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Atreides

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Everything posted by Atreides

  1. 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?
  2. 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.
  3. 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.
  4. So pick up a game, go to tournament, lose first round, get sent to losers, lose that round, improved.
  5. 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?
  6. 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.
  7. 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]
  8. [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
  9. What are Litchi's option against Hazama chain jump ins? 5A loses to D~D jBs.
  10. 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.
  11. Hmm, yeah blocking it at point blank 3c is able to barely hit, but can't combo after it though.
  12. 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.
  13. 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.
  14. Lower damage than the stardard loop but I guess it's more burst proof?
  15. 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.
  16. I assume you mean 5c > 236d > 632146d. I tried the normal wake up one, and I'm not sure how it's suppose to work. After 632146d, they are able wakeup as I'm landing from j.D and able to 5a/5b me out of d.6C startup. That works pretty well. They are forced to neutral tech and block after d.6B. If d.6B lands you can do 5D 623D 66C j.D d.6B d.6C into another reset, and if 6D lands you can do 2D 623D etc into another reset. It's only about 2.3k/2.8k for d.6B/6D respectively, but I guess it's better than nothing. But the problem is, if they guessed right and IB the d.6B/6D it's hard to get out safely. At mid level play, you don't really have to worry about them IBing your escape option unless you constantly do it, or you fight the same person a lot of times.
  17. Do those have to be normal jump? I am able to dive cancel if I normal jump that part, but unable to if I hjc it. Is it a height issue where the dive hits? For example on ragna I do: 2cfc > 5a > ja > ja > jc > a dive > dive cancel > 5d >(hjc) > ja > jc > a dive > dive cancel > 5d > (hjc) > ja > jc > jd: this works 2cfc > 5a > ja > ja > jc > a dive > dive cancel > 5d >(hjc) > ja > ja > jc > a dive > dive cancel > 5d > (hjc) > ja > jc > jd: The 2nd dive cancel isn't able to come out Both version are the same except an extra ja, but the dive still hits them, so I'm not sure why it doesn't come out.
  18. Happened to me one time too. I knocked tager down and jumped. He did 720 while I was falling, he grabbed me out of the sky before I touched the ground. Wasn't able to recreate it, so most likely a bug. As for jayoku, I was able to grab and 3c him out of it a couple of times. I wouldn't go fishing for it, but it's nice when it happens once in a while.
  19. Then nothing is safe. 5b > 5c, ib 5b 720/dp/jayoku. Ib first hit of 2c, 720/dp/jayoku. IB 6b, 720/dp/jayoku. 5d(blocked) > 2d on 720 is still a good 3.5k+ without meter. If you think they are going to IB 5d jayoku, then rapid and block and punish, or 214d usually stops their command.
  20. Is there different timing for super jump dive cancel and normal jump dive cancel? I've been practice 2c fatal on some of the cast. For example on Hazama, 2cFC, 5a, j.a, j.b, j.c, b dive, 5d, if i sj here I can't dive cancel, but if I do normal jump I can continue. Kinda confuse because I can sj some dive cancel and it still works. As for challenge 10, I wasn't able to connect j.c with c bug, so I held c down before the combo. If I delay the b teleport, I was able to link the b bug to d bug, but the 'no command' wouldn't light up. If I don't delay the b teleport, they were able to tech before d bug hit, so I did 4b bug instead of neutral.
  21. Thinking of picking up Carl for CS. All those resets looks fun. I'm trying some of the Carl challenge mode combo, and I'm having trouble doing allecan(not sure if I got the right term, j2c 214c) into 5b. The problem is sometimes the 214c comes out, and I'm not sure what's causing it. Maybe it's because I'm pressing 5b too early or where I hit my j2c, but I can't seem to recreate it outside of the combo. The combo is jC 5b 5c 6d j2C 214c 5b 5c ....
  22. Yeah, B feint appears behind them. The C bug cross over, and the a dive/a bug is just for repositioning and pulling them back a bit for the d bug to be able to bring them back up. If not, they are able to tech before the D brings them back up, and you aren't able to walk forward to push them.
  23. Not sure if this is posted, did a quick search and nothing came up. 214cd j2a j236c ]b[. A decent mix up, the c bug will appear as soon as you appear behind him, making him block the wrong way. Can't let go of b in the 214b or else he will be in blockstun from b bug and won't be able to mix up. This also works with 214a, but 214a makes you appear to be trying to cross up anyways, so less likely to work. What do you do after the opponent is at 90% curse and gets hit by j6d or a cloud, and they are constantly jumping back? A lot of arakune's mix up are on the ground, not sure how to approach a jumping opponent.
  24. Hazama's 5d, 6d, and j5d cover most of the screen. I can't sit back and spam clouds, since a chain will hit before I'm able to block, so I'll have to jump into chains blind spot to try to cloud. Homing cloud gets kited by hazama jumping 1 side to the other, the ring cloud does nothing, and he can still use 6d and 5d with anti air cloud. Also, is hazama's 214d~b punishable? It pushes you back and himself back enough that nothing will reach.
  25. How can you build curse against him? jD pokes all day, and if you try to go close j4B loses to his srk. If have to curse him up close or he flies from 1 corner to another, avoiding most of the curse time.
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