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LordSpectreX

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Everything posted by LordSpectreX

  1. Yeah it's the dummy. Man...thanks.
  2. I'm doing j.2C>2C>22B>B+C, just like in the video. Even if Azhi and I are on the other side, it doesn't cross up unless I get that perfect sweet spot. I have the dummy set to downback block, is that a possible reason why?
  3. Wait, I'm very confused, you're right, it does crossup, but you have to roll through RIGHT when Azhi hits? If you roll too early they can still block in the original direction despite both Chaos and Azhi being on the other side. I'm confused as hell.
  4. That roll doesn't crossup. The crossup protection means the roll actually has to finish before it becomes a left right mixup. Also the meaty automatically loses vs back tech and you don't want to commit Azhi to a 22B that will end up whiffing. Just go for j.214 meaty.
  5. Send Help.
  6. Not sure why that IK throw combo is so needlessly difficult. Do Throw>RC>Dash>IK Activate>IK Use Super easy :/
  7. Be careful though, this blockstring is incredibly unstable vs Shielding. I've decided that for the combos, doing 236C>2C>IW after these combos is just the best option. Yeah, you lose like 700 damage, but on the plus side it's incredibly stable, and you can do it with 100 meter. 5CC>214C is just so unstable it's a joke, don't bother with it. With 200% meter, you can do 5CC>214C AFTER they touch the ground and just use your ABCD super instead if you must have the extra damage and you need to clutch the game out. That's pretty darn stable as well. You could also be scum and do a reset. An example would be doing Blah Blah>2C>236C>Dash Under>then 5CC>Let them tech backwards or neutral>dashunder them>2B>5BB>j.B>j.C>236C>2C>IW (just about have enough meter with 200%) Ends up doing over 7000 in all, there's other fun gimmicks as well, like 236C>Dash Under>66C>Dash Jump>623A>236A>22A>Crossup trick >j.B>j.C>236C>2C>IW. Pretty cool.
  8. Also I found out why the crouching VO midscreen combo was inconsistent on some characters. The problem is not the 5CC>214C itself, you have to have a small delay between 2C and 236C. If I do that, it works fine on Eltnum, Linne and Vatista. It's still unstable on Waldstein, but that's for other reasons. Edit: Ugh, actually, this only really makes it stable from say, 2B>5B>5C>236A starter. From j.2C the combo still feels hella unstable on most characters. Edit2: Honestly, I give up on these Midscreen CH combos. There's so many random little oddities to them.
  9. Those "safejumps" from the recent nico video aren't safejumps. You can if you do 2C and use your jump cancel to set it up, but you lose so much damage that it's no-where near worth doing. It loses to shield and DPs. doing j.6D>236Aetc is good though since you can still do other Azhi moves even if they shield it.
  10. 5C > 214C doesn't work, Azhi still in recovery.
  11. I'm finding these combos to be very inconsistent, possible, but inconsistent on a lot of characters. They work fine on Gordeau, the dummy used in the videos, but for a lot of others parts of these combos are inconsistent. I find it very hard to connect 236C>Dash>5CC>214C on Linne, Eltnum, Vatista etc. The 5CC launches them too high for the fireball to connect. I might be doing something very wrong but I've looked at the combo being done on Gordeau multiple times and I can't get it to work consistently on small characters. atm, I would just recommend cutting out the 214C and going for 6D > j.2C > 5B > 5C > 236A > 22A > 2C > CS > VO > 2C > 236B > 236C > 2A whiff > run > 2C > 6C > IW Does about 4.4k and you can do it with 100 meter vorpal instead of 200.
  12. God, I've been on these for 2 days and I wish that was the hardest thing. Exhausted of these. You just have to do 236A>22A very quickly and do 2C as soon as the recovery of 22A is over. A good visual clue is when the "shroud" effect that goes around Azhi when he hides disappears.
  13. Chaos can still do 6C>EXS for artificially high damage.
  14. Man, as soon as I get sick of people over-rating Azrael, they go ahead and buff him. Based freaking ArcSys,
  15. Videos of my last month's tournament has finally been uploaded. Despite me loving the game, I've been quite busy before (and after) this so I'm pretty rusty, but I slowly get more back into it as time goes on, but my combos aren't super on-point or anything, still it's Chaos Tourney footage so yay! Not the highest level scene either but whatevs. WB Vs Carmine WB Vs Akatsuki *Laggy Audio* Winner's Finals - Vs Linne Loser's Finals - Vs Carmine Grand Finals - Vs Linne
  16. Yeah that post is obsolete. The truth is is that if you do Sentinel Dump fast enough and far enough into the dash after TCL, you can safe jump every DP in the game, including Kagura's 8 Frame Flash kick. It only loses to Yukikaze, 720 and some super fast invul supers (Taokaka 236236D?). It's literally a perfect safe jump vs most options, which is why they're taking it out for 2.0. If you're beating Sentinel Dump with Mu's DP, then your Azrael isn't doing it fast enough.
  17. Jin - Tsubaki is 10-0 in Jin's favour, discounting human error. *inside joke*
  18. How exactly does the increased damage on the 236236C/D super work?
  19. Fixed up the notations. Sorry about that.
  20. Seems to be fairly dependent how they block. If they crouch block, they'll stay in place and it will cross up. If they stand block, they will end up walking back slightly, making it stay on the same side. By the way. Jump over > j623A> Land > 236A>fast22A>jump over. Enjoy.
  21. DP into 5D is most certainly NOT safe. Forward air tech will give them loads of time to hit the persona, AND you if they have a good air normal (Ken J.B, Labrys j.B, Yu j.B etc)
  22. Hard to say. For starters, we don't have many events, and even when we do, they're usually like 20-25 man events, so not many. It's one of the reasons why this major exists. UNIEL is my main game, but a lot of people only play it as a side game in the UK. You'll be able to fight people, but I can't guarantee it would be at as of a high level as you would like or expect. Ofc, that's assuming you want to get really good at it. If you just want to have fun playing UNIEL offline, then you won't have problems with that.
  23. You can choose. A Version is where Izanagi is. B Version will be where Adachi is.
  24. New combo route is stupid. It literally works off almost everything and does really high damage. The process works thusly Stuff>Anti Air 5B>2C>2AC>(delay)5C>5B>2B>2C>Ender And it works off pretty much everything, not to mention optimal off most confirms that don't revolve around doing the fatal counter IADj.B loops. You basically do buttons, e.g. 5AA>5B, then after confirming the first hit of 5C, either use; (Standing) Heat Riser B or (Crouching/Fatal Counter) Sweep>EX Gunshot (214AB) After both those options, you do dash 5B and simply do the combo above. Most of the time your confirm is going to be a ground confirm into 5C(1). There are some different starters. #1 5D > 5B > 2C > Hop etc. Does 3k, just need them to get wallsticked. #2 2BCH > j.C(whiff) > 5B > Combo. #3 214C/D > Heat Riser B > 2C > Hop. You have to leave out the 5B on these. #4 214CD FC > 5B > Combo. Does like 3.6k midscreen. #5 Anti Air 5B > Combo #6 Throw > OMC/OMB > 5B > Combo. Does 2kish #7 5AAA>Heat Riser B > 2C > Hop (just like the 214C/D combo, awesome for generating that last bit of meter. Does a respectable 3k. #8 Gunshot(214A/B) > Heat Riser B. One of the only ways to combo off raw non CH gunshot, but does like 3.1k so worth it if you can hitconfirm it. You can't do it off DP sadly. Just prorates too much. Enders Include 214A/B (Meterless Option) 214A/B > Magatsu Mandala (50 meter ender). Magatsu Mandala (when too far for gunshot) 236ABA > 214214D (Optimal ender. 75 meter, adds an incredible amount of damage if you have Mandala Buff or the opponent is feared already)
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