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LordSpectreX

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  1. After the final sweep, you can just go straight into 236ABA>214214D for 5.9k. You can probably get more via some other method.
  2. https://www.youtube.com/watch?v=jnotMbmvxIw 5A>5AA>5B>5C>2AB>214A (0 Meter, 1868 Damage) 5A>5AA>5B>5C(1)>236ABA>665B>5C>214A (25 Meter, 2538 Damage) (Corner) 5A>5AA>5AAA>Delay 214AB>5B>5C>2C>214A (25 Meter, 2023 Damage) (Crouching) 5A>5AA>5B>5C(1)>2AB>214AB>5C(1)>236C/D (25 Meter, 1910 Damage, Inflicts Fear) (Crouching) 5A>5AA>5B>5C(1)>2AB>214AB>665B>2B>j.2C>214A/B (25 Meter, 2630 Damage) (Crouching) 5A>5AA>2B>j.C>5A>5AA>5B>5C(1)>2AB>236AA (0 Meter, 2416 Damage) (Back to Corner) 5A>5AA>5AA>236BB>665B>5C(1)>2C>214A (0 Meter, 2361 Damage) (Corner) 5A>5AA>5B>5C(1)>236AA>236236B>5C(1)>2C(1)>j.2D (50 Meter, 3686 Damage, Gives Heat Riser Buff) AoA>C>j.B>j.A>j.B>j.2C (0 Meter, 2983 Damage) (Corner) AoA>D>IAD j.B>5C(1)>IAD j.B>2B>7j.B>j.2C(1)>j.2D (0 Meter, 3411 Damage) 5A>5AA>5B>5C(1)>214A>236236B>665B>2B>j.2C>214A/B (50 Meter, 3022 Damage, Gives Heat Riser Buff) (Counterhit) 5C>IAD j.C>5A>5AA>5B>5C>2AB>214A (0 Meter, 3274 Damage) (Fatal) 214CD>665B>IAD j.A>j.B>2B>j.B>j.2C (25 Meter, 3381 Damage) (Counterhit) 5B>DC>5A>5AA>5B>5C>2AB>(5C Finishes)>236AA>214214A (50 Meter, 3277 Damage, Gives Magatsu Mandala Buff) (With Mandala Buff) 5A>5B>5C(1)>214A>236236B>236C (50 Meter, 1988 Damage, Gives Heat Riser Buff, Inflicts Rage, Poison, Fear) (Previous Combo, Rage+Fear Inflicted) >Fatal 5C(1)>IAD j.C>5A>5AA>2B>j.C>5A>5AA>5B>5C(1)>2AB>236AA (0 Meter, 3909 Damage, Inflicts Poison, Fear+Rage Remains) (Previous Combo, Fear Inflicted, Corner) Fatal 214C>5C(1)>IAD j.B>5C(1)>IAD j.B>2B>j.B>j.2C(1)>j.2D (0 Meter, 3342 Damage, Inflicts Shock, Silence + Poison) (With Mandala Buff) 5A>5AA>5B>5C(1)>214A>236236B>OMC>5D>66>236C (100 Meter, 2585 Damage, Inflicts Shock, Rage, Poison...oh my.) (Baits Rising DP) FC j.C Air-to-Air>5C(1)>IAD j.B>5C(1)>IAD j.B>2B>j.B>j.2C(1)>j.2D (0 Meter, 4162 Damage, Inflicts Shock, Poison, Silence) (Corner) 5A>5AA>5B>5C(1)>236AA>OMB>5C(1)>236C (0 Meter, 2160 Damage, Inflicts Fear and Poison, Requires Burst) Fatal Counter 2B>j.A>j.B>j.2C>5B>5C(1)>2C(1)>j.2D (0 Meter, 3306 Damage, Inflicts Shock and Poison) (Fear, Corner) FC 5C>IAD j.C>5B>5C(1)>2B>j.C>5B>5C(1)>2AB>OMB>5C(1)>236236B>5C(1)>2C>236ABA>214214D (125 Meter, 7577 Damage, Requires Burst) (With Mandala Buff, Corner) 5A>5AA>5B>5C(1)>214A>236236B>44>5C(1)>236C (50 Meter, 2442 Damage, Inflicts Fear, Rage, Poison) (Fatal Counter) 5C>IAD j.C>5B>5C(1)>2B>j.C>5B>5C(1)>2AB>236236B>5C(1)>2C>236ABA>214214D (125 Meter, 7224 Damage, Inflicts fucking Death. Note that Mandala Combos end up doing more damage than the raw number due to poison.
  3. I'm pretty confident Shadow Adachi would have been one of the best characters in the game. Adachi is incredibly strong in awakening thanks to the Mandala buff, and having more meter would help that, but them's the breaks.
  4. Some quick random "huh whadda you know" stuff. 214214B Magatsu Mandala returns Izanagi to you when he does it. The A version does in in Izanagi's current position. 214214C Command Grab is 0F after Super Flash. If they're not jumping or doing something BEFORE the superflash, it will hit. 214214C/D is a large command grab that is done FROM Izanagi position. As reversals they're all kinda dodgy. Only 236236C/D and 214214C/D have invincibility from Frame 1, and 236236C/D doesn't even have it for the entire duration. Stick to R Action or 214214C/D (which is very high reward and does beat block baits,so is worth it). You can stance cancel any of Adachi's regular normals into Command Throw (214C/D) for a quicker safer tick throw. An example would be 5AA>236A>214D. It's a lot faster than just doing a regular 5AA>214D tick throw. 214A is slightly minus, it's not Eltnum. Be careful. You can roll after 5C and then do 236B>236B in order to do the flip over stance while still staying on the starting side.
  5. I've transcibed this video. http://www.nicovideo.jp/watch/sm24347267 I've done the combos to test random stuff such as specifics and damage. Enjoy. Combo 5Ax5 DMG = 2021 DMG / Cost = 50 SP (Crouching) j.C > 665B > 2B > j.C > (665B > 2B > j.C) > 5B > 5C > 236AB > 236A/B > 214214D Damage = 4506 / Cost = 75 SP Requires Crouching. I'd recommend against doing the second loop as it makes it quite unstable and you still get 4379 damage by omitting it, meaning you only lose 100 damage. AoA > Fatal C Launcher > j.B > dj.B > dj.A > dj.B > j.2C Damage = 3062 / Cost = 0 SP 5B > 5C > Roll > 236B > 236B > 236236B > 2C > 214214A Damage = 3325 / Cost = 100 SP What's strange in the video is that he does the roll. Now, the roll itself makes sense. Since Roll > 236B > 236B keeps them infront of you, but in the video he does the crossup anyway through some weird timing. Might be a reason but atm I have no idea. For now, do roll if you want to stay on the same side.
  6. Some Day 1 stuff. About to go to bed so can't be bothered to record the damage right now. #1 ...>5B>5C>236AA/BB>236236A>(2C) Universal combo, Can be done from 2A starter, j.C starter etc. Use 236BB for sideswap. As long as it wasn't a bad starter, you can add 2C after Heat Riser for a knockdown. #2 5D (corner carry)>5B>5C>2C>214A/Super(s) 5D is a pretty common starter, so important to know something off it. #3 (In Corner) Fatal Counter 214C/D > 2B > j.A > j.A > j.B > j.2C >214A or > 5B > 5C(1) > 2C > 214A/Super(s) Fatal command grabs essentially double the damage you would have got from them raw. After most combos, you can expend meter for the kill by using 236236B, into 236236D, into 214214A. Even off a fatal command grab, this will put you into the late 4k mark.
  7. Challenge 11; 5Ax5 (Auto Combo) Challenge 12: 5A > 5B > 5C Challenge 13: 2A > 5A > 2B > j.C Challenge 14: 236AA > 236236A Challenge 15: j.C > 5A > 5B > 5C(1) > 236AA Challenge 16: 2B AA > dj.B > dj.C Challenge 17: 5A > 5AA > 5B > 5C > 236BB Challenge 18: AoA > C Launcher > j.A > j.A > j,A > j,B > j.2C Challenge 19: AoA > D Launcher > 214AB > 236236C Challenge 20: 5D > 236236B > 236236D > 214214A Challenge 21: (CR) j.C > 5B > 5C(1) > 2AB > 236BB > 236236B > 2C > 214214A Challenge 22: (CR) j.C > (66) 5B > 2B > j.C > (66) 5B > 5C(1) > 214AB > 66 > 5B > 5C(1) > 2AB > 236ABA > 214214C Challenge 23: Corner: j.C > 236ABA > 665B > 236BB > 5C > 2C > 2D > 2AB Challenge 24: Throw > OMC > 5D > 2A > 66 > 5B > OMB > 2C> 214214B > 5B > 236AA > 236236B > 5C > 214A Challenge 25: Break 6k.
  8. The properties of 5BB are the same. Doing 5B meaty actually beats wakeup EX Assimilation as you can mash out tge 5BB on whiff during the super flash.
  9. Inferno. Divider.
  10. Go in, choose the character who's theme you want, and set your dummy to the character you want to play as. Choose to record and just play like that. Goes back to the menu after 1800 frames, pressing select puts you straight back into the record mode fortunately.
  11. 236A doesn't "catch" the backroll, it has full invincibility. Just do j.214 after the j.2C. Then go for a high low mixup while they're blocking the fireball. He means to just use it like you would after any with throw tech like a reversal. It's if you're sure they're gonna do 5B or something during their +8 frames of advantage. Honestly, it's a big risk. I would only do it if you have Chain Shift in order to stop time and see what they do.
  12. http://t.co/qWJxLrbZ2V My new list. Agreed that Akatsuki is not even. Fireball and his double jump ruin Chaos' neutral game far too much. Extremely difficult for Chaos to disrespect Akatsuki's mixup and pressure. Lowered Hilda and Gordeau. Raised Carmine and Linne.
  13. Some veil off starters listed on the last page. Here's an easy route if you get any starter when you have Veil Off. Any Starter > Launcher (5BB/5CC/2C>5Bor5C) > j.B > j.C > j.236C > Dash Forward > Wait > 2C > 6C > IW.
  14. Just picked up this character. These are some of my first games. Some general tips going forward so I don't develop bad habits would be great. Thank you. https://www.youtube.com/watch?v=fqcaTe3gPnQ&
  15. Team Barrel Roll PSN Name: LordSpectreX (Chaos) UK PSN Name: INTERNET-DIVIDER (Linne) UK
  16. Going through the Terumi combos, it seems like I can get away with not being able to do 22C. Most of the time it just seems like a damage reduction, I think the only things you need it for are midscreen wallbounces for 66>6C?
  17. I cannot physically do Lv3 22C with my hand. I simply don't have enough control over it to rapidly tap something that much. When I played pad, I couldn't even do Hazama's j.Cx5 with my right hand. It's simply an impossibility for me. The only way I can do it, is to do 3C, buffer 22 early, then switch my left hand over to the buttons and use that to mash C. But it's still a lot of stress and effort. Thanks for the combos Don Blow!
  18. Best. Loketest. Ever.
  19. You mean how 236D/214D with no weakpoint goes into absolutely nothing? The only reason why I even agree that he should lose them is because they're so bad that I'd prefer if they remove my temptation to find any sort of reasonable use for them.
  20. Am I actually reading people complaining about the guard point on 236D? I'm just done. Whatever.
  21. Sorry, do you mean the move with Guardpoint with 40 frames startup, or the other one with 27 frames startup and is -26?
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