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BatousaiJ

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Everything posted by BatousaiJ

  1. Pretty much, ya.
  2. Ya that works just fine(I think). FC 3C > 3CC works fine mid-screen as well FC 3C > 3CC > RC > 5C > 2CC > IAD j.CC > 5C > 2CC > 236B > 214B > 22B works for a midscreen option if you have some meter to burn and does solid damage.
  3. Noel seems easy enough. Step 1. Spam Sledge Step 2. They stop spamming D moves. Step 3. LOL Noel without D moves.
  4. What setup are you using?
  5. Stop doing dudes and do a proper lady. Like Tsubaki.
  6. Where's this at and what's going on there?
  7. Aha, gotcha. Also, don't forget IAD j.214D is a legit mix up that works on everyone as well and once you get the timing down, you can control which direction you'll be hitting them from. You can RC > dash 2B > 2CC or 236D to follow up that up for a full IAD combo.
  8. j.C should cross over on everyone. You just have to work it into a block string off 6C or 2C.
  9. You can pick up the BBCSX: Limited Edition at amazon for $39.99 instead of the listed price of $59.99. PS3 X360 Credit to CAG. Edit- Dead now. Hope you guys grabbed a copy before the price hike~
  10. Yup, that's always an option for anything involving the air combo ender. Oh and I actually like making sure I begin charging for a split second when I'm near to the ground and then dash in with j.B > j.C. It's very quick and if done correctly, they would be able to dash under you. The biggest annoyance with the jump dash ender is that even if you hit them with your air dashing attack, you won't be able to hitconfirm it once you land and it's usually through sheer ignorance that we can get away with using that in the first place because if you remember if you charge in the air, you will be left defenseless for a brief moment after you land. The same thing applies with air dash combo ender. However, the good thing is, if you have a charge available, you can actually use j.214D to hit them and land normally without any of that delayed timing and follow up with a meaty combo like so- Corner j.D > air dash j.CC > j.214D > 6CC > 236C > 5C > 2CC > 236C > 214B > 22B That's usually why I try not to use air dash ender unless I have an extra charge to expand for hit confirming properly or to make the landing safer on the off chance that my opponent actually knows the match up(which isn't usually the case so whatever XD).
  11. Nah, I just did a quick test and I think I know what happened. The 6CC will only connect if you land the 623D sequence before he starts hitting the ground and starts to slide and you do the 2 hit variation of the 623D instead of 3 hits. Quite easy to do if you Mugen cancel immediately. Works with Mugen 2 charge or 1 all the same. So it would be Corner Throw > Mugen > 623D(2 hits) > j.236D > j.214D > 6CC > j.C > j.CC > j.236A > j.214C - 3759 damage. The damage is nice but it ends with an air combo which isn't particularly ideal. Still, good to know. Maybe canceling the throw with Mugen has the same kind of proration effect as Jin's throw RC where we can get some nice bonuses but it most likely isn't quite as lucrative. It's worth noting that I was able to get full 3 hits of 623D and manage to finish the combo anyway resulting in 3900 ish damage but I have no idea how to get that consistent while the 2 hit method with no sliding will work everytime.
  12. Really? I know you get bonus proration for using D moves while in Mugen mode, it shouldn't matter what numbers of charges of Mugen you activate at the start if you're using the same amount of D moves in there. I'll test it out later.
  13. http://www.youtube.com/watch?v=7iEwGSlf7KY Me and Toan just lazy casualing it up. Some funny stuff here, just remember we sub Tager(like everyone else should).
  14. No it's Ragna because Dead Spiku x N is the best block string in the game.
  15. Now you know why I end up using a lot of 5A > 5C in my gatlings and combos, Kiba. 5B(B) is still very good to use in block strings for mixups and distance control but other wise, I try to keep it out of my hitconfirms if possible. However, since we end up using it so often, it's good to know what you can get off of it in the most common scenarios. I'll post some of those later, maybe tomorrow. Edit- Here we go. I've been implementing the corner extender from the combo tutorial to some of our combos on the case we don't get proper hit confirms- Corner/1 Charge 5A > 5BB > 5CC > 623C > j.214B > j.C > j.C > j.214D > 6C > 22C > 5C > 2C > 236C > 214B > 22B - 3203 damage 39 Meter gain The combo I posted previously with 5A > 5CC starter into full 6CC hit obviously does more damage but you definitely should know the combos you can do after gatlining into 5BB. You should also be aware what you can do off of j.C© in various situations as well since the j.C and j.CC delay are starters you'll find yourself opening your opponents up with quite often. j.C > 5CC > 623C > j.214B > j.C > j.C > j.214D > 6CC > 236C > 5C > 2C > 236C > 214B > 22B - 3851 damage 40 meter gain j.CC > 5CC > 623C > j.214B > j.C > j.C > j.214D > 6C > 22C > 5C > 2C > 236C > 214B > 22B - 3589 damage 39 Meter gain The same applies to Mugen combos and knowing what combos into what after which starter and follow up will be key to milking out the maximum amount of damage and meter gain out of a given situation. Those can go in the combo thread if they're not there already. Also Kiba, I noticed you opted for corner throw > 6CC > mugen instead of 6C like I do. Have you gotten a lot of success with that? That doesn't seem to work out for me too well at all especially again larger hit box enemies. The only time I can consistently get Mugen working properly with the use of 6CC is on a ground hit with either naked 6CC or 5C CH > 6CC > Mugen. Oh and before I forget, here's a mugen combo off of 214D Midscreen 214D > 2CC > Mugen > 623D(2 hits) > j.236D > j.214D > 6CC > j.C > j.CC > j.236A > j.214C - 4559 damage, 28 meter gain back after Mugen activation. Pretty meaty damage off a 214D and you should be landing those often enough if you're baiting for people to come at you recklessly at the neutral game or as a special cancel after 236x series.
  16. That's just a peon nobody that I threw up there for your amusement, AXIS. If you ever get close, I'll throw in my Laharl who's my strongest. Also, am I the only one that thinks there are quite the number of striking simularities between AXIS and Kevin Hart?
  17. That's it. When you're practicing IAD combos for the first time I recommend you do it off this sequence. 214D > 2CC > IAD j.CC > 5C > 2CC > 236B > 214B > 22B The timing for the IAD on this link is very flexible and easy. Once you get comfortable with that being able to do it 90-99%, go on to do air throw > 6CC > 214D > 2CC > IAD j.CC > 5C > 2C > j.C > j.CC > j.236A > j.214C This one has very tight timing even though it's more or less the same link. If you can get this one consistently to 90-99%, you've mastered the IAD and should be able to do it with your eyes closed.
  18. Whateva, nigga.
  19. That's gonna take some time. Good luck hunting for P-Flonzor parts and save after you beat every X-Dimension map. Trust me on that one.
  20. That's if you go alone though, you could split gas costs if you car pool with like 3-4 people in your area. The fact remains that venue fees and tourney entrance costs aren't that significant compared to the trouble or cost of traveling for many people.
  21. You just gonna let that go, Lumin bro? Your man crush getting dissed like that? Also, hai AXIS. Beat all of D4 yet?
  22. The money isn't that big of an issue in all honesty. Who can't gather up like 20 dollars for venue + entrance fee for a tourney that comes around like twice a year? I think the problem is more travel arrangement related with people not having a car to drive or not wanting to drive or takes buses to places they're not familiar with. Being in NJ at the moment, I kind of want to hit up Next Level to hang out and play casuals with the NY/EC people but I've never been there and have very little idea on how to get there. I looked up google maps and directions and given I don't like driving around in NY, I was going to take the bus/subway there but it wasn't quite clear to me(I'm terrible with direction) and in the end laziness wins out and I end up doing the team NAH thing again. ECT was different for me because I had a friend who wanted to go as well and all I had to do was just ride with him but now that friend has moved to LA, I gotta either find clear and easy to understand directions or someone to hitch a ride with in my area.
  23. Found it. http://www.youtube.com/watch?feature=player_detailpage&v=s2RqZ5U3NQM#t=191s I haven't tested it in CSEX but I don't think 214D or MTW has changed to make that not work anymore.
  24. I did that in a combo video in CS 2. 214D on reaction when you see the super flash for MTW, you'll hit em right out of it(at least in CS 2). I think you misunderstand what he meant by "letting him come to you" but he's a big boy and can explain himself.
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