-
Posts
2,666 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Tong
-
Here's... Litchi's: Aaand Bunny leech 2 Versions.
-
Here's Tager, gonna work on Litchi and Relius tonight...
-
Oh btw, the easiest and (maybe) best possible Meaty DS is off 2D > Deadspike. If not blocked, can even be combo'ed into 6C.
-
That would depend. Everyone has hard and easy combos. Chie combos look somewhat easy since most players are pretty consistent with them. Mitsuru too. Atm, Naoto seemingly has pretty specific/situtional stuff, and her midscreen IAD combo looks kinda easy to drop. Game has 2 months either way, so who knows, the only way to know is playing the game ourselves.
-
There are no hard inputs, like Dragon Punch, 632146, 360's/720's. The "hardest" input would be charge moves from Mitsuru. So yeah, the game is extremely noob-friendly input wise.
-
Very nice insight man, loving your infos. Will be of some use when GG hits consoles!
-
NO need to list every situation. Just from practical starters and consistent confirms like overhead 6B, 5B 5C 2D (RC) combos... You can live without it just fine though.
-
Asking could've been faster... Well, I could get it work on her by doing Belial dash 6B 2C 5D HF brief delay Tsuika DID. I really need to compile all of the info on the main post~
-
Character Recolors, PSDs, and Renderings [*New* BBCF Available]
Tong replied to Tong's topic in Zepp Museum
Huh!? Missed this one... By Sakamoto color you mean the candy-color DLC right? I'll work on it whenever I can...~ -
On many characters you must do immediate Tsuika depending on how high the dummy is. On Tager for example, dash 5D HF Tsuika works off most combos from most heights. I really need to write-up a compilation of this specific later...
-
Split combo parts. Every character has a starter, launcher, filler, ender part. Fillers can change or not exist depending on how prorated a combo is.
-
We shouldn't be discussing about specific characters changes I think... As of now, I think: -FRCs -FBs -Force Fatal moves -More offensive mechanics to spend gauge -Bloodedge and new characters, lol -Standard stuff, like new HUD, char select, artwork, better gameplay and so on. The game's pace is fine for what it is imo. I don't they should nerf characters, just buff the weaker ones and modify the current good character to adapt to the direction they're going to take.
-
Midscreen: find someway to link to 5C Air Combo Near-corner: ID -> Punch -> 6B Corner: Use Berial and Deadspike For Midscreen, I like to use 5C 5D (DC) 5C 5D(1) delay 214A 5A 5B 6A (HJC) j.D (JC) j.C ID Gauntlet Hades specifics works practically on everyone, and gives nice Heat gain. Though, I wouldn't use it off airborne hits like 6A. That Fatal combo is universal, just gotta do dash 5B which isn't very hard to do. For more damage, but difficulty, 6B 22C dash 5A links and 2C 5C fillers would do. I like your video because they're very simple BnBs, easy to learn and perfect for beginners. Nice work.
-
Got up to 11.5k using tsuika GBx2 6B 22C as a starter. Not giving up yet, I still got some tricks...
-
I tried 22C RC GBx2... but there's not enough time for BK and RC penalties cooldown to allow satisfactory heat gain and DbD.
-
K, the best I could get was 11341... As for the Fatal, yes, that's pretty much you can get universally without specifics. Here's some more damaging, and harder, versions: FC 2C 5C 6C (DC) 6D (JC) j.214C 6B 2C 5C 5D(1) 214D 6B 2C 5C 5D 623D~Wallbound (CU) 3C 22C Damage:5844 FC 2C 6D (nJC) falling j.D 5C 5D(1) 214D 6B 2C 5C (HJC) j.C (j.D) (JC) j.C j.214C 6B 2C 5C 5D 623D~Wallbound 5D 22C Damage:6038 On some characters, there may be the need to add a j.C before the falling j.D and so just 5D instead of 5C>5D, and omit the optional j.D. Greatly reduces damage to 5788.
-
I dont think so... Will give a try later.
-
According to my recent findings, Tsuika->ID/22C pretty much works on everyone but Arakune and Makoto, however on a specific height and string. Doesn't mean that there is no way to connect it on Arakune/Makoto, instead, they're affected by some other string, and this string that works on them may not work on someone else *mindblows* The best way to "benchmark" is to use airhit 6B since it level grounds.And from there, use moves that raise height and see how it goes...
-
I'll work on these soon... when I have time.
-
AH, didnt catch that. thanks!
-
Anyway to make Tatami s.jPD work on Dizzy/lighter characters?
-
Looks like it can beat Tao's crawl now, great.
-
I kinda feel the same way, been trying different characters. We've been playing basically the same character for 2 years, so I'm not surprised that someone would eventually get bored. Karma of a beginner character I guess, because you know he's supposed to be easy to play and all.
-
Even Ragna players are saying he's braindead, wow... Been playing Bang, and most of his combos are as "hard" as Ragna's. That's how he plays, that's the point of the character... getting good rewards off anything and spending heat just to get it back in the same combo. Not sure why you had that "hard work" feeling in CS2, the only thing that basically changed was for how long Ragna can extend his combos. Maybe you don't enjoy winning your matches quickly.
-
6B after it for good measure.