-
Posts
1,966 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by xlolxlolx
-
and no, majority of them don't involve CHs midscreen: 6C>DC>5C*>6C>2D>6C>DC>5C>6C>DC>j.C>JC>j.2C>j.214C = 4086 dmg 36 meter approaching corner: 6C>DC>5C*>6C>2D>6C>DC>5C>6C>623C>5A>5C>2C>623C = 4333 dmg 41 meter *if your 6C hit from a distance you'll need to do dash 5C use hj.C instead of hj.B for CH/on crouch 5C and 2D you should be going for 5B followup instead of 5A if you get a 6C starter for dp loop for a meterless 5k+ 5B(2)>5C>sekka combos should always end with a ground 214C for meter gain and better knockdown
-
mmmmmm dont think this was mentioned before but..... you can astral from 5b>5c>623b>2c>6c>6d in corner, basically anything that will go into 623b>2c>6c>6d
-
post it in the cs2 tutorial work thread, there are better combos that have been posted already
-
should pass me some of them scans so i can translate some stuff, if there's still anything left.
-
lol yeah but im sorta doubting that ppl in cs2 will fall for that since all the air unblockables train them to always air FD now, well unless theyre playing against gagaga?loooool
-
mmmm pretty interesting air tech trap i came up with: any dp loop/sekka combos that end in j.c/j.2c>j.d where you end with a delay j.236c>air dash>air throw, very hard to see if you do a hj.c/hj.2c instead and can be 6c side swapped back into corner
-
uhhh if you get a 6c in air you adjust by doing 623b>dash 6c =/ pretty simple but know that if its too high then 623b will whiff and i just tried without delay 623b on makoto and it rly is easier rofl...didn't expect her tail hitbox would make it that easy, i assumed delay was necessary for most chars since they weren't getting pushed high enough for 5b to connect after 623c
-
6c>hiyoku>6c>623b>6c>623c>5b>5c>6c>623c = 6212 so.....i'd say its well worth it if you can get it early with a p1 100 move, also gives you a 5a/2a/2b whiff>throw setup, good alternative if you're near corner so you can push them in during hiyoku
-
if you get ch hiyoku close enough you can run and push them towards corner for 5k dp loop with 28 meter gain щ(゜∀ ゜щ) i think that was dennou vs tetsu @ roppouten, i remember him saying that he never wins tournies cuz he gets too nervous or w/e
-
iono im pretty sure since hes like the only one that ever picks black/gold jin but he changed up his play style quite a bit now, like doing j.d air dash j.2c combos, but he still does stuff like air ice sword air dash from time to time
-
pretty sure hes 石田 (ishida)
-
hmm so im thinking that some people probably have trouble with 5b pickup in dp loops so heres a short little guide on how to get it to work: 1. you need to delay 623b after 6c to the point where theyre approaching the max height from 6c launch 2. your 6c follow up after delayed 623b needs to be done immediately after you hear the click from sheathing sound, best if you buffer it (2.5 -> makoto only: you need to do 6c>delay 623c because of her weird hitbox, makes 5b pickup a bit less lenient) 3. listen to the click from sheathing sound again and 5b, better if you buffer it and is somewhat mashable but you can get it much more often if you just get the timing down other info: the 7380 dmg combo i posted was done on hazama and the 5C>6C>hiyoku seems to whiff on everyone but him and tager so just 5C>2C>hiyoku or just 5C>hiyoku 6a>rc>6c>623b>6c>623c>5a>5c>2c>j.d>5b>5c>3c>214c = 3422 dmg 36 meter, replace 5a with 5b for 3605 dmg same meter gain 5a>5b>5c>sekka>6c>dc>j.c>j.2c>j.d>5b>5c>3c>214c = 2586 dmg 45 meter
-
shud worx :O theres plenty of time before arrow does all its hits
-
you sure you get the 5c while the freeze from hiyoku is still active?
-
^yeah was gonna post that first combo after i found that j.d will still connect, best variation: 6C>623B>6C>623C>5B>5C>6C>623C>5A>5C>2C>j.D>5B>2B>5C>3C>632146D>5C>6C>632146>5C>6C>623C 7380 dmg
-
yeah...but 5a pickup can still lead into 214c for epic meter gain at least
-
it doesnt, otherwise the 7k combos i listed would've done around 1.5k-2k less
-
b pickup is strange, you need to do something like 6C>delay 623B so they get hit up slightly higher then you have to listen to the click when he performs noutou after 623C
-
6C>623B>6C>623C>5A>5C>2C>sj.D>5B>3C>623B>214C = 4353 dmg 41 meter gain 6C>623B>6C>623C>5B>5C>6C>623C>5A>5C>2C>623C = 5098 dmg 43 meter gain 6C>623B>6C>623C>5B>5C>6C>623C>5A>5C>632146D>6C>632146D>5C>6C>623C = 7052 dmg CH 6C>DC>6C>623B>6C>623C>5B>5C>6C>623C>5A>5C>632146D>6C>632146D>6C>623C = 7245 dmg
-
oh you're right its only like 6 meter back for the air ver my mistake
-
hmm so the psp version came out early and i messed around a bit, stuff i found: fubuki-rehhyou corner combos basically replaces everything from cs1 5b>5c>sekkajin>dash 5c>6c>dc>j.c>j.2c>j.d>dash 5b>5c>3c>214c = 3094 dmg 47 meter gain <- probably the best possible, use 6c>214c after j.d for ragna 2nd hit of 214c will combo from the 1st hit on standing/crouching chars now 214b fixed at ~12 meter gain, 214c fixed at ~13 meter gain, applies air versions too
-
lol that double crossup is pretty interesting, should've done it with j.236d instead imo
-
^you're doing it wrong
-
暴れ、暴れ、暴れ、暴れ、暴れ、暴れ、暴れ、暴れ、暴れぇ・・・・・・・・herp derp my god that guy was just bored i think, you throw out plenty of obvious j.b crossups that he could air throw/ID easily. lolololol@those ch 6c dc barriers
-
Phantom Breaker (Now coming to arcades)
xlolxlolx replied to Hecatom's topic in Misc Fighter Central
5pb should stick with VNs