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Overheat

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Everything posted by Overheat

  1. I'm very surprised if it does connect. I don't like doing Dashing 6DD's. I'd rather do a closer TK and then do a 6DD, since I find it makes the air ender a lot less iffy. Dashing doesn't really help the combo per se. I suppose I shouldn't be too surprised if it hits on the last possible frame, but I've never done a TK > 6DD combo (in my memory right now) where the proration was below 18%. I'd have to think about it, since even doing an 18.2% combo is really the same as a 15% combo.
  2. 80*.89*.98*.92*.85*.9*.89*.94*.92*.75*.94*.94*.89*.94*.89*.85 = 15.85 or 13.76 with 8 5C's In my experience, TK > 6DD stops connecting after 18%. Usually, it's better to have it at ~22%. If anyone can record themselves doing it, I'd be very surprised.
  3. I was talking about the second one, and it still doesn't work
  4. Yes, there's too much proration, so 6DD wouldn't connect. For that combo to work, you'd need to get rid of the 2DD > 6C part. The optimal combo route for Lambda's combo's in the corner is X > 214A > 236C > Dashing 5C[1 or 2] > 6C > 236D > 214D~C > 214D > Y. Doesn't really matter what Y is. The only real difference there will usually be Heat Gain. General rule for elongating combo's. 1. The less hits of 5C you can get in, the better. 2. Try not to use Drive until the end (air ender: 2DD > j.DD > j.2DD > dj.DD > dj.2DD) 3. Don't use moves with Repeat Move Proration unless it's necessary.
  5. From a Fatal? Is that from an air hit (OTG)?
  6. Pretty sure that you could have all 8 hits of the 2C CH connect, instead of just 1 hit (for the IAD j.2C). That same idea also goes for 6C and 3C, for damage and heat gain. Also, for that first CH 2C combo, you probably meant a 6A, not a 6C, if that caused confusion.
  7. What do you consider the normal Gravity combo to be? There are better options than the combo's you listed.
  8. That's a real make-or-break case. If the proration truncates or rounds down, then it doesn't work. If this is something you would do in a match, I wouldn't expect it to work.
  9. Assuming it was (for a common starter) 2B > 3C > etc. > 236D > 6A > TK, then yes, if you can get 6A to OTG the opponent, but just barely. (which isn't normally done, so I'm not sure if it works or if it's character-specific, etc.)
  10. Unfortunately, the 2C > TK won't connect. I'm pretty sure the 2B > 2C wouldn't connect either.
  11. K, thanks for bringing it up. Sorry for messing up. I'll test it on the weekend
  12. Are you sure? We're talking about 214A FC > 236C > Dashing 236D, right? I'd be pretty surprised if I messed up that bad.
  13. Alright. I'll look into it later this week, then.
  14. On who? It's possible that I messed up, so I apologize if I did.
  15. X > 3C > 236B or X > 3C > 236D 236D forces them to block a mix-up, 236B essentially sets the match back to neutral. After a 236D mix-up, you can hitconfirm into a combo or 3C > 236D oki, or you can jump cancel back and set the match back to neutral. 236D is pretty much always the better option, although 236B is still a decent option.
  16. Like Toan said: don't get hit, and you'll be fine. That being said, I think that means you have to get your opponent to block more swords, or maybe you're backing away too much. Just play carefully as always, if you do get it. With luck, your opponent will get careless and greedy, and get hit by one of your swords.
  17. I think it's fair to assume as such. CS1's was also the same, but only with 70 "P1" IIRC. It's simple enough to test out, though I don't think it's necessary.
  18. Nope, you can't do 214A > 236C on a grounded opponent unless it's a FC. You have to take recovery into account, since you're not cancelling 214A. A Guard Crush has a P1 of 90, and a P2 of 100. The P1 does not count towards the untech time, though. It's just a damage multiplier in this case. And yes, I try to limit my 5C's.
  19. Yeah, you don't need to do a Dashing 236D. I'm actually testing that out right now, but for the most part, you don't need to dash. It's really just adding unnecessary difficulty. I'll post my findings in an hour or so: More or less what I thought. Grounded 214A FC > 236C > Dashing 236D does not work on anyone. 214A FC > 236C > 236D works on everyone except Tager and surprisingly, Ragna.
  20. (completely mid-screen) 214A FC > 236C > 236D > Dashing 214D~C > Dashing 214D > Dashing 4B[2] > TK > Dashing 6DD > j[9].2C > 2DD > TK > Dashing 6DD > 2DD > air ender (6078, 66 HG) (mid-screen to corner) 214A FC > 236C > 236D > Dashing 214D~C > (Dashing) 214D > (Dashing) 6C > 214D > 4B[2] > 2DD > TK > 5C[8] > 4B[#2 only] > 2DD > TK > 6DD > 2DD > air ender (6501, 79 HG) (too close to the corner) 214A FC > 236C > 4B[2] > TK > 5C[1] > 6C > 236D > 214D~C > 214D > 6C > 214D > 4B[#2 only] > 2DD > TK > 6DD > 2DD > air ender (6260, 76 HG)
  21. Depends on where the opponent is. The combo's are also surprisingly not that difficult. (completely mid-screen) 214A FC > 236C > 236D > Dashing 214D~C > Dashing 214D > Dashing 4B[2] > TK > Dashing 6DD > j[9].2C > 2DD > TK > Dashing 6DD > 2DD > air ender (mid-screen to corner) 214A FC > 236C > 236D > Dashing 214D~C > (Dashing) 214D > (Dashing) 6C > 214D > 4B[2] > 2DD > TK > 5C[8] > 4B[#2 only] > 2DD > TK > 6DD > 2DD > air ender (too close to the corner) 214A FC > 236C > 4B[2] > TK > 5C[1] > 6C > 236D > 214D~C > 214D > 6C > 214D > 4B[#2 only] > 2DD > TK > 6DD > 2DD > air ender
  22. Unfortunately not optimal.
  23. General rules for basic highly damaging combo's in CSE: - No Drive until the until the air ender - 1 or 2 5C's per 5C string, or better yet, none at all - No repeat move proration For truly optimal combo's: Of course, it depends on the situation. There are many situations where one wouldn't follow these guidelines to the letter, but there will be times when they are practical and "confirmable" for certain starters. I could write some more posts on combo's if people were interested, and post them sometime later in a different thread.
  24. If I'm not mistaken, you can get 6.5K meterless from an optimal FC combo. From an optimal CH 5C[1] combo, I think you could get 6.2K meterless. The difference is that one uses Gravity and the other one doesn't. It depends on what you're comfortable doing, IMO. 214A is faster, but you'd need to dash. 5C has better range. For the most consistent damage, go for the FC combo IMO. You'll potentially get 6K meterless no matter what. 214A FC > 236C > (Dashing) 236D is different than something like 3C > 214A > 236C > (Dashing) 236D. eg. 214A FC > 236C > 236D works on Tsubaki, but 3C > 214A > 236C > 236D doesn't. Someone has to do a chart for FC's, since it's different (not sure how much different). I don't mind doing it during the weekend if no-one else can.
  25. Could have been a Player match, so player room size wouldn't have mattered if he had kept on winning.
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