Atreides
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For the combo 5B > 2C > 6D > hatsu > haku > chun > haku > hatsu > RiichiA > IppatsuA > IpaatsuB > D > 6A/chun Any tips for landing the last part? D > 6A/chun. They always tech before the 6A or chun hits, and is it chun or tk chun?
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For the corner combos: xx > 6C > 66 > j.C > A ice car How do you consistently land that? I keep messing up the j.C > A ice car part, either it blue beats at the j.C or the A ice car misses.
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Well going with what's available so far, if drive damage is more or less the same, then Noel is more or less consistent with other characters. Simple combo like 5D/2D > d.5C > d.5D > d.6A > d.6C > 236D does about 2700-2800 with corner push. Doing the 623D ender nets 400-500 more, but loses corner push and corner advantage. 3.2k mid screen isn't that bad. 5D CH has enough time to reload and do 214A, and depending on how haida-able the person is, gets about 4.3k+ damage. Doing stuff like 2D/5D/4D > 6A > 6C > RC > 214A gets about the damage we get now and a net meter of -10 or so. I know this is the first loketest and all, but changes don't seem so bad.
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So pick up a game, go to tournament, lose first round, get sent to losers, lose that round, improved.
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How does unblockables work, besides hitting a low and a high at the same time. For example, arakune's set up with 2C and bell bug. 2C is level 4, so leaves you with 18f block stun. During those 18f can you switch to blocking highs? If you can, then true unblockables are only if both attacks hit within the frame? If they are 1 frame apart it should technically be blockable but just difficult right?
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From CH 5C anti air http://www.youtube.com/watch?v=eQsymJxgv48#t=17s 5C > 66C > BC > 6C > j.D > reload > 2B > 6B > 22B > 22BBBBC > 66C > short haida > drive ender 4068 Skipping the haida does around 3700.
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Can't get my remotejoylite to work, or else I would record these. It works in the XMB but not in game for some reason. 22B 66C loops is easiest on tager obviously, then haku/valk/bang/kune. Anything more than 4-5 loops is hard to get right on the rest of the cast. [damage/ heat gain] j.D reload (5A) > 6A > 6C > j.D > 2B > 6C > [22B > 66C]x4 > 5D > 6B > 5D > 5C > 236D (2693/ 40) [2901/ 41] 6A > 6C > 236A > 6C > j.D > 2B > 6C > [22B > 66C]x2 > 5D > 6B > 5D > 5C > 236D [2724/ 39] 2B > 6A > 6C > j.D > 2B > 6C > [22B > 66C]x4 > 5D > 6B > 5D > 5C > 236D [2949/ 42] 236A 6B > 3C > 22BBC > DC > 6C > 236A > 6C > 6C(2) > 6C > ender [3142/ 42] 2B > 6A > 6C > 236A > 6C > j.D > 2B > 6C 22B > 66C > 5D > 6B > 5D > 5C > 236D [2676/ 38] CH 2C > 3C > 22BBC > DC > 6C > 236A > 6C(2) > 6C > ender [3754/ 43] CH 5C > 3C > 22BBBC > DC > 6C > 236A > 6C(2) > 6C > ender [4023/ 43] 3C > 22BBC > 66C > 236A > 6C(2) > 6C > ender [3690/ 39] 2D > 5D > 5C > 6C > 214A > 2B > 6C > 236A > 6C > j.D > 6D > 6B > 5C > 236D [4362/ 43] 5D > 5B > 5C > 6C > 214A > 2B > 6C > 22B > 66C > 236A > ender [4391/ 46] air throw > 2B > 6C > 236A > 66C > ender [2924/ 34] 22B 66C loop 6B > 3C > 22BBC > DC > 6C > [22B > 66C]x7 > 6C(2) > 6C > ender [3770/ 56] 2B > 6A > 6C > 236A > 6C > j.D > 2B > 6C 22B > 66C > 5D > 6B > 5D > 5C > 236D [2676/ 38] 5B > 2B > 6A > 6C(2) > 6C > 236A 6C > ender [3458/ 38] CH 2C > 3C > 22BBC > DC > 6C > [22B > 66C]x8 > 6C(2) > 6C > ender [4716/ 63] CH 5C > 3C > 22BBBC > DC > 6C > [22B > 66C]x8 > 6C(2) > 6C > ender [4896/ 62] 3C > 22BBC > 66C > [22B > 66C]x10 > 6C(2) > 6C > ender [4880/ 63] CH 5D > 6C > 2D > 5D > 6A > 214A > 2B > 6C [22B > 66C]x4 > 6C > j.D > 6D > 6B > 5C > 236D [5010/ 52] 5D > 5C > 6C > 214A > 2B > 6C > [22B > 66C]x6 > ender[4926/ 56] CH 2D > 6C > 2D > 5D > 6A > 214A > 2B > 6C > [22B > 66C]x5 > 6C > j.D > 6D > 6B > 5C > 236D [5294/ 56] 2D > 5D > 5C > 6C > 214A > 2B > 6C > [22B > 66C]x5 > 6C > j.D > 6D > 6B > 5C > 236D [4906 / 54] air throw > 2B > 6C > [22B > 66C]x5 > 6C(2) > 6C > ender [3708 / 50]
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[22B > 66C] loop easiest to do on Tager, Bang, Hakumen, Rachel. 214A > [22b 66c] x 10 > 6C(2) > 6C> j.D > 6D > 6B > 5D > 5C > 236D 4788/64 heat [corner] B+C > 22BBBBBBC > 66C > [22B > 66C] x5> 6C(2) > 6C > j.D > 6D > 6B > 5D > 5C > 236D > 4099/ 58 heat j.4D > d.6C > d.2D > d.5D > d.6A > 214A > 2B > 6C > [22B > 66C] x4 > 6C(2) > 6C > j.D > d.6D > d.6B > d.5C > 236D 5057/ 59(6202 with distortion) [fatal]j.4D > d.6C > d.2D > d.5D > d.6A > 214A > 2B > 6C > [22B > 66C] x8 > 6C(2) > 6C > j.D > d.6D > d.6B > d.5C > 236D 5286/ 72 [fatal] 4D > d.6C > d.2D > d.5D > d.6A > 214A > [22B > 66C] x9 > 6C(2) > 6C > j.D > d.6D > d.6B > d.5B > d.5C > 236D 5879 dmg/ 75 heat gain(7057 w/ distortion) 4D > d.6A > d.6C > 214A > 2B > 6C > [22B > 66C] X7 > 6C(2) > 6C > ender 5366/ 63(6554 w/ distortion) 6D > d.6C > d.5D > 236A > 6C(2) > 6C > j.D > d.6D > d.6B > d.5C > 236D 4051/ 40
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LK's GAMEPLAY RELATED QUESTIONS ONLY question thread
Atreides replied to Lord Knight's topic in Archive
What are Litchi's option against Hazama chain jump ins? 5A loses to D~D jBs. -
I'm testing your first string, and I don't think it works, maybe I'm doing it wrong. The 214B doesn't seem to cross up since they are in blockstun from the B and D bugs. Even if you hold the B bug the D seems to keep them blocking, and because of this the j.C doesn't work as well. I believe for cross ups to work, you have to leave enough room for the auto block to end. For the second one, I was also able to keep blocking one direction and end up blocking the whole string. The c bug hit > 5C follow up kept them in blockstun.
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Hmm, yeah blocking it at point blank 3c is able to barely hit, but can't combo after it though.
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Doing 5D/2D against their 214D~A/C works until they start doing 214D~B. It beats both drive and combos to 2-3k. Can you punish 214D~B at all? It's -20/-18 for level 1 and 2, but it pushes you back enough that nothing seems to hit.
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5B[m] 2C[m] itsuuA 6kote haku hatsu riichiA ippatsuA j7D falling jC staff2 2C[m]/6B[m]/6C(1) itsuuA 6Kote 5C 2D rising jC staff2 2C[m] itsuuA 4kote 3C 2D 6C(2) staff2 6C(2) 6D[m] itsuuC 6C(2) 6Kote For the 3rd ItsuuA, they always seem to recover no matter what starter I use. For the ending 6C, is there timing involve, or just hitting 6C as soon as itsuuC 2nd hit lands, because the second hit of 6C isn't hitting.
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Lower damage than the stardard loop but I guess it's more burst proof?
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I mean after you attempted the mix up d.6C > d.6B/6D, it's not safe after that. If you do j4d right after corner distortion, they are forced to block, but d.6B after will trade with 5 frame jabs on normal block.