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advancedNoob

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Everything posted by advancedNoob

  1. I thought his OS was legit, decided to play around in CS2 today and went into training to test it out. This OS can be blocked, but I tried something else instead: 4+1+B+A, even though it's tricky to do and sometimes can be blocked, it punishes rolls with 2B and barrier blocks neutral tech. 2B 5B HF(1) 5A 5B 5D DID/CID cu 3C HF seems like a perfect punish that puts them right back into the corner.
  2. I'm watching all the vids jourdal and pktzan upload and the only time I saw 6b wiff after 6c was in the corner, which is normal and happens in cs2 as well. You need to take a small step back for it to connect.
  3. Ah, makes sense then.
  4. Why is longer BK a nerf? If we lose the same amount of health, but BK lasts longer then it's definitely a buff...
  5. 90% of the posts here are sarcasm.
  6. Hmmm, just made up a silly combo. It's very hard to do so GL... Requirements: 23 meter, ~P1 start position to corner, works only with characters who allow 22C 5A link during FC: FC2C 6D jD 665C 6C (DC) 6D jD BE 5C 5D(1) DS 3C 22C...665A 5C 6C "BK" 666D DID(heel drop) jD 5D(1) GH 5D DS 5D(1) HF 3C HF DbD 7985 damage, exchanging DbD for 22C will yield 6885 damage and leave you with 50 meter. Can anyone explain wtf, when I was making this combo up I had it working with 15 meter start up. I did it at least 10 times and it worked... Now I need 23 meter for it to work, WTF!? notes: 1) after DID for jD 5D(1) to work, you have to be bellow your opponent in the air as you connect jD 2) don't delay Axe Kick, that way 5D will pick up your opponent closer to the ground, thus making it easy to connect DS 5D(1) HF
  7. Yeah, 6a nerf was a big deal, I used to use it all the time, now I barely ever dare to.
  8. New combo, hakumen/tager only: 5b 5c jc jd 665a 5b 5c jc jd 665a 5b 3c 22c 665a 5b 5c did cross under 3c combo ender. Crazy fun to do. You need to be point blank range with 5b, combo can start with jc.
  9. That combo is hard to connect and is inferior, do this instead: 6b5c6c ds 5c 5d(1) BK 5b 5d(1) ds 6d 5d(1) gh 6d did jd be 5d hf hf dbd. Nets more heat and damage, if u r too close to corner don't dash after 6c, or ds will wiff, wait until he starts falling and do DS.
  10. Ragnas normals are shit. CH 5C leads to decent damage from max range. BK isn't that situational. Overall, good stuff, waiting for final product!
  11. Noel? Mash 2D.
  12. How's the parking there? Is there where to park? Is it free or do I need quarters?
  13. Back from my salty BB break, gonna be attending this event. Whoever is traveling from long island, pm me and let's arrange our travel plans.
  14. Hellknight, r u planning on going? Let me know. So I don't need to drag my stick all the way there to play, right?
  15. One of rags best tools against noel is 5D. It completely shuts down her wake up bullshit. Here's the plan, get her cornered and use 5D to teach her not to mash, then mix overheads for damage. On ground hit just end 5d with hf to restart the pressure game, if you catch her in air(her 2d wake up) then it's easy 4k damage that once again ends with hf. If they block, cancel 5d into DS, if after DS u r close to her, don't use normals, use another 5d, if u r far away mash deadspike since her drve cant reach you.
  16. Jourdal, Jin is not as scary to me because he can't just random hit you and do loads of damage. Even though he is godly, he is not unfair. Carl and Ara are just retarded, they can kill you for one mistake.
  17. Any character, including Tager can be scary in the right hands, but Makoto, Noel, Carl, Arakune, Tao, Hazama and Jin (him, not as much as the rest) are on their own level. I want to include Platinum there, but it's a bit too early to tell.
  18. Throw combo: B+C 5C 5D(1) 214D 3C 22C 66 5A 5B 5C 214D 214C 214C dash under 3C 22C. 4040 damage. Don't everyone's experience with 22c 665a, but I can only get it to work on HZ, RG, HK, LA, havent tested vs dlc characters.
  19. What you are looking for in videos or while observing online, are block string options, oki options and how to force your opponent to neutral wake up ASAP as opposed to rolling or just lying there thus messing up your tactics. Everything else you learn from playing the game itself.
  20. Oh, for some reason I thought 6A could be done from any normal in CS2. Pfffff, then his overhead is very fair and Jin defines balance (with minor tweaks here and there) imo. Although, he isn't the only one, Ragna, Tsubaki, Haku and Litchi seem freaking great in this game.
  21. I only dislike that he can cancel any normal into 6A and RC throw in corner can deal 5K damage, other than that he is a perfect character.
  22. Good info, thanks for exposing his weakness during teleport. Carl sux, but he is unpopular. You'll rarely face his "1 jab to victory" nonsense. Oh and quite a few people saw his bullshit way before those Kyaku matches. What's wrong with Jin? He is top, but not broken top (at least imo).
  23. What about his slide (teleport)? How many frames is that? I see carls do that all the time. It seems like a free escape to me.
  24. My point was, even if you can block it, you are still stuck in between Carl and that fucking terminator and with all the options he has, you are likely to get hit anyway. That's why I said it's pretty much irrelevant. But that's true, you can always either mash or hold up-back and prey you get out. True, Haku counter makes sense, too.
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