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xlolxlolx

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Everything posted by xlolxlolx

  1. woops yeah i forgot to put type dash before the 2nd 2b in the loop haha also if you know you're at least from p1 starting position when land ch 5c, you might as well just do the easy mode 9.6k combo, those 2 combos are strictly for midscreen that is far away from the corner you're facing, but there are probably similar damage no slide sideswap ones
  2. pretty sure most practical high damage combos off ch 5c midscreen are air hit ch 5c>dc>(5b)>5c>burst>dash c cs>[2b(1)>5c>214ab]x2>dash 2b(1)>5c>236a>dp>c cs ch 5c>236a>214d>burst>dash c cs>[2b(1)>5c>214ab]x2>dash 2b(1)>5c>236a>dp>c cs unless you can get the new sandwich 5dd which is pretty awkward to do
  3. yeah you can buffer the input for shiden, a ver you can actually use the s hold system by holding down a and get it charged to 3 bars and you'll get 1st frame a shiden b dive feint as a safe jump let's you do some pretty interesting midscreen oki burst 5d is pretty strange now, but you can get 2 hits if you do immediate dash 5d but 5dd>b dive is pretty tricky sometimes what's the frame advantage for 5c dc on block anyway?
  4. combos from p4u2 wiki http://seesaawiki.jp/p4u_matome/d/P4U2%a1%a1%cc%c4%be%e5%cd%aa%a1%a1%a5%b3%a5%f3%a5%dc%a5%ec%a5%b7%a5%d4#content_3_4_1 Midscreen/Back facing corner Meterless: 5AAA(jc)>JC>J214B dm1542 5A>5B>5C>214C dm1248 5A>5B>5C>236A>214D dm1875 5B(crouch hit)>5C>2C>236C dm1831 AOA>C Followup(FC)>JBB(jc)>JB>JC>J214B dm2905 2B(air hit)>5C>JBB(jc)>JB>JC>J214B dm2185 Throw(ch)>dash 5B>JBB(jc)>JB>JC>J214A dm2219 Air Throw>J2B(delay)>dash 5B>JBB(jc)>JB>JC>J236C dm2773 25%: 5A>5B>5C>236A>214CD>BD dm2445 214AB(FC)>dash 5B(delay)>5C(dc)>5A>5C(dc)>5A>5C>IADJB>JC>J214A>5A>5C>2C>214B(delay)>236A dm4274 236D(FC)>214AB>2B(1)>5C(dc)>5A>5C(dc)>5A>5C>IADJB>JC>J214A>5A>5C>2C>214B(delay) dm4415 50%: 5A>5B>5C>236A>214D>J236236C dm2820 5A>5B>5C>214D(omc)>6>214B>2B>5C>JB(jc)>JB>JC>J214A dm3289 AOA>C Followup(FC)>JBB(jc)>JB>JC>BD>J236236C dm3692 Throw(omc)>dash 5B>5C>JBB(jc)>JB>JC>J214A dm2355 236D(FC)>[214AB>fastest dash 2B>5C](×2)>IADJB>JC>J214A>5A>5C>2C>214B(delay) dm4958 75%: 5A>5B>5C>236A>214CD>BD>J236236C dm3356 214AB(FC)>dash 5B(delay)>5C>214AB>fastest dash 2B(1)>5C>214AB>fastest dash 2B>5C>IADJB>JC>J214A>5A>5C>2C>214B(delay) dm4992 100%: 5A>5B>5C>236A>214D>214214C(delay)>236236A dm4299 150%: 5A>5B>5C>214D(omc)>6>214B>2B(1)>5C>236A>BD(1)>214214C>236236A dm5041 5A>5B>5C>214D(omc)>6>214B>214214C(crossup)>2B(1)>5C>236A>BD(1)>214214C dm5802 AOA>D Followup(FC)>214CD(1)>214214C(crossup)>2B(1)>5C>236A>BD(1)>214214CD dm5223 150%+Burst: 5A>5B>5C>236A>214D>omb>dash 214214C(crossup)>2B(1)>5C>236A>BD(1)>214214C>236236A dm6731 5B>5C>236A>214D>omb>dash 214214C(crossup)>2B(1)>5C>236A>BD(1)>214214C>236236A dm6946 5C>236A>214D>omb>dash 214214C(crossup)>2B(1)>5C>236A>BD(1)>214214C>236236A dm8057 Throw>omb>dash 214214C(crossup)>2B(1)>5C>236A>BD(1)>214214C>236236A dm5587 Air Throw>J2B(delay)>omb>dash 214214C(crossup)>2B(1)>5C>236A>BD(1)>214214C>236236A dm5994 2B(air hit)>5C>omb>dash 214214C(crossup)>2B(1)>5C>236A>BD(1)>214214C>236236A dm7298 Corner Meterless: 5AAA(jc)>JC>J214A>5A>5C>2C>214B(delay)>236A dm2627 5A>5B>5C>214C>5A>5C>2C>214B(delay)>236A dm2411 5B(crouch hit)>5C>2C>214B(delay)>2B>5B>5C>hjJB>JC>J236C dm2961 JD>2B>JC>J214A>5A>5C>2C>214B(delay) dm2979 AOA>D Followup(FC)>214B>2B>JC>J214A>5A>5C>2C>214B(delay) dm3400 Throw>2B>JC>J214A>5A>5C>2C>214B(delay)>236A dm2773 Air Throw>J2B(delay)>5C>2C>214B(delay) dm2937 236B>2B>JC>J214A>5A>5C>2C>214B(delay)>236A dm2828 236B>fastest 5C>JC>J214A>5A>5C>2C>214B(delay) dm2835 25%: JD>5B>5C>214AB>fastest 2B>JC>J214A>5A>5C>2C>214B(delay) dm3914 Throw>5B>5C>214AB>fastest 2B>5C>2C>214B(delay)>236A dm3147 Air Throw>J2B(delay)>5C>214AB>fastest 2B>5C>2C>214B(delay) dm3545 50%: 5A>5B>5C>214D(omc)>2B>JC>J214A>5A>5C>2C>214B(delay)>236A dm3525 5A>5B>5C>236A>214D(omc)>fastest 214B>2B>JC>J214A>5A>5C>2C>214B(delay) dm3861 AOA>D Followup(FC)>[214AB>fastest 2B>5C](×2)>2C>214B(delay)>236A dm3832 2B(air hit)>5C>hjJB>JC>J214A(omc)>JD>2B>5C>2C>214B(delay)>236A dm3535 50%+Burst: 5A>5B>5C>236A>214D>omb>214B>2B>JC>J214A>5A>5B>5C>hjJB>JC>BD>J236236C dm4967 5B>5C>236A>214D>omb>214B>2B>JC>J214A>5A>5B>5C>hjJB>JC>BD>J236236C dm5169 5C>236A>214D>omb>214B>2B>JC>J214A>5A>5B>5C>hjJB>JC>BD>J236236C dm5942 5C>236A>214D>omb>214B>[2B>5C>214AB](×2)>2B>JC>J214A>5A>5C>2C>214B(delay)>236A dm6112 75%: 5B>5C>214D(omc)>5C>214AB>fastest 2B>JC>J214A>5A>5C>2C>214B(delay) dm4312 Air Throw(omc)>2B>5C>214AB>2B>5C>2C>214B(delay) dm3635 75%+Burst: 5C>236A>214D>omb>214AB>2A>5C>214AB>2B>5C>214AB>2B>JC>J214A>5A>5C>2C>214B(delay)>236A dm6760 100%: Throw>2B>JC>J214A>5A>5C>2C>214B(delay)>214214C>236236A dm4581 236B>fastest 5C>JC>J214A>5A>5C>2C>214B(delay)>214214C>236236A dm4743 100%+Burst: 5A>5B>5C>236A>214D>omb>214B>2B>JC>J214A>5A>5C>2C>214B(delay)>214214C>236236A dm5964 5B>5C>236A>214D>omb>214B>2B>JC>J214A>5A>5C>2C>214B(delay)>214214C>236236A dm6234 5C>236A>214D>omb>214B>2B>JC>J214A>5A>5C>2C>214B(delay)>214214C>236236A dm6967 150%: 5A>5B>5C>214D(omc)>2B>JC>J214A>5A>5C>2C>214B(delay)>214214C>236236A dm5296 5A>5B>5C>214D(omc)>fastest 214B>2B>JC>J214A>5A>5C>2C>214B(delay)>214214C>236236A dm5571 AOA>D Followup(FC)>[214AB>fastest 2B>5C](×2)>2C>214B(delay)>214214C>236236A dm5740 Throw(omc)>214214C(crossup)>2B(1)>5C>236A>BD(1)>214214C dm4661 2B(air hit)>5C>hjJB>JC>J214A(omc)>JD>5A>5C>2C>214B(delay)>214214C>236236A dm5309 150%+Burst: 5B>5C>214D>214214C(delay)>236236A>omb>214B>2B>JC>J214A>5A>5C>2C>214B(delay)>214214C dm7965 5C>236A>214D>214214C(delay)>236236A>omb>214B>2B>JC>J214A>5A>5C>2C>214B(delay)>214214C dm9127 5C>236A>214D>214214C(delay)>236236A>omb>5D>5B>追加D>214B>2B>JC>J214A>5A>5C>2C>214B(delay)>214214C dm9520 Throw(ch)>214214C(crossup)>2B>5C>omb>dash 214214C(crossup)>2B(1)>5C>236A>BD(1)>214214C dm6432 AOA>D Followup(FC)>214214C>236236A>omb>214B>2B(1)>5C>236A>BD(1)>214214C dm6222
  5. depends on starter but standard high low you can do a normal corner combo, off assault you'll have to go straight into 214b after a couple normals she's easy to pick up but you gotta work for wins
  6. you delay the j.a and buffer the d.b
  7. easiest and probably the highest dmg route off an air confirm is just to go into j2b>2c>214b~a>air combo>ender
  8. i believe its a free dp because she's stuck in air for a really long time and a free roll tech also and yeah it's mostly for stuff like c starters into 4c delay j.214b and the like
  9. correct, arcrevo pretty much uses the exact same qualifier format also
  10. tougeki series ended in 2012
  11. well no shit it includes the first active frame, look at the frames in the hitbox viewer if you don't get it......
  12. most of the frame data is 1 frame slower than what it should be ex. 2a is 5f startup
  13. ch 214b~a>5c>63214a>5b>tk j.236b>air combo>ender or if youre close enough then you can do ch 214a>5a>214b~a>6b>same thing
  14. repeating moves applies a small amount forced proration it depends on during which tick of ex fireball you pick it up on 5th hit standing one will do more also there's a couple frames where you can otg off air hit b flip where you can do otg 6b tk fireball/air combo blah blah
  15. ch on assault removes the forced proration and extra hitstun decay modifier, these combos should do close to 3k normally
  16. orie's damage difference between optimal and easy routes is pretty small....like 100-250 max it's not that big of a deal but dropping combos with her is very very very bad also that's one of the combos i put in that pastebin thing i think? anything that ends with 2c goes into any other followup ender you want
  17. for those times where im uncertain whether they blocked the j.c or not i just autopilot 5b>5c>214b~a and 6b into same combo you posted after the launch since they're most likely going to switch to blocking low if they were to block the assault j.c in the first place
  18. you get about 100 more dmg if you really want to milk it with j.c>5b>214b~a>tk fireball instead
  19. uhh.....i dont save links.....go dig up mikado videos from the last month or 2? idk
  20. it was a thing back in reload and slash but you never get the 2nd hit to connect, ain did it a couple times in xrd and both hits connect
  21. you're not going to get a knockdown on lightweights with gs>hsvt route midscreen period, hsvt>slide route works on midweights(maybe heavy also) in the corner because slide 1st hit seems to make them float lower, might work midscreen who knows
  22. could you see if you can bypass the rc slowdown off like gs>c.s>2hs>hsvt>rc>j.d before landing>hsvt w/e where the j.d hits after the slowdown ends as they're falling down
  23. summarized evernote stuff: -2d cancels are late in the animation -2d>6b doesn't seem to work -fubuki hits crouchers? -both normal and ch rehhyou float to about head height, startup feels slightly fast and maybe smaller hitbox -small jump motion at the latter half of ice car, forced down on ground hit? -sekka air hit same motion as 6c's spin, can be teched if combo time too low -sekka refreeze doesn't work well with 2d, feels a little slower for the attack to come out -tested sekka dp punish in current ver, litchi dp nope, ragna free unless 2nd hit at tip or air blocked then kinda tight, probably works better as a frame trap rather than dp punish -air combo>hizan ender doesn't seem to put you in a good situation -no charge ex ice sword 1 hit only, charged 3 hit -air ex ice sword seems the same -hirensou lighter scaling? max charge fc removed? -ex ice car followup seems to be slidedown? sound effect changed a little -hizangeki downs, pick up with 2b, air combo>hizangeki>air hiyoku works -normal touga slidedown? od touga background like ah superfreeze? cinematic is alot shorter, looks cool -normal hiyoku blowback wallstick -od hiyoku falls down -air hiyoku he does the head shake taunt motion after landing
  24. hey gamma ray has super armor i believe, transi does a billion hits so it does much more damage at the end of combos than other supers would
  25. you're not cODing in either case, it hardly matters though whether you od or ct first since you either make it a little more burst safe or get a little more od time
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