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JETROCKETSKATES

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Everything posted by JETROCKETSKATES

  1. life is pain ;~; Any buffs to offset? Or are we gonna be relying on overdrive's hard now?
  2. Speculation, will dbd stay unblockable? It'd be interesting if they reduced the startup, and made it a command grab.
  3. After fucking around in training mode, I'm noticing for the first time that j.d launches on ch now??? I'm not sure there's any practical applications other than maybe frame trapping with j.a > dj.j.d or something?
  4. Like, as in c. ID straight punch > land > c.ID Straight punch, ect? I think 3-4 was the max, but I'm sure there's a way to get 5 with meter?
  5. So without the ability to extensively combo off 6c, what would be an effective b&b off a ch 5c? 5c > 6c dc > j.c > ice car seems like it would work, but I can't imagine that would be the optimal midscreen damage? I guess, 5c > sekka > 6c > 2d > 6c > ice car?
  6. So what's the deal with people using 5dd after 6c for midscreen combos now? Does 5d > dead spike > dash 5c not work anymore? On the plus side, 5b > 5c > 2d rapid ect does like, 5k in the corner, damn.
  7. This. I remember there being a preliminary tier made about two weeks into CS1 where it was S - Bang, Litchi A - Ragna ect Early impressions are not completely reliable, but strong characters often tend to stand out.
  8. This is the most informative and important post in this thread.
  9. Last page of the training mode menu, change the second option down into green, and it automatically reloads your items.
  10. I spent a solid amount of time experimenting. It seems like you can always follow up the hammer off of: 2c > c bubble > sj > j.c > j.c > j.d 6a > sj > j.b > j.c > j.c > jd otg 5c > sj > j.b > j.c > j.c > j.d It seems to be completely height based. All of this was tested on Tao, so I'll have to fuck around with others.
  11. So is the extended untech time from height, or is it based on where the hammer hits them like Sol's sidewinder?
  12. They seem like they both leave the opponent at the same height? They come out at different angles, but it seems like they both connect in the same place off 2c.
  13. There's definitely at least a second level that increases the untechable time. I haven't been able to link 5c off the instant overhead hammer, but I've been doing it reliably off 2c > c bubble > sj.c > j.c > hammer. It's totally possible that it links off instant overhead/lower altitude, I know damn well my execution is sloppy as shit, but it seems like height does play a role in the untechable time. It might also be worth noting I'm practicing all of this on Carl?
  14. Really? Maybe the link is just really tight, and the height makes it easier?
  15. Kept fucking with it, it seems like it has to do with Platinum's height. Superjump right on top of them, j.d at maximum height, and the link doesn't work. Superjump > double jump > j.d does work. There seems harder thud, and the screen shakes a bit if you do it from a certain height, and off that, you can link a 5c. If it's not from that level of height, you don't get the effects. Also, when she hits the ground with the hammer, her hair frazzles for second. At maximum height, the frazzled look goes on MUCH longer.
  16. I'm almost positive it's height dependent now. I tried instant overheading with the hammer, and then linking out by pressing 5c at a specific time (IE, right when the jewel on the staff appears after the hammer transformation). 5 tries and it didn't link. Did the same thing after slightly delaying the hammer from sj j.c > j.c > j.d, and it worked everytime. This could be coincidence, but I'm fairly certain the untechable time is height based. EDIT: just tried it off 6a > j.b >j.c > j.c > j.d, and that doesn't seem to work either.
  17. Just got it three times in row by delaying the second j.c by a second? Maybe it is height dependent, Iunno. I'll keep fucking around.
  18. 5b > 5c > 236b > 5c > 2c > 214c > sj > j.c > j.c > j.d > 5c Haven't been able to link it yet
  19. I've been trying to link it for a bit now. CS2 still has the 5 frame buffer period, right? I feel like I'm doing something wrong, or I would have gotten it at least once. I could totally be wrong though, my execution is pretty bad, and I'm out of practice, so I could just be fucking up left and right.
  20. Is the untechable time for the hammer based on anything? I can't seem to link 5C off of the hammer j.D. It seems like they tech out time is slightly longer when I drop from higher though. But it could just be me being ass.
  21. I've been noticing in corner combos with Valk that people late tech and let him hit them with a second j.C while they are on the ground. Why is this? I have almost no matchup experience with Valk, so I can't really figure it out, thanks in advance @1:00 http://www.youtube.com/watch?v=CypGiG7O7Dk&feature=channel_video_title
  22. I just started playing stick on BB about a week ago. I've been playing Soul Calibur on stick for as long as I can remember, but it isn't exactly full of input motions, so a lot of this is new to me. Already, I've gotten a lot of stuff down, but I'm having problems with Right-Facing IAD, Left Facing DPMs, RC > Dash, and Dash cancels. I can do them fine, but the timing always seems just barely to late to follow up (IE; DC > 6A with Ragna) But I definitely need to practice more. We'll see how it goes~
  23. Worked on the 3C > 2B > 5C > ect in CT, the timing is not nearly as bad as I imagined it would be. Definitely easier than even 2D > 5C > Ect even.
  24. The most specific thing I saw vs Tager, was that you need to work on comboing off 5D. Throwing a GH is ok, but try to start Dash Canceling > 6A > Ragna Air Combo. Additionally, against Tager, don't throw out things with a huge recovery (5D, 2D, ect) unless you plan on doing some thing off of it (Rapid, GH, ect) because he can back dash through that shit all day every day. Also, poke at him with 5C, since it's pretty much 100% safe, and feel free to jump in j.C > j.D since CT Tager can't anti-air worth shit. If you get a hit from one of the two, then land 5B > 3C> 22C > 5B > 5C > HF, and if it's blocked, mash jab on landing so that he can't Tager Buster your shit. When you go for throws, it;s generally better to throw backwards if you are roughly midscreen, and then GH (Delay second hit) > 5B > 6A> Ragna Air combo. You are playing pretty aggressively though, which is good for the most part with Ragna. Keep at it, and have a blast. EDIT: I completely forgot why I came to this thread in the first place, it seems like Ragna's new B&B in CS is 3C > 2B > 5C > j.C > j.D >j.C > BE > (Short Dash) 6D > j.D > j.C > BE > (Short dash) 5D > 22C Timing looks like it's strict as fuck, especially the first four inputs, and the 6D >j.D. Gotta say I'm a bit intimidated. How bad is it, or should I stop worrying.
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