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BatousaiJ

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Everything posted by BatousaiJ

  1. Let me clarify the character specific stuff for this combo 5A > 5CC > 623C > j.214(B) > 9j.C > delayed 9j.C > j.236D > j.214B > 6CC > 236B > 214B > 22B I changed the j.214C to j.214B, it feels easier to connect and should work the same. This combo works on everyone except Tager, Hakumen, Arakune, Valk and Bang. You can also do 5A > 5BB > 5CC > 623C > j.214(B) > 9j.C > delayed 9j.C > j.236D > j.214B > 6C > 236B > 214B > 22B Obviously works without 5A and even with 5A > 5BB > 2BB > 5CC > 623C > etc etc as well. IAD combos are good to practice because the timing is exactly the same more or less. All you're going to do is using 5C where you would normally use 5B which is a quick adjustment. Also get in the habit of practicing 3CC RC like 22D > 5D > 3CC > RC >slight delay 6CC > 623C > j.236(A) > j.214D > dash 5C > 2CC > 22C >dash 5C > 2C > 236B > 214B > 22B That should work in CS 2 and should teach you the timing of the delayed 6CC after 3CC RC which can be trickly along with reinforcing 623C > j.236(A) > j.214D you should already know well from CS 2.
  2. Mehhh... It's still awhile till EVO so I'll see what I feel like doing then.
  3. It is what it is. I never expected much from EVO and this about shows why. Now I'm not sure if I'm going to make it to EVO this year. My motivation to be there dropped significantly. We'll see though.
  4. No it does not. Throw > 236C > 214D > etc etc is no good either. Throw > 236D > 5C > 2CC stuff is the way to go if you're going to use a charge I think(off the top of my head).
  5. Sure, why not. Here's a small preview. Save your burst for Mugen. That shit hurts.
  6. Expect it? I've already seen it! No big whoop though. The best way to crush a scrubedge player's spirit is to play as him yourself and rape them in a mirror match to show them just exactly how easy it is to do. Preferably with a few BK > DbD. Thanks for the info all the same though. I shall return when I have more questions to ask.
  7. My opponents vary in skill but it is what it is with the limited amount of opponents I have good connection with at the moment. Lazy Casuals is more for fun than strictly for high level play since I'll basically play anyone I have a good connection with. Oh and just for the record, I'm fairly sure Toan(Lambchops) would crush you if you played him, aha.
  8. So you're saying, expect more D mashing Noel players. And God is in his heaven and all is well with the world~
  9. Our 5B is significantly slower, I'm not sure if it'll be sufficiently fast enough to punish. Quick dash 5A might be better but I'm not entirely sold on either just yet. I'll try to instant block/block and barrier block it later and see what's the proper punish for it since Noel players seem to end their combos on this like it's unblockable for some reason. Assault Through is wall bounce on CH? I might be able to beat it with a quick reaction 2A but like you said, it's probably not worth the risk. Tsu still has 6C that is basically our Ragna 5D answer to Noel's wake up D shenanigans so I'm not too worried about playing the guessing game with wake up Noel when it comes down to it but it's good to know Noel can RC into 4k+ off 2D. So I don't sleep on it. 4D anti air is going to be a pain to deal with making me think twice about jc resets in pressure. I'll see what I can do about it if any. Is there any change to j.4D in extend or is it still the same as before. Thanks for the info, Luna~
  10. Hai Noel dudes. I have some extend question for ya to better understand this match up a bit. 4D as I've read definitely seems to have a better hit box(delaying j.C will just trade with it instead of beating it now). I'm guessing 4D still has no feet invul still? It seems dashing in with 2A or 2B with Tsu was able to stuff it. Also thinking throw should work as well to stuff it? Wake up 2D should go over any low move I can throw at it like 2A, 2B and also should go over throws as well but at this point it's better off getting hit by 2D than 4D it feels like in the whole risk vs reward thing. Lastly, assault through seemed more difficult to punish after block(definitely couldn't get a CH combo afterwards anyway), what's the approximate frames on block after that now and what kind of invul does that have and for how long? Thanks ahead of time~
  11. More Casuals! Vs 5B and TGS. And bonus for all you Ragna bros.
  12. Ya, that should be 1 charge, no heat.
  13. This is probably going to be our BnB no charge combo off an air throw. Worth noting that 214A can be changed to 214B if you want to change positional advantage quite easily. 6CC into 236C has a slight delay too and if you do it too soon, you'll just whiff right under them.
  14. It's a bit tighter in extend imo because the untechable time of 623C has decreased noticeably. Doubly so if you count the height you need to land the 6CC if you're doing it off a RC 3CC which is fairly common.
  15. Some 1 charge corner combos off pokes- 5A > 5CC > 623C > j.214(A) > j.C > j.C > j.214D > 6CC > 236C > 5C > 2C > 236B > 214B > 22B - 3541 damage, 39 meter gain Pretty meaty off a 5A starter and works on everyone(I believe). It won't work with any 5B hits in the combo there however and you'd have to dumb the combo down by ending it with a simple j.214D > dash 5C > 2CC > 236C > 214C > 22B ender which will result in around 3-3.1k ish which is one of the reasons why I like my combos to go with the simple 5A > 5CC or 5CC but it is what it is. 5B flows naturally when you're pressuring as a transitional move so it's good to know what to hit confirm into if you end up adding an extra hit more than you wanted to. Edit- Also, adding some 1 charge mugen combos off 236D hits. Mid Screen 236D > dash 5CC > 1 Charge Mugen > 623D(2 hits) > j.236D > j.214D > 6CC > j.C > j.CC > j.236A > j.214C - 4072 damage The 2 or 3 hits of the 623D matters in this one due to hit box reasons and will net more damage than the 3 hit if you cancel 623D quickly for this combo but it's usually the opposite most of the time. If you get a CH with 236D, you do something very different for much greater rewards. 236D CH > 5D > 6CC > 1 Charge Mugen > 623D(3 hits) > j.236D > j.214D >2CC > IAD j.CC > 5C > 2C > j.C > j.CC > j.236A > j.214C - 4902 damage . Don't forget to change 6CC into 6C against bigger hitbox characters like Hakumen, Tager and etc. If you do, change the 623D hits to 2 hits over 3 hits for more damage. Ya, I know that it's weird. Lastly, both combos have a variation that end with a 236 > 214 > 22 series but those will do significantly less damage in this instance and remember that any combo ending with a air combo can opt to not use the jc so they can j.D and air dash forward/back depending on need(I recommend this most of the time).
  16. 22x series have some different properties depending on how long it's charged which in CS 1 used to wall bounce but in CS2/extend, it usually just ends up in more untechable time which is very handy to get more free charge in. Otherwise the 22D unblockable after charge is the one you really need to know. As for any other ones being possibly + on block after charge, I'm not sure and if it were, I'm not positive it'll be all that useful from a practical standpoint(outside of gimmicks) but we'll see when the frame data comes out.
  17. Just some casuals. Some fun stuff in there though, particularly a clash I didn't think I'd ever see.
  18. Should be fine. We can really clean house and organize when(if) things get pretty crowded in there with combos.
  19. I like the simple starters and some variations but lots of those can be improved upon for efficiency and positional advantage. Good effort though, keep it coming~ Feel free to chime in on the combo thread and post your findings and we can discuss stuff there.
  20. Ya, I know what it does. I fall for it all the time. I just don't know how to do it properly.
  21. Ya, whiff usually means "miss". Blocked makes a whole lot more sense. Sounds interesting, I'll have to rotate it in my arsenal and see how it works out. One other thing I never do but should do from time to time is the quick getup. How does that even work anyway~
  22. The DP will whiff? Hummm... I'm not sure how that'll work but it seems interesting all the same. I'll try it out on some folks later and see if it seems effective or not. It has to be pretty good since we're giving up some time to get a bit of charge.
  23. What's safe jump good for as an option select? You lose the ability to charge after the knockdown with 22B but instead jump and setup for a the next pressure string? I've seen Kuresu and others do this too much I'm not sure exactly what the benefits are.
  24. Now lets explore using meter in those combos in the form of RC and mugen. 22D > 5D > 3CC > RC > 6CC > 623C > j.236(A) > j.214D > dash 5C > 2CC > 22C > 5C > 2C > 236C > 214C > 22B - 4600 ish damage, 34 ish meter gain back, 1.25 ish charge back. A significant amount of damage added and you get a decent amount of that meter back. 3CC RC can be added to many combo paths efficiently to add damage much better than we can do with a 236236C DD ender now. Here's a Mugen variation taking the same amount of resources. 22D > 5D > 6C > 1 charge mugen > 623D > j.236D > j.214D > 2CC > IAD j.CC > 5C > 2C > hj.CC > j.236A > j.214C -4850 ish damage, 39 ish meter back, charge back depending on air charge amount. This one ends with air combo but I leave out the jc so i can quickly charge in the air and then forward dash with j.b/c to continue my pressure. Tsubaki's air approach of j.C(delay)C or empty 2B make it actually quite good because many people will transition directly to low block after a certain time having blocked the first hit of j.C. So you can end up approached with j.B > j.CC all with delayed timing to mix up your opponents. That's three highs they'll have to block before you even land and if you mix it up with j.B > j.C > 2B and etc, you'd be surprised how many opponents will get opened up by this option. It's because of this(also to make the air ender safer so you can air back dash if you want) I'll option select to end most air combo enders with hj.CC > j.236A > j.214C As you can see, the 1 charge mugen doesn't offer as many benefits over the standard RC combo in the corner with 2 charges and for that situation outside of more damage and a bit more meter gain, it's when you have 2 charges you can start to see Mugen combos pulling away from the other combo variations. 3 charge 22D starter corner 22D > 5D > 6C > Mugen > 623D > j.236D > j.214D > 236D > 214D > 2CC > IAD j.CC > 5C > 2C > hj.CC > j.236A > j.214C 5300-5500 ish damage, 45 -50 ish meter gain All these combos have the three variations, one ending with untechable knock down without j.D charge, one with, and one air ender with air dash option select at the end. They all have their pros and cons and I suggest you figure out what you can get consistently and go with that one. 22D corner combo into mugen and other variation is the one I'm mentioning first and foremost because hit confirming 22D is the easiest thing in the world to do(+ prime spot for unblockable setups) because you even have time to get some free charge before you even start the combo. It's something everyone ought to be able to pick up and start using immediately in matches. If you're talking strictly proration, flat 6CC, 5CC , 5A > 5CC starters will afford you more damage off mugen but that will take a bit of time to hit confirm into on demand. 6CC will lead to the most damage out of the bunch and that's what I'll aim for vs long recovery moves or after guard break if I can activate mugen at any charge level. Some characters will make the combo difficult to land and get hit by the j.236D orb before you can phase through it to get the full combo going and in that case, go for 6C > Mugen instead of 6CC as that works on everyone in the roster. Depending on what you're punishing as how much frames you have to work with and whether it'll be a CH state hit makes all the difference.
  25. Lets see... more stuff. Here's a easy/middle level 2 charge corner combo that's worth knowing. 22D > 5D > 6CC > 623C > j.236(A) > j.214D > dash 5C > 2CC > 22C > 5C > 2C > 236C > 214C > 22B about 3700 damage, 38 meter gain and you should be able to get 1 charge back during the untechable knock down time. The upside to this combo is that it'll work on everyone in the game(pretty sure) and of course it ends with untechable knock down. It's the alternative to this combo from the video 22D > 5D > 6CC > 623C > j.236(A) > j.214D > j.D > j.C > dash 5C > 2CC > 236C > 5C > 236B > 214B > 22B - 3844 ish damage, 41 meter gain and if done perfectly gains back 1.5 ish charges. This combo has many points where the timing is rather specific and against certain characters that 2CC becomes difficult to land consistently and while I would put this up for the advanced ranking for difficulty, the benefits between the two combos aren't too great to the point where I'll probably opt to go with the first variation unless I'm feeling myself or something. Further elaborating on 22D starter in the corner, I really like this for a 1 charge corner combo off a 22D starter 22D > 5D > 6CC > 236C > 5C > 2CC > 236B > 214B > 22B - 2950 ish damage, 28 meter gain and you gain about 1.25 charge back. The alternative is the classic IAD combo 22D > 5D > 5©C > 2CC > IAD j.CC > 5C > 2CC > 236B > 214B > 22B - 2850 ish damage, 28 meter gain and you gain about 1.25 charge back. Very similar benefits for both but the first variation does a tiny little bit more damage and is actually easier to do even than the IAD so I'd opt for that one. Although the IAD one is quite easy as well, mid-level difficulty at best. More to come later.
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