one corner to the other, can add xD, 631246C for 5.1k) Midscreen Combos with 50% Meter -2B, 3C, RC, 6A, 5C, 6C, 4D, JC j2C, dash 2B, 5C, 6C... (2.3k, 3 MG) -2B, 3C, RC, 6A, 6B, 6A, JC j2C, dash 2B, 6A, 6C, 5D, 214D, 6C... (3k, 16 MG) -2B, 5C, 3C, RC, dash 6A, 5C, 6C, 214D (whiff), dash 6A, 6B, 6A, JC j2C, dash 2B, 6A, 6C, 5D, 214D, 6C... (3.4k, 26 MG) -5B, 3C, RC, 6A, 5C, 6C, 214D (whiff), 6A, 6B, 6A, JC j2C, dash 2B, 5C, 6C... (4k, 15 MG) -Airthrow, RC, 6B, 5C, 2C, JC jC, j2C, dash 2B, 5C, 6C... ( ) -Airthrow, RC, 6B, 5C, 6C, 214D (whiff), 6A, 6B, 6A, JC j2C, dash 2B, 5C, 6C... ( ) -Airthrow, RC, 6B, 6A, JC j2C, dash 2B, 6A, 6C, 5D, 214D, 6C... (3.8k, 14 MG) (Crouching opponent or CH) 5C, 6C, 6D, 632146D, dash 6A, 6B, 6A, JC jB, jC, j2C, dash 2B, 6A, 6C, 5D, 214D, 6C.... ( ) (Crouching opponent or CH) 5C, 6C, 6D, 632146D, dash 6A, 6B, 6A, JC j2Cdash 2B, 6A, 6C, 5D, 214D, 6C...( ) [i can't get these to work off just a crouching opponent, but I can get it if they're airborne. If you hit in the air with 5C, 6C, the combos will work if you omit 6A and just dash 6B after light show super, for around the 4.5k+ range] (Standing opponent and 4 steins nearby) 2B, 2C, 5C, 632146D, 2B, 2C, 5C, 3C, SoD ( ) [This one is hard, the steins have to be near you for the lasers to hit fast enough, but overlapping the enemy so that they'll still connect] Setups Midscreen setups after 3C... ...236A... ...5D 236A... ...5D 214D... Midscreen setups after 6C... ...5D, 6D, 236D... ...5D, JC j2C, j[D]... ...6D, JC j2C, SoD (6D can be used for 214D) The poster also added these combos from the setups, which work after a 6C into 6[D] oki if you manage to hit the opponent. ...after 6C, 6[D]... -5B, 2B, 3C, (6[D] laser hits), JC j2C, dash 2B, 5C, 6C, 214D, 6C... (2.7k) ) -5B, 6B, (6[D] laser hits), 5B, 5C, 6C, 214D, 5C, 6C... (4.2k) ...after 6C, 6[D], 236A... -2B, 3C, (6[D] laser hits), 6A, 2C, JC jC, j2C, dash 2B, 5C, 6C... () -6B, (6[D] laser hits), 2B, 5C, 2C, 6C... () Midscreen setups after SoD... ...6D, 236D... ...5D, 4D, 214D... ...5D, (6D), JC/HJC... More to come...
  18. Transcript of this Burger King combo vid: http://www.youtube.com/watch?v=WwYFStawmoU http://www.youtube.com/watch?v=WwYFStawmoU#t=0m38s 4B+C (into corner), 5D (1), 214D, 5C, 5D (1), 214214D, 5B, 5D (1), 214D, 6D, 263D-> immediate 236C -> immediate 214D, falling j214B -> 214D, 6D (JC), j214C, 5D, 214A -> 214D, 214A, 214D, 214214D Damage: 5453 Heat Gain: 52 (Requires 50 meter) http://www.youtube.com/watch?v=WwYFStawmoU#t=1m07s 5B+C, 5C, 5D (1), 214214D, 5B, 5D (1), 214D, 6D, 623D -> immediate 236C -> immediate 214D, falling j214B -> 214D, 6D (JC), j214D, 5D, 214A -> 214D, dash 3C, 214A -> 214D, 214D214D Damage: 5966 Heat Gain: 50 (Requires 50 meter) http://www.youtube.com/watch?v=WwYFStawmoU#t=1m34s 6B, 5C, 6C, 214214D, dash 5D (1), 214D, 5C, 5D (1), 623D -> immediate 236C -> immediate 214D, falling j214B -> 214D, 6D (JC), j214C, 5D, 214A -> 214D, dash 3C, 214A -> 214D, 214214D Damage: 6324 Heat Gain: 50 (requires 50 meter) http://www.youtube.com/watch?v=WwYFStawmoU#t=2m02s j214B, 2A, 5B, 5D (1), 214D, 5C, 5D (1), 214214D, 5B, 5D (1), 214D, 6D, 263D -> immediate 236C, immediate 214D, falling j214B -> 214D, 6D (JC) j214C, 5D, 214A -> 214D, dash 3C, 214A -> 214D, 214214D Damage: 6400 Heat Gain: 50 (requires 50 meter) http://www.youtube.com/watch?v=WwYFStawmoU#t=2m33s 5B, 5C, 2D (RC), dash 6C (DC), 9jump jC, j214C, dash 5C, 5D (1), 214D, 5C, 5D (1), 214214D, 5B, 623C -> immediate 236C -> immediate 214D, falling j214B -> 214D, 5D, 214D, 5D, 214A -> 214D, 214A -> 214D, 3C, 214A -> 214D, 214214D Damage: 6670 Heat Gain: 50 (Requires 100 meter) http://www.youtube.com/watch?v=WwYFStawmoU#t=3m12s 6B, 5C, 6C (DC), 5D (1), 214D, 5C, 5D (1), 214214D, 5B, 5D (1), 214D, 6D (JC) j214C, 6D 263D, immediate 236C, immediate 214D, falling j214B -> 214D, 5D, 214D, 5D, 214214D Damage: 6292 Heat Gain: 51 (requires (50 meter) http://www.youtube.com/watch?v=WwYFStawmoU#t=3m40s 6B, 5C, 6C (DC), A+B+C+D, 214214D, 3C, 22C (RC), dash 6D, 5D (1), 214D, 6D, 5D (1), 214B -> delay 214D, 6D, 263D -> immediate 236C -> immediate 214D, falling jD, 5D, 214D, dash 5D, 214214D Damage: 7264 Heat Gain: 60 (Requires 100 meter and 1 Burst) http://www.youtube.com/watch?v=WwYFStawmoU#t=4m08s (Guard Crush), 6B, 5C, 6C (DC), 5D (1), 214D, 5C, 5D (1), 214214D, 5B, 5D (1), 214D, 6D, 263D -> immediate 236C -> immediate 214D, falling j214B -> 214D, 6D (JC), j214C, 5D, 214A -> 214D, 214A -> 214D, 214214D Damage: 7502 Heat Gain: 62 (Requires 50 meter) http://www.youtube.com/watch?v=WwYFStawmoU#t=4m39s 2C FC, 5C, 6C (DC), 5D (1), 214D, 5C, 5D (1), 214214D, 3C, 22C (RC), dash 6D, 5D (1), 214D, 6D, 5D (1), 214B -> delay 214D, 6D, 263D -> immediate 236C -> immediate 214D, falling jD, 5D, 214D, dash 5D, 214214D Damage: 8667 Heat Gain: 57 (Requires 100 meter) http://www.youtube.com/watch?v=WwYFStawmoU#t=5m08s CH 214D, 5C, 6C (DC), A+B+C+D, A+B+C+D, 214214D, 3C, 22C (RC), 6D, 5D (1), 214D, 6D, 5D (1), 214B -> delay 214D, 6D, 623D -> immediate 236C -> immediate 214D, falling jD, 5D, 214D, dash 5D, 214214D Damage: 10,360 Heat Gain: 57 (Requires 100 meter, 2 Bursts, and crouching opponent)
  19. The way I do it is "...jC, 2D, jump cancel, (slight delay) j2C". If you're midscreen, make sure to jump cancel forward.
  20. 2A can hit Makoto right out of her 3C now, so it's a lot easier to get the dumb squirrel to stay away. If she tries to use it to get in, just react with 2A! However, it can now go under SoD
  21. Are you not hosting tomorrow Ruben? And I've heard that people can still download the update on PS3 even with PSN down, but I'm not sure how true that is. At any rate I wouldn't mind bringing along my Xbawks. Edit: Nevermind, update available on PS3 now. Edit Edit: JP onry?
  22. Checking out the Japanese BBS for CS2 Mu, looks like there's some combos nobody posted here before: http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1300684561/ Check out this hot grab combo into 214D (!): Throw, dash 6A, 6B, dash 6A, JC j2C, dash 2B, 6A, 6C, 5D, 214D, 6C...(2.5k~) You can end with xD, 632146C for around 3.7k midscreen. Spacing is kind of weird (you have to be like, off midscreen and not too close to the corner...: [__X--->] or [_<---X__]) and it doesn't work on everyone but it's so stylish. 2C CH into 4D bomb: 2C CH, 4D, 214D, dash, jump jB, jC, j2C, dash 2B, 5C, 6C ~ (2.7k~, 4k with super) 6C FC Habayaaaa combo: 6C FC, Habayaaa, dash jump jC, j2C, dash 2B, 5C, 6C, Habayaaa (3k lol) The link also has combo parts and some oki setups after 3C and j2C, so this should be a very good reference.
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