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Everything posted by Errol
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I wonder how 6b is. I tend to get a lot of raw 6b or 6bb hits, but that's a pretty simple 2500ish in the corner anyway. 6BB>22C>6CC>ender. should be able to get a full IAD after 6bb>214214D though.
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well, 3817 with 236236C at the end, net heat loss of 9. would be more if the super is attached to a 6c. but yeah, it'd be for the purpose of killing someone. Just seems like no point in using mugen here, unless you have like.. 4-5 charges and want to burn 100 meter to do around 6k. annoying thing about mugen is that it really seems to get very little bonus from using more than 1 charge, unless you go all the way and use a 236236D at the end. only really good bonus, unless it'll kill, if you have 5 charges... on another note, 236236D does more guaranteed damage than 236236C now so long as you have 1 charge. Still not good, but..
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I suppose 236236C at the end might actually tack on more damage... than using 3cc RC earlier.
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just putting together typical combo parts, seems like the best 50 meter 1 charge combo I can come up with off a FC 6A isn't a mugen combo. 6A>5CC>6CC>214D>3CC>RC>2CC>IAD>Ender 3700ish, a bit more than a 1 charge mugen combo, but doesn't burn all of your charge. less burstable (burst after 6cc, 214D should eat them, burst after 214D, no heat spent.. burst after 3cc RC - combo is almost over, but there's a good bit of time to block after 3cc RC too, so might bait there as well...) What are you guys using.
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gold burst> 5 charge mugen combo is 5700 damage. Hmm... man, it's annoying looking at the damage changes for tsubaki compared with damage changes for Ragna. Moves were mostly about the same damage, sometimes a bit more even on our end.. but then damage is nerfed on this end, damage is buffed on that end. So we've got a 5b that used to do 540, but now does 520.. and Ragna's 5b used to do 520, but now does 660. etc. Dunno how they decided to do stuff like that.
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Kiba, you should make an effort to use all of these setups on Hexanoid at your next tournament! So we can have good links to it in action!
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Sorry.
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*facepalm*
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That particular thing won't happen at a certain point. But there's harder stuff that drops for the best players, and it drops in a way that can be recognized and compensated for. e.g. If you hit a 2CC too low to followup with an IAD combo, you can 236D - or you can just do a typical 236x-214x-22x combo ender. If it hits too high, you might be able to do a 866 iad combo instead of a 96 iad combo. or just a jump combo if it's too high for that as well. Similar thing with CS2 whiff combos, you could hit with the first 2c, but wouldn't hit with the second 2cc if it hit too high.. but I never was good enough to recognize it dropping and be able to adjust into a jump combo. Konan, on the other hand, seemed to be that good.. I hate when this happens...
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This isn't really true. If hazama throws an aa chain as soon as you jump, and he chains you on the ground if you don't jump - how do you get in? You don't (but no one plays this well). Basically the same as with Lambda. You get in by going high when he decided to go low, or vice versa. Possibly by reacting to something they do...
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yeah, and believe it or not, better players do this, because it's better than the combo dropping.. which like it or not, happens to the best players.
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Who knows, but like... gotta be three or four of us who tested it and that's how it works.
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how? can't cancel into 22a on block, can you? so you're just using 22a from a negative position.. so it should lose to a lot of stuff.
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even on 236D>22d, it's so tight that you can't use 22d, charge for a little bit, and then release it if you think they're going to get trigger happy on you. You really have to call out mashing after your 236D.. 236D would also be better, given that it is negative on block and the followups have big gaps, if it placed you a little farther away so jabs and throws wouldn't ever hit.. well, of course I do raw 236Ds.. grumble I got punished for my first 236C last night. Didn't really hit home how nerfed that was until that happened. Not just loss of pressure, but punished. Need to test more crap...
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I just checked this, and while I found that I could throw out of 236D>214D, I couldn't throw out of 236D>22D. Very close, but couldn't be done. Also, fyi Airk, 2as hit out of 214D. This kinda ruins 236D>214D for me because it won't even counter mashing 2a, terrible. 236D>22D works... (in my testing). but 22d is crappy on normal hit compared to 214d. Which maybe doesn't matter as players get better and stop getting hit by that because it crosses up. 2 charge isn't cheap, I'm a little disappointed.
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there's no reason that mugen -> 214D should work against anyone that knows about it. You just wait for a time when you know you'll be able to burst, which is pretty quickly... seems too easy to burst out of to me. How much of a gap is there between 236d>214D? Can people throw you guaranteed if you try that?
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I want mugen to behave more like Hakumen mugen. Drain a whole lot slower if you aren't doing anything, drain extra when you use D moves. and prevent bursts during entire duration of mugen.
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well, it's not really that I think she's that far off from other characters, but that I'd rather have all characters more on par with Tsubaki than have all characters on par with Ragna.
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Tsubaki is fine, they just need to nerf the living hell out of all the other characters.
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He uses the '22d if tager jumps' trap several times in that video btw.
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Posting a video with all those C DPs and double IAD combos, now... That's really cruel.
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I guess it depends, but I think it isn't really if you have your spacing and timing right... Like if you do 6a>22d vs. tager, you can be 360d or 720d if your spacing is wrong, or possibly magnetized, but at max range you should be fine. I think he might be able to tag you with j.D as he's coming down. not sure.
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tager specific , but remember that if he jumps, it's pretty easy to time the unblockable to hit right about when he's landing.
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Similar to CS2 j.D>j.C>236D? The hard part being charge duration and where exactly you hit with the j.C.
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For landing 236236C or 6A, there were two different methods that I remember working (CS2 knowledge). a. Land it high, no charge, and you can follow up b. land it low, in other words, charge to the max, and you can follow up Go in between and you're screwed. I charge it though, I can't remember if it's more consistent or what.