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Errol

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Everything posted by Errol

  1. Any advice on the use of the command grab? it will go pink if you cancel any normal move with it right?
  2. maaaaaan konan was at that ogre live thing (which was in akihabara, where he plays a lot), but just not on stream. arggggggggg
  3. Nah it doesn't do that.  That'd be pretty awesome... I don't know when we're going to see 22D FCs. Now that there's no reason to press a button when someone is charging in front of your face, I don't see why anyone will press a button. Obviously you cannot use a max charge 22D as a frame trap... Seems like a dumb addition. About as dumb as 22d guard breaking during mugen if you don't barrier. Gotta be the most useless thing ever.. They could've at least let it be outside of mugen too.
  4. Overdrive is same as burst I believe. ABCD. 5CC > 46D236D works but It's character dependent I believe. 22D is way better when charged so it's unfortunate to have to use it before 46D236D (since that gives you time to full charge 22D), and also because the full charge 22D lets you get 6C off. 623D is probably still the best way to start a mugen combo if they're on the ground. It prorates only a bit worse than 46D236D anyway, so it's probably not worth it if you have to use something else to get 46D236D in anyway. 22D 900 dmg 87 P2 623C 800 dmg 84 P2 22D isn't much better than 623C actually. cept 623C has to be followedup with something that sucks to combo. The special aura effects both do a bit above 2k damage and prorate once at around 92-93%.
  5. There were like 1 or 2 videos using mugen. It still nets about the same damage I think. But generally other options are better than they were before. Crush trigger is a big one. OD is a big one. Command throw RC. 46D236D (Prorates better than 3D set) is pretty nice too. But then I didn't really see a lot of mugen usage in CSE either. But there's some nice stuff. Mid screen throw seems like a good candidate now. Throw> Mugen> 46D236D>22D (max charge)>6CC>BBB 4200 damage. 1 charge mugen combo.
  6. I generally avoid translating what is mostly combos but I'll do this. Not taking particular care for sounding good on this though, just meaning. During GA, 2C on normal hit is advantageous enough to connect to an A without a cancel. It's probably slightly plus on block, so should be good for frame traps. Against a scared opponent, you should be able to get closer with hover. Out of the knockdown combos of 5C>2C>6B and 5C>2C>3C, 3C seems to be more advantageous, so if it works on all characters, that's that. During GA, 6C > hj> BC>j>BC>Noir followup> Should be able to finish with Justice DD without using D Mira. 6C has a motion that seems to draw back, and that parts feels like it has invulnerability. Requires further research. ○Topic Air throw combos during GA. BC> γ followup> 5C2C6C is confirmed to be character dependent. Midscreen throw RC combos. Corner throw RC combos. ○Followup combo recipes Corner throw> CT>γAMirage>2C5C>JB>JABC>Noir GA Corner throw >CT>2C5C>JBC>JC>Noir followup GA Corner throw> CT>5D>2Bα>Slide Aegis> Aegis ( From GA, does 3000+ recovers 6 charge) GA Corner back throw>B Mirage>γ followup>C>JBC>JC Air throw>Dash>BC>Aerial BC>β followup Astraeia >2C(1)5C2C>γAMirage>5C2C6C>JCJC>Noir followup finish Good recipes from jbbs: 6Cfc>β cancel>2C5C6C>γAMirage>2B5C>hJBJAJB>JAJBJC>Noir followup Normal ○Midscreen Whatever>C>γA Mirage>2B>B>α Whatever>C>γA Mirage>2B5C>hjBAB>jABC(>Noir) whatever>β>BMirage~Continue combo BC>γAMirage>2B>αBMirage>α(6Charges) BC>γAMirage>Aegis>jB>jABC>Noir(6 Charges) Throw>BMirage>2C5C>hjBAB>jABC(>Noir) Throw>BMirage>γAミラ>hjBAB>jABC(>Noir) Throw>γBMirage>(2B5C>)Aegis>Slide Aegis(6 charges) ○Corner Throw>γAMirage>2B(5C)>α>jB>jABC>Noir Throw>γAMirage>2B>α>Slide Aegis>Aegis(8charges) BC>γAMirage>2B(5C)>α>Slide Aegis>hjAB>jABC>Noir Gain ○Midscreen, 2 charges Whatever>β followup Astraea>B Mirage>BC>hjBC>jBC Noir followup finish Whatever>C>γA Mirage>5C>β followup Astraea B Mirage>BC>hjBC>jBC Noir followup finish ○Midscreen 4 charges+50% B family, up to 2 hits>β followup Astraea>B Mirage>BC>hjBC>jBC>Noir D Mirage>jB>Noir followup>Land> Justice ○Corner 2 charges (JC)BC>β followup Astraea >2C γ A Mirage>5C2C6C>JCJC>Noir followup ender(4150) Corner 4 charges + 50% (JC)BC>β followup astraea>2C γ A Mirage>5C2C6C>JCJC>Noir D Mirage>jB>Noir Followup> Land> Justice(5000) ○Midscreen combo that works for forward or back throw Throw>B Mirage>γB Mirage>5C2C6C>JCJC>Noir followup ○Corner throw, 1 charge Throw>γ A Mirage>5C2C6C>JCJC>Noir followup ender Throw>CT>2C6C>JCJC>Noir followup ender(~3700) Wasn't sure what the meaning of one thing that came up in combos was. 2C出し切り At any rate, in those places I just put 2C. Probably something particular about how you hit with 2C. maybe only a single hit off it, or whatever.
  7. Hmm. CSE. 2- 2.5 charge mugen combo. 5a5cc>mugen>DDD>214D>22D>5d> 623c>J214D>6c>ender works. but unfortunately it doesn't seem worth doing to me really, compared to a 5a5cc>22d> 3CC RC combo. But it's interesting that you can get a full charge off 22d and still follow up with 623c. Makes for a good zero charge 22D CH combo (~3500).
  8. yeah just RC cancel. it can reach 5k with overdrive though. 75 heat and a couple charge I think has gone to 3.5k or something.
  9. It is a projectile, and it has a deadzone in front of her. If you run at her, sometimes you'll be able to do that because of pushing her and running into the deadzone. We'll see, I just know that none of the people on jbbs ever mention her for being top tier. Looking at videos, that's how I feel too. Even if kuresu does well in casuals, he's the #1 Tsubaki. etc etc.
  10. yeah well she's going to be normal tier instead of ass tier. (I haven't seen anyone say she's upper, i.e. hazama jin taokaka valk litchi and prob some others, but she's good.) But that said I think things are going to be pretty different playing as her and against her. The burst and guard primer changes are nice because they remove system mechanics that hurt her and are replaced with good stuff for her. I'll miss my 22D unblockable. She gets a good amount more damage in general in CP, and air enders don't leave you at a disadvantage like in CSEX (this could be the biggest thing I'm looking forward to). But command throw will probably also really change how I go about my pressure. Tsubaki doesn't have a DP. She has a move that lets people air throw her.
  11. I died too, laughing Hey, you went 4:1, that's not bad. GGs.
  12. yknow I prob should not have created, wonder how long I am going to be up.
  13. How long does it normally take for the mooks to come out? Always after console release at any rate right?
  14. I don't think delays will be any harder. confirming 2c > 2cc will be harder. IAD combos don't look harder to me, just different. It depends on starter though. 6a starter IAD is supposed to be somewhat difficult.
  15. I think 5a>2c works on everyone except Amane. That said, There's issues with it. Which you could see in some of those videos.. You have to have the proper delay on certain parts or else it falls apart.
  16. Yeah, felt like I saw kuresu taking a lot of air enders in the latest batch. But that might've been because of the characters he was playing against. There seems to be a hell of a lot of character specifics to tsubaki's combos this time.
  17. You don't have to, one way or another. http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1355238216/278 http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1355238216/279
  18. Prorations are out already. Character combo rate: Normal 90, Gain arte 80 ※() Paren signifies Gain Arte Mode Name/ Damage/ P1/ P2 5A/ 300/ 100/ 77 5B/ 640/ 100/ 85 5C/ 510/ 100/ 89 2A/ 300/ 85/ 77 2B/ 480/ 90/ 85 2C/ 780/ 100/ 89 (2C/ 710*2/ 100/ 92*2) ※2nd hit P1 is unknown but probably 100 6A/ 620/ 90/ 89 6B/ 720/ 85/ 92 6C/ 760/ 100/ 92 (6C/ 710/ 90/ 82) 3C/ 720/ 90/ 89 (3C/ 880/ 95/ 89) JA/ 300/ 90/ 77 JB/ 400/ 90/ 85 JC/ 760/ 90/ 89 (JC/ 520/ 90/ 89) Throw/ 1500/ 100/ 60 ※RC on 2nd hit = 0 damage, 100 P1, 100 P2 A.Throw/ 1400/ 100/ 60 ※RC same as normal throw, probably, but not confirmed. CT/ 1000/ 80/ 100 Taunt/ 100/ 100/ 85 ASaber/ 500/ 85/ 85 DSaber/ xxx/ xx/ xx ※Hits are all at once so it's hard to see with the naked eye Seraphim α/ 700/ 90/ 89 Seraphim β/ 700/ 90/ 89 Seraphim γ/ 700/ 90/ 89 (Astraea/ 900/ 80/ 89) Aegis/ 700/ 90/ 89 Noir/ 700/ 80/ 92 (Strike/ 700/ xx/ 89) Justice/ 2200/ 60/ 92 ※Guaranteed Damage unknown ODJustice/ 3000/ 60/ 92 ※Guaranteed Damage unknown (Transam/ 200*2/ 100/ 100*2)
  19. how much does Dbd life steal?
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