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xlolxlolx

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Everything posted by xlolxlolx

  1. not to mention extremely low profile move
  2. ^that, or alternatively almost every normal can beat out ice car since it's actual hitbox is hilariously bad.
  3. lol you have better options for ground combos since you can sekkajin from like anything
  4. noob you got it wrong, it's 75%, herpderp dumb game gets dumber and dumber with every new update
  5. the problem is 5C will push them back too much and bb's system is kinda dumb and still thinks that they're in front of you, so it's best to just do 5C>6C>DC>5C>6C>delay 2D>6C>DC>5C>hj.C>j.2C>dj.2C>j.214B imo since it carries across like 60% of the map, but you can always just do 5C>6C>2D>side swap stuff
  6. uhhh heres what i go for CH 6C>DC>dash 6C>DC>dash 5C>6C>2D>dash 6C>DC>5C>6C>DC>j.C>dj.2C>j.214C = 4429 dmg 39 meter, don't try and side swap the second 6C>DC>5C>6C because you'd just end up midscreen, far midscreen/corner to corner CH 6C>DC>dash 6C>DC>dash 5C>6C>DC>hj.C>j.D>air dash>j.2C>j.C>dash 5B>5C>3C>623B>214C = 4353 dmg 50 meter, the 6C>hj.C can be a little tricky, midscreen to corner CH 6C>DC>6C>DC>dash 5C>6C>623C>5B>5C>2C>JC>j.D>5B>5C>3C>623B>214C = 4836 dmg 55 meter, approximately from P2 starting position
  7. its not as good as you think it is, plenty of stuff can reach him like jin's 6C and ragna's 5C and you can IB it and get a CH combo
  8. 214DB is like -20 on block...
  9. he had to step over alot of trash to get where he is he gets like 20 meter for his shitty midscreen crap and like 40-50 meter from some retarded corner combo with jabaki in it you can get a shitty starter into jayoku and still get like 4-5k minimum @akira: this isnt cs1
  10. im starting to think they're making him so fucking dumb on purpose....78 meter and 5.4k off a lvl 2 214DC....
  11. well people consider him high tier in cs2 because he gained alot of options, especially now that he has a real mixup game instead of running purely on gimmicks, his midscreen damage greatly exceeds 2.5k now and his meter gain from them is about 1.5x greater if you end with 214B/C, 2D should be the same, 5C>2D on block isnt really a frame trap anyways, both fubuki's had the lower part of their hitboxes completely removed, so it shouldnt be hitting crouches except for tager and maybe hakumen, he does have good crossup options but that usually means youll be giving up carrying to the corner in exchange for an extra 2-3k damage depending on what you do, 5C's "new hitbox" isn't really that big of a deal, well at least not when you compare CT to CS1, but it's actually better now because it has vertical reach again, 2C>5C is for hit confirming a fatal, not a setup, 5B>2C would be a setup, though the chances of you getting it to hit is extremely low since people know jin's blockstrings are still pretty predictable.
  12. aside from the infinite loop, gilgamesh's GoB mode gave him way too many options and zoning tools saber alter has pretty high damage output for even her easiest combos, i always thought shirou was at the bottom since his reach was ass
  13. well, i'm assuming you're not familiar with what jin can do to attempt to land 6Cs in/near corner, and it wasn't meant for practicality but to see how much damage he can get in cs2 few ways to attempt it: blockstring>2C>delay 6C <-frame trap knockdown>backdash>6C <-jump baiting air combo>j.D>j.236D>land 6C <-reset
  14. if i really wanted to explain it in depth then it would became a huge wall of text, which is not something i would want to type up, so i tend to use generalization alot
  15. yes, but i'm just posting options to keep them in the corner if you can get them there, and many of jin's midscreen 5b starter combos do carry over to corner.
  16. mmm if it's blocked and you don't have meter you can keep them in corner with any air ice sword(preferably A ver) and then air dash in or JC but there is also the alternative of doing a falling j.C too, but it's alot riskier imo
  17. i guess i wasn't clear since those are the factors that determine how skilled a player is....thus player skill
  18. 立ち回り is usually referring to player skill, nothing else besides that really from the site: sabaki really just means to punishing a move for the most part and unless there's been a sudden education reform in japan....ふご = fugo
  19. im pretty sure everyone quit long ago because they got sick of gilgamesh tier
  20. hmmm interesting....it basically works for anything that ends with a grounded 5B>5C at the end of it Edit: after some testing, this seems this work best after a longer combo to ensure that 5C>JC>j.2C will not combo and it works from dp loops
  21. oh man, a working FG? ill need to try it later
  22. ^uhhh first of all, you have special cancel mixed up with dash cancel and throws were never DCable, but you can do a dash at the end of the recovery animation and that combo cant go past the 3c, many better alternative for 5B>5C>sekka combos
  23. i think it's about time for one of my retarded meter gain fatal combos midscreen/corner onry: FC 2C>6C>DC>5C>6C>DC>623B>dash 6C>623C>5B>5C>6C>623C>5A>5C>2C>JC>j.D>5C>3C>214C = 5122 dmg 68 meter
  24. well judging by the distance, he could've done 6c combo from the rc and end in the opposite corner =/ this might just be me, but i think he's slacking off with his hit confirming lately
  25. lol it's really easy if you've played cs1 jin since we always needed to delay our 5C's after a 6C>DC, works for CH/on crouch 5C also except slightly modified because of combo count/untechable time difference you should read all the posts in this thread since everyone's posted alot of good stuff and it should help clarify stuff that you don't understand and 5B>5C>2C>214B ender should hit everyone, though the knockdown is really weak, you get a great meter gain
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