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Everything posted by xlolxlolx
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main thing i wanna know is whether you can still safe jump off rehhyou in corner
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from what i tested crouch confirm into 5d>236c/d safe jump j.b will beat all reversals slower than 10f startup, loses to anything 10f and faster like mitsuru dp and counter type dp(kanji, yosuke, etc) then there's the crouch confirm>5d>236cd>j.b(1)>dj.a>j.b>j.c>j.2d>236c/d and aoa~c>j.b>dj.b>j.c>j.2d>236c/d has a bit more frame advantage which seem to beat reversals slower than 8f startup(beats akihiko's dp), should only lose to counter type dp and very fast reversal supers i'm going to guess that weird air hit ones like 5aa>5d>236c/d will be 9f or so ill test later and make a list or something i guess
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ice arrow glitch is still a thing, god bless team blue and yeah hizangeki slams them down with enough time for you to dash 2b combo from anywhere
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you get about 5k with max damage ender i think i posted it somewhere
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read the changes son sekka freeze count is 3 but it only triggers the freeze part given that they're already frozen
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doesnt work midscreen, ill translate the combo thing after my destiny grind ○Combo parts ・~2B>5C>6C>214B~C Followup only~ ・~2Dor6D>5C>2C>6C>214B~C Followup only~ ・~5C>2Cor6C>623C>5B~ ・~623D>6C~ ・~214D>2Bor5Cor6C~ ・~j.214D>2B~ ○Corner 5B(2)>5C>5D>22C ・Works on Taokaka, Arakune, Ragna, Platinum, Valken, Hakumen, Tsubaki, Litchi, Bang, Bullet, Izayoi ・Doesn't work on Tager, Lamhda, Nu, Mu, (Hazama) ○Corner ~6C>dl6B>5B Doesnt't work on Hazama ○~6C>214B~C Followup only difficult on Hazama, Arakune ・Alternative option ~2B>5B(1)>5C>6C>214B~C Followup only ~dl6C>214B~C Followup only ○214B~C Followup only>2A Works on(Blue beat) ○Corner 214D>5C Doesn't work on ○Corner 623D>5C Doesn't work on 【Number of hits in parentheses is how many moves allowed before the combo】 ○Midscreen 25% (1HIT?)5B(2)>5C>623D>ダッシュ2B>5B(1)>5C>6C>214B~C Followup only>Dash 2B>5B(2)>22C ○Corner meterless (1HIT)5B(2)>5C>5D>22C>6C>6D>5B(1)>5C>2C>623C>5B(1)>3C>214B>Followup C (1HIT)5B(2)>5C>5D>22C>6C>6D>5B(1)>5C>6C>214B~C Followup only>3C>214B (Izayoi etc) ○Corner 25% (2HIT)5D>214D>6C>6D>5B(2)>5C>6C>623C>5C>22C (3HIT)5D>214D>6C>dl6D>5B(1)>5C>2C>6C>623C>5B>5C>22C (4HIT)623D>6C>6D>5B(1)>5C>6C>623C>5B(2)>22C ○2C Starter ○2D Starter ○JB Starter ○JC Starter ○J2C Starter ・Corner J2C>JD>6C>6D>5B(1)>5C>6C>214B~C Followup only>2B>5C>2C>623C>5B(1)>22C ○6A Starter ・Midscreen 6A>5C>2C>6C>2D>5C>2C>6C>214B~C Followup only>Dash 2B>5B(2)>22C dm3138 >5C>2C>623C>5B(1)>22C dm ・Corner 6A>5C>2C>6C>6D>6C>6D>5B(1)>5C>6C>623C>5B(2)>22C dm3393 ○6B Starter ○6C Starter ○3C Starter ○6D Starter ○CT Starter ○Throw Starter ・Midscreen Throw>dc>22C>5B(2)>2B>5C>3C>214B>C Followup dm2914 ・Corner Throw>dc>5C>2C>6C>623C>5B(1)>5C>22C dm3088 ○623B Starter ○623C Starter ・Front 623C(CH)>5B(1)>5C>2C>2D>22C>5C>3C>214B>C Followup ・Behind 623C(CH)>5B(2)>5C>6C>2Dor6D>22C>5C>3C>214B>C Followup ○623D Starter ・Midscreen 623D>Dash 3C>214B>C Followup dm2354 ・Corner 623D>3C>22Cor214B and 623D>6C>22C ○236Aor236D Starter ○214B Starter 214D>22C>5B(2)>2B>5C>3C>214B>C Followup dm2606 214D>Slide 22C>Rising JB>J2C>5A>5B(2)>2B>5C>3C>214B>C Followup dm2722 ○22Cor22C~D Starter ○j.214D Starter ・Corner j.214D 2nd hit>2B>5C>6C>6D>22C>5C>3C>214B>C Followup dm3602 ○632146C Starter ○632146D Starter ○236236D Starter
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2d and j2d to keep them in check fullscreen, 5d and 5[d] are both kinda worthless compared to it j[d] tracks and the stand moves toward them to do the slash so you can do it off like say iad back or when a knife is over them sparingly, i think you recover fast enough for air options afterward too
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tetsuwo's mixi post ○システム System ・コンボ時間の減少 Combo time decreased ・GCOD 全体Fは不明 Total frame unknown ○通常技 Normals ・5C 判定強化? Hitbox buffed? ・5D ノーゲージ必殺技キャンセル追加 No gauge special cancel added リーチ減少 Reach decreased FC削除 FC removed ・2C 硬直増加 Recovery increased 受身不能時間増加(2C空中ヒット>6B確認) untechable time increased (2c air hit>6b confirmed) 頭無敵フレームが遅く? head invulnerability frame is slower? ・2D ヒット時のみjc、必殺技キャンセル追加 jump cancellable on hit only, special cancel added 凍結時間減少 freeze time reduced ガード時の有利フレームが+1に減少? reduced to +1 on block? ノックバック減少(引き寄せ距離減少) knockback reduced (vacuum distance reduced) ・6A ヒット時、有利フレーム増加。+2に frame advantage increased to +2 on hit ヒット時、投げキャンセル削除 throw cancel on hit removed ・6B 空中ヒット時、受身不能増加 untechable time increased on air hit ・6C きりもみやられに Spinning blowback ・6D 凍結時間減少 Freeze time decreased 硬直増加 Recovery increased 受身不能時間減少? Untechable tme decreased? ・JB 攻撃レベル上昇 Attack level increased 全体硬直増加 Total recovery increased 判定強化? Hitbox buffed? ・JC 受身不能増加 Untechable time increased ・J2C 受身不能増加 Untechable time increased ・JD ヒット時、相手の落下速度上昇+横方向の吹き飛び増加 Opponent falls down faster+horizontal blowback increased on hit ・投げ 凍結時間減少 freeze time decreased 吹き飛び増加 blowback increased ・CT 受身不能時間減少 untechable time decreased ○必殺技 Special moves ・飛翔剣 hishouken 地上版のみ弾速上昇。CH時浮いた後ダウン projectile speed increase on ground version only. Down after floating on CH. 空中版は全体硬直増加、受身不能減少 Total recovery increased on air version, untechable time decreased ・霧槍 尖晶斬 musou senshouzan 空中ヒット時、壁バウンド削除 wallbounce on air hit removed 追加派生が接地緊急不可 Cannot emergency tech followup 初段空振り時の挙動がガード時に酷似(浮く)。硬直増加 1st hit whiff has similar motion as on block (floats). recovery increased 初段ヒット時、相手が少し浮く Opponent floats slightly on hit 初段ヒット時から派生させた場合の固定200dm、固定ゲージ回収が削除 fixed 200 dmg and meter gain on followup removed 初段空振り追加派生時、前進距離減少 forward movement reduced on 1st hit whiff into followup また、空振り追加派生は中空以上で当てることで追撃が可能になる(2Aor2B) also, can followup when hitting above mid height in air with whiff into followup ・吹雪 fubuki 下方向の判定強化 lower hitbox buffed ヒット時の吹き飛び距離減少 blowback reduced on hit 密着CH時、2D拾い可能 can followup with 2d on point-blank CH 受身不能増加 untechable time increased ・雪華塵 sekkajin 地上ヒット時、よろけ時間がコンボ時間に依存 combo time factored into stagger time on ground hit 凍結状態の相手にヒット時、最終段に凍結効果 last hit freezes when hitting a frozen opponent ※凍結上限は3回目まで。 OD中は変更無し、必殺技扱いの5凍結目まで可 freeze limit 3. no change during OD ※FC対応技 FC move ・裂氷 rehhyou 硬直減少 recovery decreased ヒット時、浮きが低く float is lower on hit CH時5B拾い確認 5b pickup confirmed on CH ・氷斬閃 hizansen 接地緊急可、着地硬直減少 Emergency techable, landing recovey reduced 斬撃時、ジンが少し浮き上がるように jin floats upward slightly during slash ○D必殺技(25%消費) D special moves (25% cost) ・氷翔撃 hishougeki 判定が1HITに。溜め版は未調査 Hitbox is 1 HIT now. didn't check charged version. 空中氷翔激は従来通り air version same as before. ・氷連双 hirensou 初段のコンボ時間Moment。2段目始動はNormal 1st hit combo time is Moment. 2nd hit starter is Normal. 中央端ともに2段目ヒット時に小さく壁バウンド small wallbounce on 2nd hit for both midscreen and corner 高空で2段目をヒットさせることで有利Fが伸びる。追撃6Cを確認 Move frame advantage when hitting at higher height in air with 2nd hit. 6c followup confirmed ・雪華塵追加 sekkajin followup 切り抜けた後、相手との距離が従来より遠く Opponent is further away than previously after slashing through ・氷斬撃 hizangeki 2段目スライドダウン削除。叩きつけに 2nd hit slidedown removed. strike down now 低空氷斬撃>2Bが繋がることを確認、中央でも追撃可 tk hizangeki>2b combo confirmed, followup possible midscreen too ・霧槍 突晶撃 musou tosshougeki 初段ヒット時、ノックバック減少。追加が前進するように knockback decreased on 1st hit. followup now moves forward 初段の凍結時間増加。追撃6Cを確認 freeze time increased on 1st hit. 6c followup confirmed 初段の移動距離が減少 distance covered by 1st hit reduced 初段空振り時、尖晶斬と同じ挙動に same motion as senshouzan on 1st hit whiff 追加派生がスライドダウンに followup causes slidedown now ○ディスストーションドライブ distortion drive ・凍牙氷刃 touga hyoujin 空中ヒット時スライドダウン slidedown on air hit ・氷翼月鳴 hiyoku getsumei ヒット時、壁バウンドした後、遠目でダウン downs far away after wallbounce on hit ・雪風 yukikaze ダメージ増加 damage increased ○オーバードライブ overdrive ・雪華塵 sekkajin ヒット時、後ろに少し浮き上がるように floats slightly backwards on hit ・吹雪 fubuki 凍結時間増加 freeze time increased ・空中氷翔撃 air hishougeki 弾速上昇? projectile speed increased? ・凍牙氷刃 touga hyoujin 最低保障dm減少 minimum dmg decreased ・氷翼月鳴 hiyoku getsumei ヒット時、壁バウンド wallbounce on hit 最低保障dm1250 minimum dmg 1250
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3c>ice car>rc>5b1>5c>2c>6c>rehhyou>5c>2c>6c>6d>sekka is a thing 5c dmg 710->660 5d p2 82->79 2c dmg 720->770 6b p1 100->90 6c p2 94->89 6d dmg 800->900 p2 82->94 jb dmg 540->450 p2 85->89 fireball dmg 500->650 rehhyou p2 82->92 ice car dmg 780->640 p2 92->82 ex ice car p2 92->82 hizangeki 2nd hit dmg 1500->1200 sekka dmg 220->330 p1 95->100
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id stay away from d followup unless you can get the 2b>5c>2c part down from fc aoa~d>delay nj.b>2b(1)>5c>2c>5d>236c>2a>5b(1)>2b>sweep>dp>air dp standard combo into rekka does a little less than fc aoa~c>j.b>dj.b>j.c>j.2d>236c and doesn't allow for safe jump
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the new hot thing is ice car 2nd hit only 2b blah blah
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hes the new squirrel tier
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persona is vulnerable to getting broken but i mean he's rarely in the position to lose all 4 cards anyways
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if it's a fullscreen situation, you're pretty much untouchable if you throw it out unless it's like narukami with a yomi ex slide hell you can even throw out ex knife after it to auto pilot a fc confirm since the slow knife will catch them if they try to roll after blocking 2d
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bunch of combos i commonly use crouch hit 5aa>5b>2b>5c>5d>236c/d safe jump j.b(works against >10f reversals)/crossup teleport oki crouch hit 5aa>5b>2b>5c>5d>236cd>j.b(1)>dj.a>j.b>j.c>j.2d>j.236c/d safe jump j.b(works against >8f reversals)/crossup teleport oki 2d/j.2d>236cd>j.b(1)>dj.a>j.b>j.c>j.2d>j.236c/d safe jump j.b/crossup teleport oki ch knife>dash 5aa>5b>(2b)>5c>214b>4b>4b air hit ch high knife>dash 5aa>2b(1)>j.a>j.b(1)>dj.b>j.c>air dp 5aa>5b>(2b)>5c>214b>4b>dp(2)>j.236236c>dash 5b(1)>5c>214b>[4b>4a] or [dp>air dp] 5aa>5b>(2b)>5c>214b>4b>burst>(walk back 2c)>dash 5d>236c>[dash 2a>5b(1)>2b>sweep>214b>4a>4a] or [5aa>2b>sweep>214b>dp>air dp] corner 5aa>5b>(2b)>5c>214b>4b>dp(2)>j.236236c>2b>5b(1)>5c>sweep>[214b>dp>air dp] or (without 1st 2b)[214b>4a>4a] throw>rc>backstep/iad 2c>5d>236c>(dash) 5aa>5c>(sweep)>214b>dp>air dp throw>rc>backstep/iad 2c>delay iad j.b>2b>5b(1)>5c>sweep>214b>4a>4a corner throw>burst>2c>5d>236c>5aa>5b(1)>2b>sweep>214b>dp>air dp corner command throw>rc>5aa>2b>5b(1)>5c>sweep>214b>4b>4a corner command throw>burst>2c>5d>236c>5aa>5b(1)>2b>sweep>214b>dp>air dp fc 5aa>5b>(2b)>5c>214b>4b>j.a>2b(1)>(5c>2c)>5d>dash 2a/5a>ender ch j.2d>236cd>low j.b(1)>2b> fc 2d>236a>(dash 5c)>2c>5d>236c>dash 2a/5b>ender ch 214214a>dash 5c>214b>4b>dp(1)>j.236236c>dash 5b(1)>214a>dp>air dp ch 214214a>dash 5aa>2b>5b(1)>5c>sweep>214b>dp(1)>214214a ch 214214a>dash 5c>214b>4b>dp(1)>j.236236c>dash 5b(1)>214a>dp(1)>214214a in corner ch 214214a>dash 5c>214b>burst>2c>5d>236d>dash 2a>5b(1)>2b>sweep>214b>4b>dp(1)>j.236236c>dp(1)>214214a
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watched 3 matches, mostly seemed lost about what to do in neutral, backed off alot against elizabeth but didnt try to pressure with anything really other than poorly timed teleports learn more combos, how to use meter effectively, use more of the tools you have available to you, etc ill probably post a list of combos i commonly use sometime later
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stuff into air hit 5d, 2d, j.d, j.2d blah blah
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you threw the round 1 in 1st set against rath by autopiloting the abc rekka instead of dp c wave super to take the round 2nd set round 2 you opt for air dp ender instead of getting damage while sitting on burst and 100 meter 3rd set round 3 ended pretty sadly where you autopiloted rekka rc 2a and lost to super mash, personally i wouldve blew 50 meter on the 2aaa confirm with c wave super just to get max damage before he's red bar against alex, 1st set round 2 could've taken it if you did d wave super after command throw, and you could've taken it again if you did d wave super there too since he screwed up his roll, you were definitely more aware of your meter this set though overall you need to learn to spend meter and burst on combos, also b rekka 2nd hit is pretty safe to throw out since its only -1 and you can jump or air dp anti air attempts and you can do ghetto fireball cancel while youre still on the ground you can fuck with mitsuru fullscreen by throwing out knives and 2d/j.2d and ex teleport when knife is right above her should stuff anti air attempts etc
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you kinda answered your own question
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use anything other than A and Bs sparingly because you'll die if they roll through it
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you won't get anything of similar damage for 25 meter, closest you can get is off crouch hit combo into 5d ex teleport stuff
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you'll always do either 5a or 2a pickup into ender sticking in 2c adds a pretty big chunk of damage, worth doing if youre certain itll hit
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that's charged j.d, i just do dash 5d if i'm not near corner
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teleport knockdown allows for safe jump j.b which is a fair trade off for meterless non-fatal combos since the damage difference isn't that big
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mid combo you can buffer it a little before you land, usually isn't necessary though if you want to be a little safer dash 2a is a bit more consistent