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BatousaiJ

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Everything posted by BatousaiJ

  1. Humm, not much I haven't noticed already but still, nice to get some confirmation on some things. Nice work, logic. From what I've seen from the videos, I was thinking 5B was neutral +0 or +1/2 on block but I suppose we'll have to wait for frame data on that. The nerf to 5B hurts the most out of all the changes since it was more or less our best poke that gave us a great edge in footsies(along with our 236x) but we'll just have to make do. I've heard of the greater vertical hitbox of 5C before and I wonder if it'll have any application as a faster anti air reaction choice for those times 2C would be too slow to grab.
  2. There's that 22C > 5C > 2C pick up in the corner. First time I've seen someone use it in extend. With a even faster 5C, I was wondering why people were omitting it as a ender(maybe for more untechable charge time?) but it's nice to know that it still works just the same. It also seems we're able to cancel out of back throw much quicker in extend and that's how he was able to Mugen > dash < 623D and etc etc. Also, it kind of feels like Mugen might last a little longer as he had a chance to probably do a 6C > 236236D or maybe ever 5C© > 2C > 236236D at the end of that mugen combo.
  3. You'll get it when you get it. DAMN IT.
  4. Getting CH by spike chaser can and will lead to massive damage(it's not that hard to pick up). I don't recommend 214D through it unless you know the timing on how to do it like the back of your hand. When you do though, you can even 214D > 22D for a nice way to get through spike chaser and get a hit at mid-screen even if they were too far for 214D to hit.
  5. As depressing as some of these videos can be, I find you can still learn stuff from videos of players that aren't exactly... top-class. Besides, "LOL PSR" remember?
  6. Delay j.236A after 623C slightly and then immediately go into j.214D from there. The two keys to landing that is the correct starter(OTG 6CC is the most obvious one) and the delay of the j.236A after 623C. Corner - 22D > 6CC > 623C > delay j.236A whiff > j.214D > 5C© > IAD etc etc. Refer to some of the combo videos for exact timing if you wish.
  7. The j.C > j.C > 236D should work on everyone except for maybe Tager. The blowback of j.236D seems to have changed slightly from a more diagonal to closer to straight down so you might be able to modify the j.214x to fit your need depending on the character.
  8. That was a fun match. Somethings I noticed- DP whiff with 623C > j.214B. One charge mid screen 5BB > 5CC > 623C > j.214B > j.C > j.C > j.236D > j.214B > dash 5B > 2CC > 236C > 214B> 22C about 3k ish? DP whiff is still relevant outside of corner combos which is nice. I'm going to guess the same direction variaton with j.214A should still work if you go with one j.C before j.236D.
  9. Don't forget to stay flexible and try to pick up combos into other variations if you think you've potentially dropped it somewhere. It's very easy to tell when you've hit the 2CC after 214D too high or too low to continue the IAD combo so at that point you don't want to try the IAD combo since it won't work and just go into a simple air combo finisher or just cut your losses for untechable time and go 2CC > 236B > 214B > 22C. The concept is the same as hitconfirming but instead it's more like hitadjusting. If you're quick, you can even do this for DP whiff combos where you decided to go for the second hit of 2CC or just go 2C > air combo ender if you notice that you hit it too high and the 2nd hit will not connect but that's a lot more advanced than hitadjusting after a confirmed 2CC where you have a great deal of time to make your choice afterwards.
  10. Hum, I thought I heard the announcer say "Spineoza Tsubaki" or something. Also, some interesting stuff in these videos. Corner: Throw > 6CC > 236C > 5C > 2C works - This goes to show exactly how much lower 6CC launches off the ground now and puts possibilities with 236x continuation off of 6CC mid screen as well. Gold Burst > IAD Combo > 236C > 214A(?) > 236236C works - One wonders why he didn't just do it while he was sliding off of 22x or gone 22x > 6C > 236236C but it's cool that it works. The damage that was added was rather pitiful though. Also, worth noting that I haven't seen corner - 22C > 5C > 2C pick up stuff on sliding in any of these extend videos. Not sure if it's not viable or just doesn't work anymore but we'll see.
  11. Gold burst in the corner with no charges will probably net us around 2.4k with full IAD combo off 2CC > etc etc. Konan dashed and tried some shenanigans instead of keeping the charge cancel tight.
  12. Foolishness. A BK combo video can only be made to completion with this song. http://www.youtube.com/watch?v=XUyzLvuhbps
  13. Here's something andrew showed me- Konan(Tsubaki) vs Tao(unknown) http://www.ustream.tv/recorded/18163045 54:44 mark. Just one match from what I can see but it's interesting to see how Konan is trying to play the match up with the extend Tsubaki. Somethings I noticed- Konan's main source of charges is him holding down 5D until he gets 1 full charge 5C© delay still works great as a frame trap Konan doesn't use j.D charge very much at all, even after he techs extremely high after Tao's combo ender(it's pretty safe to charge there in CS 2 from what I've seen/played) Tao's crawl still goes under 236C. He also seemed to try to go for a DP whiff combo but given the misinput on the second one, I'm going to guess it was a hjc that he was trying to do immediately after the whiff.
  14. That's definitely a maybe.
  15. Ya~ I have some money to throw around so I think I'll treat myself a little. 2 Months isn't that long of a time to wait but it will feel like it when me and Kiba start posting some awesome new technology~ I look forward to making you suuuuuper jelly. Pk's face-
  16. IAD combo should be a given at that point but we won't know until someone actually does it. Decemeber~
  17. Just some are more negative than most. I do believe I've seen FC 3C > 5C© and FC 3C > 6CC so the ground untechable time after 3C should be significant. We might even be able to 3C FC > 5D > 2B > 2CC pickup.
  18. Yes for jc combo enders but not for j.236A(w) combos from what I've noticed. 6A FC > 5C > 6CC would be great but I'm not sure if that'll work. It certainly would increase the damage ceiling for what we can do off a 6A without a charge if it does though with 6A FC > 5C > 6CC > 623B > j.214A > j.C > j.CC > j.236A > j.214C in mid screen and much more in the corner being available which should probably work. Still, I doubt we'll have many situations where we can finish for counters with a slow overhead of all things. I think our most used FC starter will most likely be 3C from now on which is actually kind of interesting because you can get a 3C hit off on enemies that are on recovery even if it has strong push back where dashing 6C would've been way too slow to monopolize on the scenario. 3C FC might be more valuable than we think and given the proration is somewhere close to what it is now, we should be able to get a great deal of damage off of it.
  19. Here's one Requires 100 meter BK > Devoured by Darkness You can just put my username in the credits. Thanks.
  20. Ya, there's a great deal of window for you to cancel into your next D move right now in CS 2 and I'd imagine the same for extend. It could be quite long to almost invisible level of delay but you can put it in there as you see fit. I do it all the time into 214D or 22D.
  21. I felt a slight delay in the input between the 236D > 214D. I could be wrong but it was noticeable when I saw it the first time by a little. That might be about 2D/5D. In CS 2 the recovery time was more or less the same from what I can remember(unlike CS 1). I'd really like that frame data but we won't be getting that for a while I bet >_<. I agree with having to play smarter especially since we have to work harder to our charges which is very similar to what we had to do more in CS 1 but I feel like these players are barely scratching the surface of things like optimal combos, situational option selects and etc which is understandable since the game hasn't been around for very long.
  22. Man this guy really liked using 3C, especially that crossover setup. Such a risky maneuver especially when he didn't have heat to RC. I have a good idea on what combo he was going for after the 3C FC, 6CC but it looks like he waited too long to go into 214D and missed it both times. Oh and that j.214B going through ID doesn't make any sense at all unless they added some kind of invinc frames to it or perhaps something happened with the hit detection and something glitched out. All in all, he didn't go for any DP whiff into jc combo ender which I think will be the new standard in most situations tried too many ground charges. Also, I noticed he opted for 2D charge for his charge cancels for 5D which still did almost get him a full bar for 2 charge cancel which isn't bad at all but one would imagine that 5D would be better because of 2D's awful charge up time during the first few frames but we'll see.
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