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BatousaiJ

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Everything posted by BatousaiJ

  1. You never really want to do 214B after 236D, you generally want to go dash in for 5B/5C > 2CC or just dash 2CC if the situation calls for it. The dash 5B > 2CC link is especially easy and has a large window of opportunity for you to connect it so that's the one I'd recommend you go with most of the time. As for not being able to do IAD combos, don't fret, it's like going to ruin you chance to win or anything. It just means you'll be messing out on maximum potential but you can kind of omit the IAD combo in many scenarios and still keep positional advantage so try to do that. Also, people who are having trouble with 623C whiff and IAD combos should mostly go with the optional 2A/5A >5BB > 5CC > 22B > 236D > dash 5B > 2CC > 236B > 214B > 22B combos to start for their one charge option as it does ok damage and good carry to the corner.
  2. I have a quick question for you guys. When I IAD j.214D and land it, I can't seem to follow it up with 236D for the life of me in midscreen. Try this. Dash 2A > 5B > IAD > j.214D. Whether that be a fake cross over or a legit one, if it hits, no matter how fast I go into 236D, it won't connect unless it's they're near or at the corner so the slide is shortened. Can someone test this to see if it's an execution problem on my end or just the way it works?
  3. Given as you guys know all 623C > j.214A combos are not of the same difficulty, the ones that don't use the second hit of 2C are intermediate combos at best and you can almost consider ones that gets rid of 2C link entirely and goes straight to j.C even easier than that. The only expert variations of combos should rightfully be the 2CC links after whiffs For example combos listed like these "(5A/2A) > 5BB 5CC > 623C > j.214A whiff > 2C > j.C > j.214D > 5C(w)C 2CC > 22[C] > dash 5C 2C > 236B 214B 22B 6A > 5CC > 6B > 623C > j.214A whiff > 2C > hjc. j.C > j.214D > 5C(w)C 2CC > 22[C] > dash 5C 2C > 236B 214B 22B 2B > 5BB > 5CC > 623C > j.214A whiff > 2C > hjc. j.C > j.214D > 5C(w)C 2CC > 22[C] > dash 5C 2C > 236B 214B 22B" In the expert section are rightfully noted not so much do to their 2C timing(you don't even have to dash 2C in the corner) but the often fickle nature and added difficulty of the 22[C] > dash 5C 2C link. Also more importantly that, 2B starter I quoted there absolutely does not work. I don't remember doing any 2B starter combos and that was definitely artificially added on. They will be able to tech at the 5CC > 2CC point which make the point invalid. That needs to be replaced with 2B > 5CC > 623C > j.214A whiff > 2C > j.C > j.C > j.214D > 5C(w)C 2CC > 22[C] > dash 5C 2C > 236C 214B 22B. Any how, getting back to it- so in truth, if you remove that corner specific ender you're left with a easier combo in the intermediate level like so... "(2A/5A optional) >5BB > 5CC > 623C > j.214A whiff > 2C > j.C > j.C > j.214D > 5C(w)C 2CC > 236C > 214C > 22C" Note that the use of the C variation of the ender is intentional as it add more damage without any sacrifice in many scenarios. You lose a bit of damage and meter but it tones down the difficulty while keeping all the important positional benefits so the ones without the corner 5C > 2C pick up enders should be added into intermediate as they are more or less the best options for that difficulty level. 236D link in the corner are very silly as the major point of the 236D outside of mugen and first hit is to carry to the corner. I'll also add to that we should optimize many of the combos and make sure it does the most that it can if you're not sacrificing anything to get it. For example, the one we have listed now as I mentioned before (5A/2A) > 5BB 5CC > 623C > j.214A whiff > 2C > j.C > j.214D > 5C(w)C 2CC > 22[C] > dash 5C 2C > 236B 214B 22B [3384 damage, 42 meter gain] There's no reason why this combo isn't this instead. (5A/2A) > 5BB 5CC > 623C > j.214A whiff > 2C > j.C > j.C > j.214D > 5C(w)C 2CC > 22[C] > dash 5C 2C > 236C 214B 22B [3446 damage, 44 meter gain] It adds a little bit more damage and heat and adds no real difficulty to the combo. Also, posting an interesting finding that I have overlooked and have been mistakened for a while is the way the dash 5C > 2C link works. I thought at first that you need to charge the 22C long enough for bonus untechable time for you to get the chance to get in there for that dash 5C and while this is true, there is in fact another method that is perhaps a easier, cleaner solution to the dash 5C > 2C pick up method. The trick to landing that 22C at the highest point you can as they're falling. While they'll be able to tech more or less as immediately as they go into the sliding motion, because they are hit from a higher falling location, that sliding animation would still be in effect by the time you get in there with the dash 5C making this pick up possible. I'll leave that to you to decide whichever is easier for you but I believe the charge method is the more difficult one of the two and potentially done well, they lead to the same result, you'll want to practice and figure out which one you can get out more consistently.
  4. Lets not blow this out and make this a "netplay vs scene" thing. I really dislike the elitism and ignorance from both sides of the issue when it comes to this argument. Besides, I'm merely suggesting more combo options for the situations that come up often that vary more so in the realm of difficulty than anything else. Last time I checked, more options in your arsenal is never a bad thing. Been a bit busy today, I'll look into adding the stuff tomorrow and edit some of the ones that could be better.
  5. Gonna take some time later today(most likely) and add some easier combos into some gaps and most common situations. After playing online for a bit I've found some of the most beneficial options just isn't feasible in fluctuating lag situations so I've opted for simpler options. IAD combos have been fairly easy but the whiff and 2CC options have been difficult so far. Given I only have a few days worth of matches on line so far but it should be helpful to have more options that are easier to pull off. If anyone else have other options, feel free to post them and we can check em out.
  6. Which variation does as much as the whiff combos as far as no charge combos go? You can get 3.2k with no charges with a 5B starter with the whiff combo. (5BB > 5CC > 623C > j.214A > dash 2CC > 623C > j.214A > hjc j.C > j.CC > j.236A > j.214C [3223 damage]) As for the IAD, you can(and should) buffer the jc for IAD but you're going to have to time your dash more or less to the moment the dash initializes. Depending on the height you get them on 2CC, I find I either go with 9 or 8 to IAD with since it does make a difference in how the j.CC hits depending on which one you use. Also, I've found it much easier to do IAD combos then whiff 2CC links online for some reason and I have to say I haven't had a single match so far where I could say it was nearly lagless. Kinda not down with the opponent's connection with netcode so far.
  7. F%^kin' lag. Damn you for living in Cali, Ginseng.
  8. Hah! Just manged to pull off that new 2 charge corner combo in full online. *high fives everyone* Starting to get used to the lag little bit by bit. Performed better than the first time I booted the game up in CS 2 even though I was fighting against some pretty laggy people.
  9. Hum, having spent a few minutes on CS 2 on PS3, I can confirm the PS3 version is faster than the PSP version. Noticeably so to the point where my timing is a little off from having trained on the PSP version. I'm making adjustments pretty quickly but it kind of sucks that all my training is kind of working against me at this point -__-. Still, I can more or less confirm all the combo works I did on PSP works just fine on the PS3 so that's something. I'll be on later tonight to mess around online, anyone with decent connection is welcome to join.
  10. Was watching a video earlier today and saw this combo. It adds a single hit but it's fancier and adds a bit more damage. Definitely a keeper for the advanced combo pile. 22D starter, 2 charge combo 22D > 6CC > 623C > (delay) j.236A > j.214D > (delay) 5CC(whiff first hit) > 2CC > IAD j.CC > 5B > 2CC > 236C > 214C > 22C [4795 damage, 43 meter gain] - Simple version works vs everyone 22D > 6CC > 623C > (delay) j.236A > j.214D > (delay) 5CC(whiff first hit) > 2CC > IAD j.CC > 5B > 2CC > 22C > dash 5C > 2C > 236C > 214C > 22C [4964 damage, 50 meter gain] - Works vs everyone except Jin, higher difficulty.
  11. Jin's got silly sliding hitbox so you'll never be able to do the 5C > 2C pick up on him. For him, I'd go with 22D > 6CC > j.214D > 5CC(whiff first hit) > 2CC > IAD j.CC > 5B > 2CC > 236C > 214C > 22C [> 6C > 236236C optional] Without the DD ender, it does about 4.5k, 200 ish less then the usual corner ender but its a good alternative all the same. Since Jin also can't be hit on sliding frames with a 236236C, you'll need the 6C before it too.
  12. Indeed it does, you have to dash before 5C > 2C so you're right up on the corner with them to make the distance shorter for 236B to connect. There are a few I've noted this and other I haven't, it depends on the scenario but if 236B/C won't connect after the 5C > 2C ender, it's always because you didn't dash 5C.
  13. I'm going to add an alternative method for 623C > j.214A link that I've been testing out for a little while when CS 2 comes out on PSN USA so I can get you guy's opinion on whether it helps or not on the whole timing front. I do believe that it does for me but I'd like to get some hands on input from more people before I make some amendments to combo works/tips.
  14. Knowing the uses of her various normals first of all and when you should use them. Learning her BnB that gives you positional/free charge advantage. Tight, tricky block strings with kara throws and unblockable set ups. Having a feel to when you've got time to get some free charge. Finally her match up against other characters in the roster. Not in that order but you get the idea.
  15. The second hit of 2CC provides a good deal of hit stun, you can delay 236B slightly to make it hit everytime(don't delay the 2CC hits). There's also an issue when doing the combo in mid screen where you unintentionally change positions which is often not desirable but it's all in the timing you go with 236B and that adjustment is rather easily made.
  16. Oh and to note, if you're going to add me, please let me know you're from DL. I'm down to playing anyone to test the waters of the connection at least a few times so feel free to send me a request if you'd like to spar.
  17. Hum...I have no idea what you mean by kara glide. Don't think that's one of the tools I used so I'm not sure if it's still in the game. As far as IAD link, it's one of those you have to learn if you want to get the most out of Tsubaki and while it's a bit weird to get the timing down in the beginning, once you get it, you'll have it down easy. Watch videos of people doing the link to get a general idea of the timing between the two j.CC hits and then practice it with the 214D > 2CC > IAD link until you get it down. The reason why you start practicing with 214D link is that it has a good deal of stun and the timing for the IAD is a bit more lax than the alternatives like the air throw > 6C > 236D > 2CC > IAD which has a very, very specific timing. Keep practicing the IAD and 623C > j.214A > dash 2CC links the most as they're the toughest to get consistently. Once those feel natural to you, the rest of her combos should fall into line fairly easily.
  18. PSN - BatousaiJ, NY/NJ I've got XBL with the same name but I play Blaz only on PS3(pad power).
  19. Have you got the 623C > j.214A > dash 2CC link down, Ginseng? The trick is to get consistent with all the starters + character combinations.
  20. Hummmm... basic combos. It's rather awkward to come up with combos that I'd personally never use but after it's all compiled, I'll look at the empty spots and try to make some filler combos, hopefully suitable to the difficulty criteria.
  21. I've always had fun doing combo works stuff and given I've been doing it at my own pace, I had a pretty easy time putting everything together. Still, I can't help but feel that I'm missing something very obvious but I'll look it over after everything is compiled nicely then I should be able to spot any gaping holes that might be there. You know, it's like that feeling when you're on the road in the morning leaving for work with the feeling you left your garage door open....
  22. Ah hah. That would be a "counter assault" it's a mechanic in the game that allows you to expend some heat (50%) to do a move that's designed to push an enemy away . It's performed by pressing forward and A+B together while you're in block stun. It's quite handy to use but it can be baited as it has a bit of recovery time so I would use it with a bit of caution.
  23. Eh? You'd want to 623A/D DP out of block strings, 22x is risky and sort of slow to be used as such. If you could post the video with time stamp when this happens, I could try to explain what he did there.
  24. Did some thinking and I realized that listing Mugen combos would take forever since there's so many ways to start it so... make your own, you bums! Forgot to do throw BnB though, so here we go. Note : Back throw and front throw do the same damage and share the same kind of properties but you recover from using a back throw quicker than front, allowing you to do character specific follow up mid-screen with no charge as well as activate Mugen and go for a follow up after a back throw anywhere on the screen. Back throw- Anywhere (Vs Rachel, Tager, Valk only)Backthrow > 236C > 214B > 22B [1508 damage, 10 meter gain] From this point the throws can be switched without any consequence . Corner Throw > dash 2B > 2CC > 22C > 5C > 2C > 236C > 214B > 22B [2159 damage, 25 meter gain] Throw > 6CC > hjc j.B j.C > jc j.CC > j.236A > j.214C [2411 damage, 23 meter gain] Throw starter, 1 charge Anywhere Throw > 236D > dash 5B > 2CC > 236B > 214B > 22B [2176 damage, 20 meter gain] Throw > 236D > dash 5B > 2CC > jc j.C > jc j.CC > j.236A > j.214C [2362 damage, 23 meter gain] Corner Throw > 6CC > jc j.C > j.214D > 5CC (whiff first hit) > 2CC > 22C > dash 5C > 2C > 236C > 214B > 22B [3015 damage, 39 meter gain] Throw > 6C > 22D > 5D charge(9/10th of one charge) > 2B > 2CC > 22C > 5C > 2C > 236C > 214B > 22B [2676 damage, 33 meter gain] Throw, 2 charge- Anywhere Throw > 236D > dash 5C > 2C > 214D > 5C > 2CC > 236B > 214B > 22B [2688 damage, 29 meter gain] Throw > 236D > dash 5C > 2C > 214D > 5C > 2CC > hjc j.C > jc j.CC > j.236A > j.214C [2836 damage, 32 meter gain] Corner Damage and meter gain from adding another charge to the corner combo lacks real substantial benefit from my finding so far. It's generally better to save the charges at that point and stick with the 1 charge corner throw combos. Air throw- Anywhere Air throw > dash 5C > 2CC > 236B > 214B > 22B [2527 damage, 19 meter gain](dash 5C can be replaced by 2B for consistency/easier difficulty) Air throw > air dash j.CC > 5B > 2CC > 236B > 214B > 22B [2649 damage, 23 meter gain] *new* Air Throw > 6CC > hjc j.B j.C > j.CC > j.236A > j.214C [2970 damage, 24 meter gain] Corner Air throw > 5C > 2CC > 22C > 5C > 2C > 236C > 214B > 22B [2824 damage, 27 meter gain] Air throw > 5C > 2CC > 22C > 5C > 2C > jc j.C > j.CC > j.236A > j.214C [2949 damage, 29 meter gain] Air throw, 1 charge Anywhere Air throw > dash 5C > 2CC > 236D > dash 5C > 2CC > 236B > 214B > 22B [3135 damage, 30 meter gain] (adds little damage/meter but carries further) Air throw > 6C > 236D > dash 2CC > IAD j.CC > 5B > 2C > jc j.C > j.CC > j.236A > j.214C [3451 damage, 36 meter gain] Corner Air throw > 6CC > jc j.C > j.214D > 5CC (whiff first hit) > 2CC > 22C > dash 5C > 2C > 236C > 214B > 22B [3640 damage, 40 meter gain] Air throw > 6C > 22D > 5D charge (9/10th of 1 charge) > 2B > 2CC > 22C > 5C > 2C > 236C > 214B > 22B [3262 damage, 34 meter gain] Air throw, 2 charge- Anywhere Air throw > 6CC > hjc j.214D > 236D > 5B > 2CC > 236b > 214B > 22B [3486 damage, 33 meter gain](full screen carry) Corner Same issue as regular throw. I'm fairly certain that I've covered all the common/important starter BnB I believe. I suspect as time goes on we'll be able to find alternatives that will suit certain situations better but for now these will do. Time to take a nice long break from combo works...
  25. I was hoping to finish the combo compilation on CS 2 on consoles so I get some practice on the pad instead of the PSP but we all know how that's turned out. *shakes fist at the general direction of arcsys headquarters* Anyhow, continuing... 22D combo- Anywhere (vs Rachel, Tager, Valk only) 22D > 236C > 214B > 22B [1770 damage, 10 meter gain] (vs Everyone else) 22D > think about how 22D used to wall bounce anywhere > Cry [900 damage, 3 meter gain, 40 sadness gain] Corner 22D > 5D tap > 5CC(first hit whiff) >2CC > IAD j.CC > 5B > 2CC > 22C > 5C > 2C > 236C > 214B > 22B [3679 damage, 36 meter gain] 22D > 5D tap > 6CC > hjc j.B j.C > jc j.CC > 236A > 214C [3321 damage, 23 meter gain] 22D, 2 charge combo- Anywhere (does not work with back furthest to the corner, 236D will not connect) 22D > 236D > dash 5B > 2CC > IAD j.CC > 5B > 2CC > 236C > 214B > 22B [3625 damage, 31 meter gain](full screen carry) 22D > 236D > dash 5B > 2CC > 5CC > hjc j.B j.C > jc j.CC > 236A > 214C [3516 damage, 27 meter gain] Corner 22D > 6CC > j.214D > 5CC(whiff first hit) > 2CC > IAD j.CC > 5B > 2CC > 22C > 5C > 2C > 236B > 214B > 22B [4719 damage, 47 meter gain] 22D > 6CC > jc j.C > j.CC > j.236A > j.214D > 5CC(whiff first hit) > 2CC > 22C > dash 5C > 2C > 236B > 214B > 22B [4415 damage, 45 meter gain] 22D, 3 charge combo- Anywhere 22D > 236D > dash 5C > 2C > 214D > 2CC > IAD j.CC > 5B > 2CC > 236C > 214B > 22B [4197 damage, 37 meter gain](positional change opportunity after 214D) 3 charge corner combos add very little benefits from what I've seen so far so none listed for that for now. Finally coming to the final stretch- going to cover Mugen combo and one more normal starter and I should be done with BnB. Let me know if you think I've missed anything very important so far. to be continued...
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