Jump to content
Dustloop Forums

Rewenger

Members
  • Posts

    81
  • Joined

  • Last visited

Everything posted by Rewenger

  1. I think if you can do 5B into 4k, you don't actually need to decide. =O Well, maybe except for double ice wave.
  2. I personally prefer strict, but obvious timings. That's why Dizzy's Ice Spike FRC in GG is impossible for me. =(
  3. Oh, yeah, my wrong. 214C > RC > j.D > 66C > 623B > 66C > 623C > 5B (2) > 5C > 2C > 623C is 3455 dmg. But 6C CH > 214C > RC > (same) is 4.5k though. =)
  4. I believe the necessary requirement for that is to be confident in your movement, calmly and agressively (without rushing in) close the distance and limit their ways to escape. Though it takes quite a bit of experience, speed and concentration. 214C is good if you have 50 meter for RC; it allows you to pressure them on block and deal like 5k in corner with 214C > RC > j.D > 66C > ... Though it's still risky since you are not invulnerable to DPs and projectiles.
  5. By the way, my corner 6C > 66 > 214A > 44 > 2C success rate went a lot better when I realized you can actually buffer 44 during 214A recovery. Oh no, it went down already. :<
  6. But jin can do ~5k midscreen now with double ice wave.
  7. He has to have good midscreen confirms (which he lost in cs:ex), good midscreen combos (which he lost in cs:ex) or godly corner/mixup (which he did not have in the first place) to be high-tier. Or at least have good practical tools (and his j.C, 2D and 6D got nerfed).
  8. But you can cancel airdash into EX ice swords resulting in safe fake crossup which is not half bad. It also moves jin backwards so it's more effective as a fake crossup. At least I would go for that if enemy blocks j.D crossup.
  9. It's not that hard, you just have to get used to it. First, try to estimate the timing. Stop the combo at j.D and try to remember the time when its recovery ends. So you have to input airdash exactly at that time (it would actually come out slightly later but that's OK). And try to input j.2C as fast as possible. Also delay j.C a bit after j.2C. Also, if you want to do a j.D > airdash > j.D crossup, you have to input airdash as early as possible.
  10. Nah, sometimes I move stick from 6 to 214 (like 66C > 214C/D) and release it too abruptly. And it returns to neutral with too much force, invoking additional 6. That said, it's fine if it's an Ice Wave ender, but whiffing Hiyoku is just too scary shit now in extend. I wonder if I should modify something...
  11. If you're holding [6] after 6C and start inputting 236 immediately, the game will obviously interpret it as 623. You have to return your gamepad/stick in neutral for a moment and input 236. Meanwhile there's no such problem with arcade stick since you have to return stick to neutral after most inputs.
  12. Jin's meter gain became better in EX so he can actually spend it doing RC and D-specials. Jin's numerous grab mixups/gimmicks/(fake)crossups make it up for lack of decent overhead. Yet the moment jin stops thinking becomes his downfall since characters like Ragna (or maybe Tager) can play pretty effectively without having to turn their brain on.
  13. Oh, I'm still developing my speaking style and yet far from being perfect in english. Not to mention learning it from videogames/visual novels/anime has its own side effects, lol. "All you notice", you wanted to say. =) Still, we're discussing Jin here, not an insignificant person like me. Don't like me - feel free to ban/ignore/whatever.
  14. Sometimes I think I should write a "Jourdal hate invoker" program to generate some random comments for YT. With like 100 different types and 1000 different combinations.
  15. Meh, I think you're just used to overreacting about small stuff. You weren't talking about tetsuwo_tao (twitter), were you?
  16. Kei seems to get a lot better with combos (44 > 2C ftw), though lack of hitconfirming brought upon his ruin. lol what a fickle person
  17. I've already wrote about it somewhere earlier with more details... By the way, there's quite cool way to "delay" 6C after B+C > RC in corner combos. Just backdash and 66C. Looks very stylish. <3
  18. I think tutorial "for everyone" is too mainstream, tutorial for advanced players only is way better imo. =(
  19. I'd advise to put small videos (sometimes maybe blurred or zoomed) that last 5-10 seconds and relate to 1-2 sentences of information. Text should be at the same time with video, of course. I believe that would make it much more interesting to watch compared to walls of information.
  20. I think 623D is better at punishing bursts. And looks cooler, lol.
  21. You can't do any combos aside from programmed ones in Beginner Mode. Sometimes you can't even use all of characters' movelist. So it's not recommended.
  22. While it's not fatal, it's still useful. No, it's like 0.99, each decreases damage by 1%. Still you can end 22B with 22C and dash cancel it for a better combo. And I'd advise you to check Noel subforum for combo-guide and details. Faceroll combos with ridiculous damage are available to anyone in bbcs2.
  23. Whenever I fought unlimited Haku, I mashed stuff and abused DP as Jin, that worked really well. In BBCS2, at least. As for Noel, it would be trying to stick in 5A > 6A > ... combos and 632146D frequently. Suddenly, AI does not try to DP regular punches as often as 5B or longer startup. And yeah, learning 5A > 6A > ... combos is essential. Haku may be real pain in the ass 'cause he can land 6k combos, this is not quite good for the second controller trick. 2D fatal combos also help. As for next characters... - Unlimited hazama falls for mid-ranged pokes. Especially if you can combo off them. 632146D and j.236236D also do wonders. 2D and 4D would be also useful. - Unlimited ragna can deal large damage from hell's fang combos, burst whenever he hits you with hell's fang. Mashing 2A, 4D and 632146D would be essential in this battle. - Unlimited rachel is real pain in the ass, try to shorten the distance instantly and put your life on a chance to press her until she dies. Whenever possible, aim for max damage corner combos, try to not let her do anything. When she widens the distance and calling george, it's very hard for a mediocre player to take advantage again. So, it would be a good decision to switch to 1.00 since Rachel is MUCH more dumb compared to BBCS2. Tager/Hakumen will be more troublesome, but it's nothing compared to Rachel that do 5.5k combos with tempest dahlila and repeatedly drains your barrier/crushes guard.
  24. I believe the first thing to do here is to write the entire script. For each chapter. Note that it's necessary to divide the text into parts that are going to be displayed with each video "iteration", describe the videocontent to record and approximate way for the editor to layout stuff. The video is recorded afterwards. And, lastly, the tutorial itself is compiled/rendered/verified/uploaded.
  25. Lol, is there any other way of creating tutorial videos except for dividing it into chapters? Still, the tutorial can be created as a whole single hour-or-so long video and chapters are uploaded to youtube separately. Also, judging by good character tutorials, an approximate plan should be like this: - Character summary, drive ability, pros/cons, showing a bit of gameplay . Some combos at the background, lol. - Normals/specials/supers. - Mix-up and oki (pretty useful after learning the basics). - Basic combos from practical starters. - Reset routes and gimmicks. - General strategy and helpful gameplay mechanics. May be switched with the part above, probably. - Less practical/situational combos and situational use of RC.
×
×
  • Create New...