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LunaKage

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Everything posted by LunaKage

  1. yeah, d.4D is a really good reversal bait this time around. keep in mind that her overhead while in drive is much faster than her low, so it might be more benificial to block high and react to her low while she's in drive. the best way to beat noels drive is to block it, because we're still pretty boned if we don't open you up.
  2. huh, my last post didn't make it I guess... anyways, I feel that 66C is the easier and more consistent method for comboing after spring raid, max range counterhit is a tough link though, so I suppose I could put the other route in there too. the d.2D route hasn't been listed yet, since I feel that should go in the "near corner" section. I'm getting there man, hold dem horses. I'll put in the 5C > 5D combo as well, that one slipped my mind, I also forgot to list our alternate 6B combo, since that one works on Jin midscreen, I figure I'll put that one in as well, listed as "Jin only" of course.
  3. you gotta be ready to repeat yourself man lol, I usually only use that variation of the combo if I crossed myself closer to the corner after j.D, its one of the ways to get corner carry.
  4. Man, the video was already 4 minutes long lol. I figured people would kinda get the point regardless. And since you got the point, I suppose I was right :3
  5. My HDPVR only records through component, the monitor doesn't have component hookups.
  6. Updated the first post with Midscreen "Normal" Starter combo routes.
  7. Aight, now that I'm home at my computer I can give you some 6A combo routes. I'm honestly surprised Alpha/Delta or Lith didn't get here first, dem guys needs to step it up :3 Ok, so basically after a 6A route (meaning raw 6A, or anything into 6A) you wanna super jump j.C > j.D to confirm. Here's a few examples: Midscreen: 6A > sj.C > j.D > (d.6B) > d.6C > d.2D > d.6B > 22C~66 > 6C > 6B > 4D > d.2D > d.5C > 22B 6A > sj.C > j.D > d.6B > d.5C > d.6B > 22C~66 > 6C > 6B > 4D > d.2D > d.5C > 22B (Works on everyone) Corner: 6A > sj.C > j.D > d.4D > d.2D > d.6B > 236D > 66C > 4D > 214D > 6C(2) > 6B > 22BxN These are the main ones I use, keep in mind that depending on how many moves you used before the 6A, they might affect how long the combo can go, so shorten it as required, I can list a few examples of shorter combos if you'd like.
  8. I assume those combos you stated were the beginning of a combo and not the end right?
  9. 5B leads to better damage, though keep in mind that on certain characters you NEED to 2B, like Amane since 5B whiffs, or Tager because he's so tall that you land a few frames later after the Muzzle Filter, so you don't have enough frames to 5B.
  10. You should really only do 2B if it's absolutely required, at the end of longer combos 2B may cause them to tech before 6C can hit them, also it doesn't really add any extra damage.
  11. That's pretty much impossible now due to the new way the combo system works. The longer the combo goes on, the more hit decay is added to the remaining moves. I've actually done a j.4D fatal combo that ended up being too long to connect a super afterward.
  12. That was only one combo with multiple enders. The only combo I did was off of a 5B starter. I don't personally have any videos of those starters, but I know plenty of combos starting from them. The video was simply for demonstration of the enders, so I used the same starter and combo route for all of them. Max I've gotten with Noel after a practical starter was 7.7k off of counter hit 5C in the corner: CH 5C > 214A > 5B > 5C > sj.C > j.D > d.6B > d.5C > d.6B > 22C > 66C > 4D > 214D > 6C(2) > OD > Fenrir > Fenrir
  13. Short tutorial on the ways to end common corner combos with different supers: http://www.youtube.com/watch?v=oFA7LYgl0yg&feature=youtu.be
  14. Short tutorial about different ways to end corner combos with supers: http://www.youtube.com/watch?v=oFA7LYgl0yg&feature=youtu.be
  15. that happens when you are too close to the corner, usually you want to do these combos a few character lengths away from where the screen stops moving.
  16. 4D isn't gonna beat any 2A though, unless there's actually a character that has a 2A without the F property. as far as a reversal against 2A, super is the only option. Usually though, you just wanna block it.
  17. what? no. you gotta wakeup and block if someone is throwing 2A on your wakeup.
  18. Yeah man I know all of that, that's why I said "commit to". Sometimes I like to take chances, sometimes I like to play it safe, too much of one without any of the other is no fun ;3
  19. Well, the same way we could use Assault Through at the end of certain combos with the intention of whiffing it for frame advantage on neutral tech that was possible in Extend, is also possible in CP. ending a combo a bit early by using a d.6B > AT during a combo that hasn't been timed out will cause the opponent to hit the ground before they can tech, at this point the AT will whiff through the tech, and we will be at frame advantage, and we will be at the perfect distance to set up a grab/grab bait kind of mixup if we choose to commit to it. Learning how late you can do this is key though, since if the combo is maxed out, then your opponent will be able to tech in the air after getting hit by d.6B. Using this setup I've been able to get upwards of 4k in the corner off of a successful throw bait using j.D, though on bigger characters you get less damage, since the combo requires using AT to put the opponent back into the corner, this is important since we don't have j.D as combo filler during this combo. On larger characters, we need to omit Muzzle Filter, and use a more generic combo. But here's the combo: CH j.D > 214A > 2B > 6C > 4D > 214D > 2B > 6C > 5D > d.6B > d.5C > d.6B > 236D > 6C(2) > 6B > 22BxN Also, to give you an idea, using this combo, you can go into AT at after the very last d.6B and it will still work the way it is supposed to, so it's not like you'll be crippling your combos by using this setup, we just need to find the possibilities.
  20. Like I said though, I have a setup I'm working on that is identical to my extend setup, it works midscreen too, but there's no corner carry involved like there was in Extend, so I'll probably stick to it in the corner. At this point though I'm thinking it might just be more beneficial to 22B and just alternate between the many setups we seem to have, and if you don't want to risk committing to the setup, then you can always just run up and 2B, which seems to be a good choice in most situations. Again I apologize for the lack of research, I guess that's the problem with doing nothing but playing against opponents without using training mode much.
  21. Yeah I know the difference. Quick Get-Ups can be a good way to throw off a lot of people if they are too comfortable with someone who just neutral/emergency techs.
  22. hmm... ok I think I see the problem, they can block the 6D, but what I'm wondering is if it's possible for a human player to block after a forward roll, I know that sounds silly, but I've never had anyone block that before in that situation, so I'm wondering if it has something to do with the command for a forward roll being 6A/B/C. Or maybe my opponents just aren't fast enough. Either way this makes me sad, guess I'll only use this oki setup situationally after all. Not that I expected to rely on this 100% of the time, since I personally don't like going into drive much on offense. I guess I'll see how my Extend setup works, since I found a way to do it in CP.
  23. Alright so apparently 6D does punish back rolls... maybe I always just mistime it when I fight our local Kagura player lol. It does work on him though, here's the video: http://www.youtube.com/watch?v=EjNNDcLHPSs&feature=youtu.be
  24. its probably because of thr distance needed from the corner to punish forward rolls.
  25. also yes, if an opponent blocks j.D close range, d.2D will cross up a crouching opponent, this is helped by the fact that j.D now has a bit of forward momentum.
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