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Errol

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Everything posted by Errol

  1. FC 3C > 6CC > 214D > 2CC > IAD j.CC > 5C > 2CC > 236C > 5C > 2C > xBBB 3921, if you end in the corner. I don't really like 214D> 6A, tight on timing, but will work anywhere.
  2. This is what I get for bringing you a cool new combo Velvien is right on the heat, I had a rapid killing my heat gain. Also, you'd have figured out that it required a TK, anything else is much too slow. good corner carry too, and should be universal (with micro dash). Full charge 22b for charging..
  3. Who knows. Fire up your game. Anyway, it's easy enough to be a bread and butter 0 charge FC 6A combo.
  4. 2685 with CCB ender. (24 heat) 2718 with jCC ender (air dash remaining) the hard part is 6C > j.236C. delaying it so you don't land befor ehitting.
  5. FC 6A>5CC>6C>j.236C>dash 5A>5CC>6CC>jc>JCC>j.236a>j.236c>JD
  6. 5b used to be pretty good, but it could be low profiled and it's also not as good now.
  7. Good to know... That does make a difference, I guess 6b resets should be safe to mashing at a pretty good range..
  8. Hmm. is there really no dash frames or anything that you have to cancel out of? figured it would take at least a frame or something?
  9. I mean, this works because they hesitate. Which isn't bad, they hesitate because you might do 6bb and 22c, or maybe 5b (less so now). but if they commit to jabbing they'll CH you every time. It's not like jin's little jump in the air, or bang's D nails.. but it's good, just different. It's more like Jin's 2d now. press something and he does 5c, and you're hit, press something and he tries to run up, you've got him.
  10. I don't understand the question, if you hit them before they touch the ground, the untechable time should be based on whatever you hit with them instead of the 22D..?
  11. 2CC or 2C?
  12. it's j.B not j.A. I think it's definitely good in some cases. I do the same thing if I hit too low - just go for an ender right there or extend with charge. It's easy to do because you have a lot of time to confirm into it. Not the case with this.
  13. I tried it a bit, and it seems too hard to me ( or for me). Notable things: You have to do just 2c, and you have to JC right away. I think this makes it impossible to just use as a pick-up combo when you hit too with 2c. You have to aim for it. You have to hit that 2c really low too.. I think there are heights where the jCC iad combo won't work and this won't work either. But. with practice I could see it being a viable combo path.. specifically for cases like in that video. Combos that are prorated too heavily to get the normal IAD combo.. Quite a bitch though. At least at the start..
  14. Cool stuff. How difficult is the jb/jc IAD? It's only for if you accidentally hit too low, so in that case, not bad? Probably difficult to consistently hit that low but you wouldn't have any reason to do that. Something else I noticed, CH j214X can be followed up in the corner without RC, but it has to hit shallow. but with RC you can follow up anywhere.. but still easier to get a good combo on a CH. Quite good starter if you can get a good combo off of it (IAD combo for 3k+ for instance).
  15. Pretty sure Rachel's 4B is faster... GGs to those I played.
  16. Yeah, that does. Thanks. Feels like there are so many combo variations to remember.. I *think* that off some starters you can't get the full 6cc but you can get a full IAD. and off 6cc, you can throw in a 214D and still get a full IAD combo. I need to check some more. Similarly, so many combos, have to remember which specific ones allow for a 236C > 5C extension at the end. Although I find 22C > 5C > 2C > 236C > 214B > 22B extensions easier...
  17. Maybe I'm expecting too much out of additional charge in mugen. I'll get like 6200 on a 1 charge mugen combo, and then 6500 on a 2-3 charge mugen.
  18. Jerk~ That's true but I probably won't be able to time it 'like a boss' consistently. Tell me what you would do with extra half charges and junk to improve a mugen combo though. From my look at mugen combos, tacking on a 214D or something prorates to the point where you can't do an IAD anymore and doesn't really gain you much (anything?). I'm sincerely asking for help.
  19. TBH, I don't want mugen to be unburstable, but I think it'd be reasonable to be able to stop mugen by charging in the middle of it. If they burst your 5 charge mugen combo, then you can tap 5d and have 3 probably 4 charges instead of soon to be 0. That or cancel mugen if you get hit? not burst safe, but you don't lose as much. note that the point of 'mugen deactivates if you get hit' would be that a green burst is a hit. Don't know if it's a good idea. Either would have problems if you intended to use mugen in neutral.. but mugen seems to only get used in combos anyway. Beats me. some comparison points 5c>6cc>Mugen>D DP crap> IAD crap > ground ender > 5290 *max damage, burst = minimal damage, good chunk of charge drains off if you mugened with more than 1 charge* 5c>6cc>214d>3cc>RC> IAD crap > ground ender > 4708 *if they burst after 3cc RC, you've already done a substantial amount of damage.. if they burst before it, you only lost one charge, no heat* 5c>6cc>214d> IAD crap > ground ender > 6c > distortion > 4605 *don't need to get any heat until the very end, kills oki, but probably done as a kill combo* 6bb> mugen> reaches 4k. not going to get close to that with 1 charge and 50 heat without using mugen. the alternatives for 5c punish combos are fairly close.
  20. I get so tired of typing combo notation, sorry. I did mean to use 6a>5cc>214214D>etc.. I was just saying instead of (usual 6a, non ch combo, which does involve 6bb) You can do combos off 5a5cc, but it seems to me that those combos are significantly less optimal than mugen. Your other options - Dp whiff into j236D stuff, aren't that great. I mean, there's a bigger gain from mugen'ing there, when you can't do a 6c - you can't do a 214D (well I guess you could 5a5c2c214d, but that's tight on range), you can't stick in a 3cc rapid, you can't do an IAD combo... etc.. If you can stick that stuff in early on you don't get as much from using the mugen. Which is why 6bb>mugen looked really attractive to me. combo options off 6bb hits are jack, but you're up to 4k with mugen.
  21. well, 6a FC is definitely bad, I was just thinking about on NORMAL 6A hits. on FC, you can do 6CC>214D and that beats out mugen. 6A>5CC>6BB>xCCC is the typical and that's not veyr high damage. 1 charge mugen .. something like 6a>5cc>214214D>623D etc> 6CC>xBBB? just figuring, the best places for mugen are the places where you can't really combo well normally..
  22. 5C CH > 6CC into mugen is good damage (and this is what I've used mugen for so far, besides random 5a5cc hits), but I think you can get really damn close to it with other combos.. I don't have numbers right now though.
  23. Damage depends when you start it. There are some starters where a mugen combo is a clear gain. 2 charge mugen combo usually means you're burning an extra charge, and 50 heat, for that damage. Most of our combos have some crazy carry, so that also depends on where it is being used. There's jCC in the air, if you have 2 charges, but then again I'd also be thinking about just doing jC and probably getting a CH combo for a good what, 2700ish at no charge cost and no heat cost. I'm trying to think about where it's good to work it in - help me out here. 5a5cc>mugen is effective, and it's easy to confirm INTO mugen, but not so good currently at confirming a block into a charge cancel to continue pressure. maybe 6a>5cc>mugen, when the 6a isn't a counter hit?
  24. Basically, I guess looking to not be hosed if they burst out of it. Cause I can't remember it being used effectively in any recent videos. It's only good in very specific scenarios (generally, 1 charge, or 5 charges, or maybe 2 charges for certain spots , ie throw), and kinda depends on them having no bursts. You have to use it very early on in any combo for it to be worth it.. What are the many common scenarios? Tell me when you use it. 3CC RC is generally better if you can stick it in, it seems. I also kind of feel like the only reason we use these options is because 236236C is so terrible now. If they buff 236236C, which seems logical, then when would mugen get used? off a 6a starter, you already get more damage by using a 236236C than by using a mugen.
  25. What would it take for mugen to actually be useful.. besides scrapping it and replacing it with a 50 heat -> 3 charge super? Maybe if you could end mugen by charging in the middle (in case of burst)? Or just end mugen if you get hit. Dunno, hope they do something next time around.
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