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BatousaiJ

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Everything posted by BatousaiJ

  1. That 5C > 2C link might as well be a "feeling yourself" combo especially against those with a tighter timing on it. The 5A > 2C on the other hand is fairly easy to land consistently so I recommend people just stick with that normally.
  2. I'm running into situations where after a heavy prorated combo, a 22D (charged after 214D or B) will wall bounce and they'll be able to tech before they hit the ground. If that's just how the combo goes, that'd be fine and all but there are times that they do end up landing on the ground allowing for 6C follow up for max damage. Same hits, same damage till that point and yet they don't always become untechable knockdown. My guess currently is that it's got something to do with positioning or height but I'm not 100% how to manipulate that aspect to make it more consistent. You guys run into this yet and have any ideas?
  3. 4.4k damage or so with 5 charge 236236D. Neat. The timing on 3CC is about as strict as 22D > 3CC so it isn't easy, though.
  4. I used to throw it out before when I couldn't follow it up just as a reversal. Now that I can follow it up for about 3k with ease, it's even more tantalizing to use! Edit- To give a concrete number, 236236C > 236D > dash 5C > 2CC > j.C > j.CC > j.214A is 3400 damage. Very respectable indeed off a reversal super of all things.
  5. I was thinking they just did it just to spite Tsubaki players and make our lives more difficult but that could be a part of it.
  6. God damn, I love 236236C. Haha.
  7. What do you mean? The double jump doesn't determine the charge amount, the height does. Even if you super jump and then double jump and start charging at around the height of a normal super jump, you'll get more charges than you would've just you did so on the apex of the jump of super jump into double jump.
  8. Actually not true. The lower you are to the ground, the more charge you get after the first initial charge cancel period. For a test, try super jump, double jump and hold charge all the way down to the ground and you'll see the difference. It will go like this Initial quick charge period -> drastic drop off in speed (you are high in the air) -> slightly quicker as you descend. You won't even get 2 charges even though you're charging for so long in the air compared to a normal super jump j.D to the ground which charges for much lesser time and nets you more charges (a little over 2).
  9. Oh, I'm sure everyone already knows but now you can hold D and it'll go into it directly into charge animation when your recovery ends. This wasn't possible previously and it's a nice touch to maximize the charge gain after combos as before, you had to time it. And a interesting way to try and get some charge in neutral is to super jump backwards and j.236A and j.D as you're coming down. You'll recover into j.D around the time you're near the ground which is where you get the most charge acceleration from air charging. So by the time you land in less than a second, you'll have about 2 charges in that short amount of time. If they know your plans, there are a lot of ways to stop you depending on who you're fighting of course but many characters will have a hard to apporaching you with that slow orb in the middle of the screen. Worst case scenario, you still have a IAD available to get yourself to safety if need be or even IAD forward for an aggressive move.
  10. It's like 500 more damage, more meter gain, a lot more consistent and plus, air enders aren't the poor substitutes they were in Extend as ending the combo with j.214A allows for a brief moment of free charge (same charge acceleration as 22B) and leaves you right next to your opponent. In fact, one could argue that it might be a better ender than the 3B series against characters you want to stay on top of(which happens to be most of them).
  11. The midscreen throw BnB shouldn't be 236B/C > 214B > 22B series as it's woefully inconsistent and does pitiful damage. It should be a straight pick up with 214B after throw(slightly delay the 214B to make it hit). Then you can do a micro dash 5C > 2CC continuation. It's fairly easy to do but if you're in the corner and you throw him away from the corner, the 214B will not connect. But then again, in that scenario, you'd want to back throw so it's not a scenario you should run into all that often. You can also dash 5C > 2CC without the 214B but the timing on that is more difficult and also has the same problem of distance in certain cases.
  12. Thanks, the Tsubaki video will be an exhibition video and not so much a straight tutorial like the Yosuke videos. I might do a tutorial video for one of the new characters like Izayoi if I decide to sub her or something but I'll see how much I like her.
  13. I forget that 236A exists so I'll have to try it out. I've also been screwing around with charge and CT combo extenders to see when it's good to bust out our resources for some solid gain. I've already got a word file with notable combos and set ups that I'll put in my first BBCP video. As usual, I'll do a combination of mostly practical with some usable setups and a few fancy impracticals thrown in for giggles.
  14. I'm running into a scenario where the 5B/B > 5CC is hitting from too far away that 236B won't even combo and the DP also has a chance to miss. The goto at that point in the previous games was to just 22B for knock away at the very least but it doesn't have that property without charging it to full anymore. What are you guys using for a substitute for cases like that?
  15. Make three categories for character specifics. I've already started a mental list of my own but it would be a valuable resource tied to the combo thread if we had it organized. Standard Timing -> Tighter and/or delayed timing -> Not possible I'm sure I'm not the only person that has lost games because I wasn't used to fighting against a particular character and his/her hitbox. - Edit: I forgot to add that I like practicing with Amane as my test dummy for normalizing BnBs since almost everything that will work on him will work on every other character in the roster.
  16. I like how half of our combos don't work on Amane and a few select cast requires tighter timing in some paths. 5C > 2CC extender in the corner after knockdown requires micro dash against some characters, DP whiff gets even harder against characters like Bang. 6CC > 214B into 2CC gets super inconsistent against characters like Noel and forces you to go with 5C > 2C(delayed)C to complete IAD combo and much, much more. Oh Arcsys, you and your character specific nonsense~
  17. 236C whiffed on j.214A route for Tao? It worked for me I think, I'll verify this again later but I'm fairly certain it worked when I was testing her hitbox.
  18. I've been avoiding combo videos so I haven't seen the 11.4k damage combo yet but I'll check it out in a few days when I start digging around for references. Haven't been able to touch the game today since I've been busy but I think I'll try to figure out good combo extenders using various levels of charges and/or AB off common starters. At some point, I'll have to hit the training mode with Izayoi to see what she's all about too but at least for this coming week, I'll stick with Tsu since there are many things I need to adjust to. Oh and I got significantly more consistent in doing 46D motion simply my lifting my finger and tapping 6 instead of moving my thumb across which can often force a 2 input where I don't want it and giving me a shield rush. I've got the DP whiff down using 5A route down on most of the roster at a pretty good accuracy to the point I'd have no problem doing them in matches but 5C still remains inconsistent in the range of execution.
  19. What's her max recorded damage so far? A little over 10k?
  20. Rank of difficulty in learning Tsu in iterations from what I can gather. CP > CS 2 > Extend > CS1. Corner oki with j.236A is pretty fun to mess around with and it's becoming common for me to use the corner extender with knockdown with 5C > 2CC > j.C > j.236A > j.D > dash j.B/C shenanigans. Also, in the training mode, I can really tell that it's pretty ass doing charge motions on a pad since many times I try to do 46 D/C, the input is often read at 426 or 41236 and gives me a shield charge which basically royally screws up whatever combo I'm doing at the time. I'm forced to take very deliberate motions to make sure 46 comes out and it really doesn't feel natural to me all and it's quite frustrating. The j.D > j.C continuation is nice and I'm getting better hang of it but I've found there are easier, just as good enders in many situations that are harder to screw up. It's only really good if you can end the combo with 236B(if you're doing a j.D > j.C extender, you already used 236C during the combo) > 214B > 22B (charged) variation since it gives you more or less the ideal situation to get charge and get a nice knock away. The time frame of getting a combo off on 5BB air hit confirm into a combo is rather strict so I've been practicing that as well and the 2C/C antiair confirms will take a good amount of time to adjust to. There are also (as usual) a dumb amount of character specific stuff where our BnB stuff or max damage combos just won't land on someone (Amane is a douche) and in other cases just becomes more difficult to land. I'm starting to get the hang of the delayed j.214A combo in the corner and it looks slick and is very nice damage without the use of charge. The proration for j.214A/B/C seems to be better as well since you can actually get more damage off a j.CC > j.214C > RC than you can normally using j.CC > j.214D. As for using 5C/5B, just know the distance you're poking at and use them accordingly. Just submit to the idea that not every 5B you hit with will continue into a combo since 5BB range nerf makes spamming 5BB a deathwish and 5B > 5C is even less range than 5BB. Just gotta adjust the poking and continuation game, more or less.
  21. Not even day 1 here, I'm not about to pass judgement on how things are stacked up until I've got more time to test things out.
  22. Humm... Mugen might actually be better in CP than it was in Extend in both practicality in overall damage. Now that we have the option to Overdrive to make Mugen unburstable, it feels stronger than ever. The damage is hanging out around 5.6k for practical level 1 mugen starter at this point but I'm going to guess there are more damaging variations than that already(this is just what I've found). Each level of Mugen increases the damage potential substantially until you hit the 4/5 then at which point you need to end with a DD to make it really worth while. 1-3 charge mugens are really scary already though and I've already figured a few option select ones that end with a 22D guard crush for possible continued damage. I think my favorite thing so far I've cooked up is a a Mugen combo that ends with a 22D guard crush into overdrive -> for the kill. Slick stuff.
  23. So far the things I have the most problem with is j.D > j.C continuation and a few tricky timing with 46D > 236D stuff. The j.D > j.C has three locations where you can drop the combo and I haven't gotten down a consistent input method on j.D just yet but once again, I've only had maybe two hours fiddling with this and that. The 46D > 236D is entirely new so it's understandable my execution on it is shoddy to say the best. I'm starting to understand how long the charge needs to be held though so it's getting easier as I practice it. Also, there is the new method to do IAD combos by slightly delaying the second hit of 2CC which is basically mandatory for all IAD combos now. No more mashing buttons, gotta time these inputs~! I'm working on a list of reliable and efficient damage off common hits and scenarios and starting to grind those out all while tweaking this and that to add a bit more damage and what not. Also, when I get bored I go nuts with the Mugen and Overdrive to see what kind of damage I can pump out and so far(9k+ is easy), I have some rather interesting ideas that I'll share in the first video I'll inevitably make =d. I'll give it a few more days of screwing around before I start referencing videos~
  24. In it. I have to collect my free Tokyo Tea from Kurushi at the very least.
  25. Kunai knockdown is pretty huge and losing moonsault invulnerability is ass but won't effect our overall game play all that much. I always expected to lose glide in the next iteration so that's expected. New tools in Sukukaja sounds good, I'll look forward to seeing what those are.
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