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DJ_Blactricity

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  1. Corner Combos 2C>6B>3C>236A>2C>6C>2C>j.214B>1D>w[236B>j.236A>j.236B>7CD]>j.C>2A>5B>2C>w[j.DB>j.A>5B>j.AAA>j.B>3C/2C>j.B] 5627 damage 71 meter replace w[j.DB>j.A>5B>j.AAA>j.B>3C/2C>j.B] with w[j.DA]>j.C for falling j.C ender 5459 damage 64 meter 2C>6B(1)>5C>TK214B>5D>w[j.236A>236A>236B>j.236B>7CD]>j.C>2A>2C>6C>2C>w[j.DB>j.A>5B>j.AAA>j.B>3C/2C>j.B] 5482 damage 62 meter replace w[j.DB>j.A>5B>j.AAA>j.B>3C/2C>j.B] with w[j.DB>j.A>5D]>5B>2C>hjw[j.DAAA]>j.C for faliing j.C ender 5575 damage 65 meter will work from P2 to corner 2C>236B~236B>5D>5D>2C>6C>2C>6B>2C>TK214B>5D>w[j.236A>236A>236B>j.236B>7CD]>j.C>2A>5B>2C>w[j.DA]>j.C 5389 damage 76 meter remove 2C>6C and replace w[j.DA]>j.C with w[j.DB>j.A>5B>j.AAA>j.B>3C/2C>j.B] for joker ender 5150 damage 76 meter 236B CH>3D/5D>w[5C-A]>5D>2C>6C>2C>6B>2C>TK214B>5D>w[j.236A>236A>236B>j.236B>7CD]>j.C>2A>5B>2C>w[j.DB>j.A>5B>j.AAA>j.B>3C/2C>j.B] 6399 damage 74 meter replace w[j.DB>j.A>5B>j.AAA>j.B>3C/2C>j.B] with w[j.DA]>j.C for falling j.C ender 6203 damage 67 meter
  2. Actually after a little testing 2C into 236B~236B is one of the better options on normal hit if you don't have meter to RC. You sacrifice 200-300 damage for more meter. 236B CH requires you to do CH 236B>5D/3D>[w5C-j.A] >5D>2C etc for 6.2k. That link is difficult on pad so I just follow-up with 236B and do 236B~236B>5D>5D>2C etc for 5K
  3. Does anyone know of a way to take advantage of 236B's bonus proration without using meter?
  4. In CSE , I got 10151 with 6B FC > 2C > 236B RC > 2C jc > gold burst> dash 2C jc > gold burst > dash 2C > TK214B > 5D > w[j.236A > 236A > 236B > j.236B > 7CD] > j.C > 2A > 2C > 6C > 2C > w[j.DB > J.A] > 5D > 2C > 632146D > TK236236C.
  5. 1. not_kidviper 2. Minoru_Hoshi 3. feux_follets88
  6. If you don't want a large list, it may be a good idea to use the format Leo used in his combo guide. Edit: j.A midscreen to corner combo j.A > w[j.DA > 236A > 236B > 5C/4C > j.B > delay j.A] 5D > 2C > 6C > dash 2C > 6B > 236A > 5B > 2C > w[j.DB > j.A > 5B > j.AAA > j.B > 3C/2C > j.B] 3339 damage 53 meter
  7. Does anyone have any info on the ender Joker does in the following vid around 6:05. http://www.youtube.com/watch?v=IFvqtTyvT6I
  8. For Joker ender you can do: [w]236D > 2C > 6C > TK214B > 1D > w[j.236B > j.236A > j.236B > 7CD] > j.C > 2A > 5B > 2C > w[j.DB > j.A > 5B > j.AAA > j.B > 3C/2C > j.B] for 59 meter 3489 damage
  9. Optimal wolf command throw combo in corner should be: [w]236D > 2C > 6B > 2C > 6C > TK214B > 1D > [w]j.236B > [w] j.236A > [w]j.236B > 7CD > j.C > 2A > 5B > 2C > j.DA > j.C 60 meter 3707 damage You can do 4 beast cannons from a 6C starter for a little more damage and meter
  10. Did you play against Hima's or Joker's Valk? If you did, what made them good?
  11. Corner Switch Combos for when you mash out of someone's pressure crouching opponent 2A>2A>5B>5C>6C>IAD under opponent JD>land HJD>jc JD>BE>dash 5D>DID(1)>236C>236C> dash under 3C>HF>TS Damage:2.7k Meter: 49 On standing opponent I've been experimenting with 6A> IAD JA>JD stuff so far I've come up with 2A>5B>6A>IAD JA>JD> land small dash JB>jc JB>CID>236C>214D Damage:1.8k Meter 21 tested on jin I've hit 6A>IAD JB once and and I've also did 6A>IAD JA>JD> land 5D the latter is unstable. Could someone else test these things when they get the chance?
  12. PSN: DJ_Blactricity State: North Carolina Got a mic?: No Availability: Often. I have extend
  13. There are few valks on psn, and most of them can't play neutral.
  14. Do you have extend Guardian?
  15. What is that supposed to mean?
  16. Does rising j.A hit overhead after 22C or did buppa's opponent just not block in the following vid? http://www.youtube.com/watch?feature=player_detailpage&v=7QvzjTOpWsk#t=291s Edit: I tested this in CS2 and you can make rising j.A hit overhead if the opponent techs immediately. You have to do a short dash like the dash 5A link after 22C but it feels more lenient. This is probably stricter in CSEX. Easiest input for this is 69j.A. Completely useless in CS2 unless you don't mind burning meter for an unconfirmable combo since j.A>j.C whiffs you have to do something like j.A>623D RC>etc. Only works on ragna, jin, and tager(j.A>j.C will combo against tager )in CS2. I was unable to test against makoto and plat. May work on other characters if done faster. Maybe someone with better execution can test.
  17. To get j2C>jC>sekka to work you may have to buffer a dash somehow. Tetsu does j2C>jC> dash sekka twice in the following vid around 1:01 and 2:52 http://www.youtube.com/watch?v=nB-ou42RyJI Edit: I figured out how to do j2C>jC> dash sekka. You have to buffer a 6 in the last 2 C's(sekkajin activates after you mash C 4 times). The inputs should look something like this j2C>delay jC>(1)C>(2)C>(3)6C>(4)6C. The numbers in parentheses represent each input read for sekkajin.
  18. That is not a combo it resets at sekkajin's 4th hit.
  19. You can do the following combo for more damage and meter [W](5C)>j.A>3C(Dash)>5C(Brake)>j.A>Land>5B>JC>j.B>3C>j.A>Land>D>[H]2C>6C>2C>6B>5B>2C>SJC>j.B>j.214B>D>j.236B>7CD>j.B>dj.B>j.C Damage: 2718 Meter: 49 Edit: [W]j.A>5C>5C>j.A and [w]j.A>3C>5C>j.A will both combo. 5C can cancel into brake on frame 5 which is only 2 frames slower than 3C.
  20. TK GH Combos TK GH, dash 5A, 5C, 5D DC, 5B, 5D(1), 214D, dash 5C, hj.C, j.D, j.C, j.D, DIDkick 3.4-3.6K 38-41MG works on everyone except jin(replace dash 5A, 5C with dash 2A, 5C) and bang(replace dash 5A, 5C with dash 5A, 5B) P2 to corner TK GH, (dash) 5A, 5C, hj.C, j.D, j.C, 214C, dash 5C, 5D(1), 214D, 5D, CIDpunch, dash 3C, HF/22C HF:3.8K 52MG 22C:4.1K 43MG dash is optional against everyone except carl, plat, tao, and makoto, do not dash against bang, on jin replace (dash) 5A, 5C with (dash) 2A, 5C
  21. If your willing to spend 50 meter you can do 5A,5B,2B,3C RC,2B,5D,HJ4C,IAD JB,J623B, land dash 6D,623B,2B,6C,JC 2.9K 2 seals carries midscreen to corner
  22. Nevermind just tested again it works I wasn't dashing far enough before
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