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Seifuuku

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Everything posted by Seifuuku

  1. i tried it - only ice fang at close range and all green can hit a stein cancel into jump cancel. however if you are fishing for counter hit you will want to confirm if it was blocked or hit, which may delay the stein cancel enough to hit them with some supers. still a gimmick though.
  2. how do you get the j2d to not ruin the combo? it keeps hitting them before i get the jb and they immediately tech. about 6c.. 6c 63214c in general is not good to use in blockstrings.. carnage scissors noel's gun super on ground jin's ice fang/yukikaze bang's daifunka litchi's all green counter hits the stein cancel too i probably missed some, but 6c in general, not a good idea to use it on block imo.. even with stein cancel it leaves you in a predictable position that brings up another question though - what situations are there where you would use 6c other than fighting bad tagers that sledge all day, because there seem to be very few practical situations.
  3. jin hazama and litchi can punish a whiffed 63214c from 6c
  4. instant block the first laser hit and jump out, be ready to grab tech, and keep barrier on
  5. HILLARIOUS GIMMICK LEVEL COMBO gold burst -> 222d (astral finish)
  6. they can just grab you/use an invincible move mid combo to avoid the lasers, and for hakumen/jin, they could just counter you mid combo . also, i think you'd have to have a weird stein set up to do that, since the laser is pretty fast.. something like 1 3 mu enemy 2 4 where 1 is the first laser or they can just jump away when they hear you use it and get ready to grab tech, by then you'll either stay in and try to mix them up, or back off and try to set up again (decent enemy will rush you down before you can do that)
  7. counter hit 214d in the air knocks them down to the ground, they can't air tech. big damage if you can follow it up with 6b. (3.7k+ at least, with an easy combo) edit: 5996 damage in corner if you use omoihikane (6a 2c jc j2c combo. 5c 2c won't allow omoihikane.) and about 4k damage if you can get 6a j2c dash in 2b a tip for anyone having trouble with 6c fatal (with 6b 6a 6b) most of the time if you drop it, it is because you used 6b too early. if they can air tech before the 6a hits (which you have to hit them when they're very close to the ground) then that's a sign you used it early. if they tech on ground, then you missed the 6a follow up (waited too long). either way, if you realize you missed the 6b link then just do 5c 2c air combo after the 6a, with a possible dash in, not sure about the dash in though. so far, for 6b 6a 6b fc combos, i can confirm it works on everyone. the timing is most likely character specific (tsubaki was the hardest, carl was surprisingly easy) and for some characters you can just do walk up 6b and get the link down (mu)
  8. jayoku also loses to omoihikane for j2c counter, i think you can 6b->6a->6b into typical combo on tager and possibly other characters. i haven't been able to replicate it since the height required is a bitch, but i swear i've done it at least twice if that meant anything. how do you guys generally set up your steins for oki? (or anything else for that matter) right now on knockdown/6c hit i use 5d 6d j2d
  9. then take out 6a > 6b for everyone that has a stupid hitbox same combo with a little less damage.
  10. 63214c fatal, no/little charge 100% meter required, can skip the DD though [FC in corner] 63214c (RC) > 6b > 6a > 6b > 5c > 2c > j.c > j.2c > 2b > 5c > 2c > j.c > j.2c > 2b > optional omoihikane 4676 damage without omoihikane, 6330 with not sure if this has been posted (checked like 7 latest pages and OP post) so sorry if it is. is 2k the best you can get with a gold burst with no meter? or has anyone found a way to get more? my current burst combo is burst > 6b > 5c > 2c > jc > jb > jc > j2c if in corner, burst > 6b >5c > 2c > omoihikane, if no meter, replace with 5c air combo starter
  11. 2b and 5c are still ib-dpable if spaced correctly, use that to get out of pressure. watch for dps coming out of 22c stagger, wake up dps, etc, since with the insane heat gain in this match up, chances are you will see a lot.
  12. any tips on landing jc into jc into jc into jc into jc.. and again, consistently? either i cross them up, jump too high, or just fall to the ground before the combo is finished... not sure if this is the right thread..
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