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Abyss

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Everything posted by Abyss

  1. Ctrlaltwtf ==> yeah, was on 22B, I've wrote shit here, I've let my gauge refilling instantly so I was having 200 at the end...And then I was like "god you can use 22C !" So yeah, the combo is more like that: 22B > Veil-off > 623C > jB > jC > J2C > 2C > 6C > 236A > 236C > 5A whiff > 2C > IW (5139 damage). Maybe it's possible to 22B, and Veil-off to "protect" the distance attack from enemy that Azhi can grab them? ~~~~ A fun fact, full-screen, if you hit with 623A CH when Azhi is really close to the opponent, you can do 623A > 22A. You can't hitconfirm the 623A CH (neither you'll place it that close in match), but you can activate Veil-off while 22A is hitting. The thing is, you already used "Wall-bounce" 2 time, so you can't do a lot after that.
  2. Hi ! Received the game today and want to main Chaos so I came here to see what have been found already and try some stuff =3 From what I've tested (all on Linne): ~~~~ 22A/B ==> You can grab her with 2C when she fall, which do more damage (you still can go for the oki though) 22A/B > 2C > delay 5CC > jB > jC > j2C > 2C > 6C > 236A > 236B > 623B > 623A (3080 damage, you can surely add a dash C after j2C, but I hate the timing to link 2C after and the bonus damage isn't that high so). 22A/B > jA > jB > jC > 2C > delay 5CC > JB > jC > j2C > oki (2465 damage). As for how to place 22A/B, I'm not sure how to test this one: -Whatever > jB > jC > j2C > 2C > 22B > BC (roll) I think it's too slow to cross-up with the roll, but need confirmation. ~~~~ For Veil off combo, I've been messing around to see the damage; nothing spectacular, however found a fun one (You're already in Veil off for those 2): Edit : Veil off > 22B > 623C > jB > jC > j2C > 2C > 6C > 236A > 236C > 5A whiff > 2C > IW (5035 damage) Veil-off > j2C > 5B > 2C > 5CC > jB > jC > j2C > 2C > 6C > 236A > 236C > 5A whiff > 2C > IW (4881 damage) The second is just a normal combo which do a lot of damage because of the aerial starter (CAUTION: with a normal jump, NOT an assault). However, the first combo may be interesting though difficult to place in match. Something like against Vatista, you 22B then Veil-off to protect the attack. However I don't know how fast it is really, neither if Chaos have a little recovery to block after. Btw, got a trophy after the 5000 combo, don't know if it's only for Chaos, for all, or if it's because I passed a lot of hours in training xD ~~~~ Mr Oso ==> Your video cover all of the BnB we know from a lot of starter, so think it's pretty good. And be patient, we just got the game, cheat tier Chaos coming in the future ;D
  3. Mr.Biscuits ==> Your manner to say it is really irritating, hope you know that at least. For DP punish it depend on which one. You can try a jB on their tech then directly put your guard in case, though if they can RC they will. You can make them whiff with backdash as well. For punish, just go for 6B FC, you have a 100% curse combo on it, so no reason to do something else. ~~~~ Tested your mix-up Mumm-Ra, though I loved to do that kind of stuff also, but I think it use too much curse meter for a pressing who isn't 100% sure to be effective. + there is too much space during the j.214B on my opinion: If you input C/D bugs during it, the adversary can go out really easily, make a better blockstring with another A bug on my opinion before doing j.214B. Still, curse meter used for this is damn high =/ ~~~~ About it, tried some setup in mid-screen also, but finally I will always do basic mix-up without any Dbug to confirm. The reason is that most of time, we won't kill on first curse; so our primary goal is to do damage AND put ourselves in a situation where we'll be able to get back to curse asap. Though we can add 50% curse at the end of the combo, we have to open our adversary first: and if we use Dbug, we only have 2 mix-ups to do so. Because of this, I go for these mix-ups all time: Begin press with 5A> 5A, 2A>5A or 5A > 2A (I use this one for the sake of 5A > jc > jC). -5A > (5Abug) > jC > (5Cbug) > j2C -6A > (5Abug) (hold C) > (release Cbug) > jC cross-up > j2C -6A > (6A bug delayed) > 2B > (5Bbug) > 236B -6A > (5Abug) > 4B > (5Bbug) > dash (best used if you're back to the closest corner) You can also go for jC directly after a 5AA, depend on you. The reason I use these pressing is because they don't use Dbug, keep the adversary close to you and are easy to confirm. For each (but the two last which confirm alone), you can just confirm with 5Bbug (or 5B > (5Bbug)) and go for j6B > j236C. So yeah, your damage will be impaired, but you'll still do 3000+ and you'll get closer to the corner; and most of time with enough curse meter to release C/D bug and finish the actual curse. Then you just have to set up oki with it. You'll always do 41236A, though depend on where you are it will change a little, if far from corner you'll just do 41236A > 6A > (5C/5D bug) > whatever you want. Though if you're close enough to the corner, just go for 41236A > 6B. The slow will always be effective, so they will be stuck in corner, you just dash on them using 6C/6D bug and go for mix-up. (If really close to the corner, do 6B > 6D for imblocable). ~~~~ It may not be the best thing you can do while in curse, however it's the most equilibrate I found between curse meter use, damage and oki. edit: Did forget, didn't put any low mix-up, but don't hesitate to do 2B, or even 2C to try them. (but god, for 2C hold Cbug and confirm with 6D > 6C/6D bug). You can have that sort of pressing if you combine them: 6A > (6Abug delayed) > 2B > (5Bbug) > 236B > 6A > (5Abug) > (holdC) > jc > (release 5Cbug) > jC > j2C > 2B > (5B/6Abug) > 2C > (hold 5C) > (release 6C)... and just confirm when you break his guard.
  4. I played quite a bit this MU since her release: It's shit, really. When she put her gravity thing on screen, your movement are really impaired: and if she use her fireball, you basically have to protect (or try, since she will TP surely). You can't trade her in the air, you can't trade her on ground because of her reach most of time, and zoning her is difficult since she will put the gravity thing on you everytime. During curse, if there is gravity, you won't be able to press her correctly since you'll always be pushed, so you'll have to go on the other side of it; but since she can change it's direction... All in all, wait for a mistake, never do a cloud before she already set a gravity thing, and be patient. Would say 6-4 for Kokonoe at least. edit: did forget, you can use your dash to dodge her fireball if you predict her action. Though the fireball doesn't disappear unless you hit her or the fireball hit you... so be careful.
  5. Curse is really short when you use D bug, and in a less measure C bug. First, depend on how you curse your opponent, you can avoid this situation. If you got the opponent cursed with 5A > 6B > j6D, use 6B/6D bug etc... If you curse your opponent during a combo, always prepare an oki situation, or at least get the closets you can from them. Skye video cover the most of it. If you curse him with a cloud, "random" j6D or else, then your best tool is to set up the slowing cloud. This one will always be a homing cloud, since the slow is pretty hard, your opponent can't go on you with a simple dash. With that, hold your A button: when you see your opponent jumping, release it. Do 5A (or 2A you see) and hold it up again. You do this and stay far away, since the curse deplete really slowly now, if you don't use bug you can wait a moment. When he get hit by the cloud, you just go on him with wall-teleport or high-jump, using only A insect to make him stay on the ground. If he try a airdash on you while the homing cloud is here, welcome them with a B bug or jump back then IAD j4B, depend on the situation. ~~~~ And if you curse them with 6D mid-screen, The best thing to do I think is setting 6A bug, dash, and hold B during dash to use Bbug on them depend on their wake-up.
  6. The first combo sounds legit, however on the second I don't see how to do this unless it is in corner. ~~~~ Wanted to confirm something, about full curse combo in corner using 2C first: I can pull it effectively if I don't do too much A move, like 5A > 2A > 5B > 2C... However, if I do 5A > 2A > 5A > 2A > 2C... I can't link 6B after the 5D; 5a > 6b work, but the opponent can tech before j6D hit. So just wanted to be sure that this combo can miss if there is too much proration before using the 2C, or if it just me. To put it clear, I speak about this combo : starter > 2C > 5D > 236B > 6B > j6D > 6D (which I replace with 2C > 6B > j6D > 6D when I did too much hit before 2C). I know I can also just go on the 5A > 6B > j6D > bird > jC > dive etc... combo (and not starting 2C), however sometimes you can't touch with 6B but you can with 2C so. ~~~~ Also, love and hate new A insect, he's awesome to keep enemy on the ground, but in corner he doesn't hit if the opponent is crouched. Didn't found any real pressing without using D insect in corner because of that. Did someone found an alternative? Though if you hit you'll hurt, keeping the more curse gauge you can during press is still better on my view.
  7. Don't really like the big pink "CURSE ACTIVATED" to be honest. Shouldn't be more easy and esthetic to put in green every part of the combo which belong to curse mode? Would be clear for everyone I think, since you did put on green how much curse gauge you need to do so. Though it really come down to my preference, too much colors and different size of letter are bad on my opinion.
  8. Thank you Kotokot ! So here is my four matchs, critiques are welcome ! (Damn, I want to come back in the past and play again against Nuzzt, I've failed too much).
  9. Hey, I did the Stunfest tourney recently, and some video get uploaded (final phases), so I post them and ask for some critiques please ! ~~~~~~ Chap vs Me www.youtube.com/watch?v=yUkp91WcI6g#t=27m52s BeatByX vs Me www.youtube.com/watch?v=yUkp91WcI6g#t=1h3m53s Skyll vs Me www.youtube.com/watch?v=yUkp91WcI6g#t=1h52m11s ~~~~~~ There is another match which is in another video, but I didn't found it. It was against Nuzzt, and I get destroyed because I couldn't jump at the right time in his pressure. Chap wasn't very conformtable against Arakune, Just to say it. I think I've done a well match against Skyll, even if I lose everything (yeah I know, I burst when I protect an overhead, but i was so sure to don't protect it). PS: French commentary yeah, just cut the sound if you can't bear it.
  10. Isn't playing with "descent player" another thing than "respect"? But whatever, even if the matchs aren't that good, we can see what his Arakune is able to do.
  11. I've see all of your matchs, which make me say: - You must use lesser IAD jB when the adversary run at you. It's easy to see it and you get AA because of that. (well, ID by the Ragna more than 6A). - Try to have a better hitconfirm on 2A. Sometimes you could make 70% curse combo but you just do 2C 6D - About that, 2C in guard, you're mad ! xD - Some issues during curse pressing, but it happens. Be careful about your distance with the corner. Your Arakune is nice, there is just one thing: Your adversaries doesn't seems to care about FoG at all; you've hit them without combo often.
  12. Using a controller is only praticing, like stick. I've tested both, and if I ommit the deplacement which I can't do correctly on stick, combo and pressing during curse (and combo without curse) were as easy on stick as on controller. I'm not sure about your loop, is this the rekka loop or it use only 6C?
  13. High jump, IB sword, 50% heat ==> just continue until she wants to approach (or she does a mistake). Sound easy but still awful.
  14. Finish, here is what I found: Before saying it, this combo work when performing a airthrow at a high lower than Arakune IAD (to see what's exactly the high require, do 76 IAD with Arakune and throw your adversary: you have to be lower than that). Airthrow > 5D > hjc > jC > j2A > DC > 5D > hjc > jA > jC However, it doesn't work against Taokaka, Arakune, Carl and Rachel. And it's very strict against Noel, Ragna, Jin and Platinum (the high required is very very low, you have very few chance to success, or the high required is so low that it will never happen). So you can do this combo against Litchi, Lambda, Hazama, Tsubaki, Haku-men, Bang, Mu, Relius and Valkenhayn (He is a little spécial, instead of other, you have to wait before doing 5D or the jC won't connect). Don't forget to watch for jC adjustment if necessary. Tager is a special case, he's so big that you can do this combo even at the high of an IAD ~~ ~~ By the way, even if you can't do this one for every character, there's an universal combo usable even at IAD high: 6A > 5D > (jA > jC > jD) / (jA > jC > j2A > DC > (6B > j6D) / (2C > 6D)) If you're not sure about the high requirement for the 100% combo, use this one instead. ~~ That's all, it's the best combo I've found for these high. I think we must remember character for those the 100% work, since with 5D > IAD 4BC mix-up or else we catch people sometimes. EDIT: K-MAC, did you wait before doing the IAD? You have also to be not too far from the adversary at the beginning. If You really can't touch the adversary cause he's too far, try this one ==> 5A > 2A > 5B > 5D > IAD > jA4AA > 5A > 6B > j6D
  15. For middle or high airthrow, I really think use IAD > j2B > j2A > DC > 5D > jA > jC > jD is the easiest way if you want to get 70% curse. As I've said, you can delay it to be more close to the ground (and it's just my feeling, but I prefer use j2C for DC when it's in this situation). I'm going to test right now some stuff about low airthrow, sound interesting. I will post if I found something good.
  16. Skye edit There isn't (or am I blind?) any thread about extend match-up, so I begin with this one. To throw the discuss, I ask about one thing that really bother me about his wolf form: When he's pressing with Low > Overhead, is there another option than barrier and jump out of it? (when you can...). My issue here is that I can't do 5A between his low > overhead, and IBing isn't very easy since he will change his mix-up sometimes. If I backdash, i get caught by his overhead (since he can continue to "airdash"), and as I said 5A isn't very reliable. Still it's just to know better Valkenhayn, I still find a gap or get out with barrier, but using other option will be welcome also. I was thinking about trying to forwarddash, but I'm not sure. You're opinion?
  17. In my opinion, the best use for 5D is to do it only one time in a "row" (curse build). Since in one combo you can get 70% at least (or let's say that you earn 30% then 40%), the second time (if you've already do one) you do 5D in his guard, you will curse him. After that, you see what you want to do. When this situation come up, I still use 236B (release 6B/6A) to keep him close, then begin the pressing. If he doesn't use barrier, you may go to jC pressing without beginning with 2AA (or else). As you're invisible, it's a great fast guard opening. If he use barrier (very often), well just use 2AA or whatever and go into mix-up.
  18. Something is wrong with your combo, it's impossible to do j.BC>(7>j.2A) > DC > 6B, since you'll miss the adversary or hit him too high. But if you use DC > 4AB > 6B, you can delay it to work. Another way is to cancel the DC by 5A > 6B (5A whiff), with that, you will be able to use 6B after the first jD without repeat proration. The best way I suppose is to do j2A > DC > 5D > JA > jC > j2A > DC > 6B > IAD > jD > 5D. Still it's hard to do that, it's better to keep jC in corner if possible I think, and do a double 6B (even if you can't reset him due to repeat proration).
  19. I think it's better to use other loop for one reason: Heat. Also, I found it way more easy to do in corner than mid-screen, because in mid-screen the timing is a little strange.
  20. Yeah, he go to the opposite side and I jump on the wrong. But as I said, It's a situation that doesn't come often. Still it's annoying when you know that you can have at least 70% curse from it.
  21. It's the contrary for me, because of what I've said. And I took the abit to always do the j2B DC... So it's shit. Thankfully, I don't hit the adversary very high often. But I like the vacuum effect for 6A > 5C > 236236C ending. You still got maximum damage from the DD.
  22. I see where we misunderstand. I speak about a normal 5C, not a 5C FC. About the airthrow combo, it seems that the timing change depending on the perso for the j2B. If it's legit against all character, I will say it. (But I think If you wait before doing j2B, it will be okay). Also, it's better to do jA > jC > jD to finish it because the bell bug is very unstable because of j2A prorate. It's possible to do Airthrow > backIAD > j2A also, but i found it a little more hard than the previous.
  23. I just try it on Ragna, I will test it against other character but i think it will work on everyone: Airthrow > IAD > j2B > j2A > DC > 5D > [jA > jC > jD] or [jA > jB > jC > j2B > DC > 2C > 6D] (If you do the 6D too later he will be able to tech before hitting the bell). The tips here is that you can delay the j2B > j2A in order to see the ground and be able to DC more easily (be careful, J2C DC get a different timing than j2B or j2A). ps: Waiting doesn't solve my problem with 5C when the adversary is too close and too high from me ,but at least I can do 5C jC jD
  24. It's right that i didn't try to just wait a little... will do that if it work. I do Bdive on all since as you say it work, it's just that sometimes i couldn't because of the vacuum effect (i really hope that's waiting is the solution).
  25. Well, it's more that I can't combo with efficacity: I have to jump straight, and i can't do combo with dive cancel, I can only do jA > doublejump > jA> jC > jD... Maybe it's just me, but still ><
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