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cadacus_ater

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Everything posted by cadacus_ater

  1. Yeah, using 7 attacks before Sekkajin would more than likely prevent continuing a legit combo even in CS:EX lol.
  2. www.youtube.com/watch?v=7Ux10yHTmuQ#t=12m06s If you watch later in the video, a similar combo is done off a CH 5C on Litchi, but it is blocked in mid-Sekkajin. If you watch closely the point of the video you are referring to, it isn't a blue beat or a single combo, but rather two combos linked together very quickly with a reset in the middle of Sekkajin (stuff > Sekkajin (1-4), Sekkajin (5-8) > 214A > stuff). So it is 6A > rc > dash 5C > 6C > 2D > dash 6B > dash 5B > 5C > Sekkajin (1-4), Sekkajin (5-8) > 214A > 5C > 2C > 623B > 6C > 623C > 5A > 5C > 2C > 623C (~2600, 3992) totaling around 5.6k.
  3. I've been tinkering with a spreadsheet to estimate the damage of combos (I'm using CS2 data, but I'm planning to use it to help look at changes from CS2 to CS:EX). So far my highest errors in a combo's total damage are around 40 (usually with certain D.D. combos...will do more testing later), but many times the total damage is only off by 10, 5 or even less. I have a couple other potential errors to look into (gold burst and certain air combos), but I hope to figure those out with some specific combo tests in CS2 this weekend. EDIT: I thought of a way I might figure out the proration after hiyoku myself...through a few combo comparisons, calculations, and some trial and error. Hope it works. I'll laugh if it was all due to a bad assumption (it was...lol). Now I just need to check a broader spectrum of combos and it should be ready for fairly accurate damage calculations. Also, it looks like the problem I was having with some of the Gold Burst and air combos was due to an incorrect assumption that certain combos in CS:EX had the same damage as in CS2. For example CH jB>land>jc>jA>jB>jc>jC>jD>land>5A and Gold Burst>5C>623B>6C>6D>IAD>j2C>jC>5B>5C>3C>214D>6C both deal less damage in CS2 than in CS:EX, from comparing a video http://www.youtube.com/watch?v=_Oxtltl8EdE&list=PLE476E4BAFE6D9274&index=81#t=11m23s showing these combos' damage in CS:EX to my in-game CS2 observations.
  4. Haven't been able to look at new videos for a couple days due to hotel internet service being fail. For a CH 5C, if you can't pull off 5C > 6C > dc > sj.C > stuff and are close enough, I think one option is CH 5C > 6B > Sekkajin > 6C > 2D > dashing 6B > 5B > 5C > 3C > 214B/C. EDIT: Saw the videos finally. Ren's CH 5C > 6B > dashing 5C > 6C > 2D > dashing 6B > Sekkajin > 6C > 214C looks solid for a CH 5C combo at 3.4k. They probably have to be crouching though for it to work.
  5. Yeah, it has lower proration, that is you can continue a combo with Sekkajin more easily in EX. In CS2 you pretty much can't continue after stuff>5B>5C>Sekkajin when it gives the 12th (13th if you go something like j.2C>j.C>5B...) or higher hit in a combo without using something faster than 6C after Sekkajin, while in EX it looks like you can right now. Idk if the proration change for Sekkajin also changed its damage output though or if they changed Sekkajin's base damage per hit accordingly. I'm with you in not liking 2C P1(70%). I'm really curious how FC combos are going to work if this sticks...everything else I think I have ideas of how they could go. Overall, I don't think Jin's changes so far will hurt him too much, even though he may not do 7k+ anymore without gold bursts.
  6. I've been trying to maximize damage in the corner with standing 5B starter and no bursts and so far the best I've come up with is this (gains 33 meter before 632146D). It works so long as (delay)5C catches them high enough but not so high that 6C whiffs. If 5C > 632146D is omitted, it does around 4.9k: 5B(2) > 5C > 623B > dc > (delay)5C > 6C > 623C > 5B(2) > 5C > sj.2C > j.D > 5B(2) > 5C > 3C > 632146D > 5C > 632146D > 6C > 623C (5701 damage) I looked around after I came up with this and found a very similar meter-less combo ending with 214C was already posted (http://www.dustloop.com/forums/showthread.php?11541-BBCS2-gameplay-discussion/page5), but thought I'd share this to help provide damage and meter gain...and to ask how to increase the damage, if possible, with corner standing 5B and no bursts.
  7. If you are wondering what a reversal is, it is generally any attack performed immediately after a non-hittable frame, often associated with attacks like DPs or sometimes Supers/Distortion Drives (DD). An example would be after you knocked down Ragna, he performs Inferno Divider (623 C/D) immediately after he does a tech/wakeup (gets up off the ground). Or he performs it during one of your attacks with proper timing. I'd say dp B, C or D would be Jin's main reversal candidates, mostly C and D. I personally struggle with wakeup after I get knocked down, haven't quite got the timing down for using a dp upon wakeup (then again, I kinda suck with dp in general: I'd guess 60% of my dp attempts even execute, usually this happens when I'm facing left, trying to work on that) and in the heat of battle I sometimes do the same tech or wakeup too many times (i.e. emergency tech or backward roll), or even when I don't want to.... Other problems I have are failing to block due to poor character control or bad habits (i.e. not holding back far enough while crouching or blocking high/low when I know better), executing specials and/or combos properly online (sometimes due to lag, other times due to human error), using BB well, and approaching turtles without getting slapped, poked, thrown, etc. It's frustrating also that I'm getting to the point where I'm not learning as much from the CPU and I start memorizing CPU block strings instead of reacting. So on to my question: with no friends close by to practice with (that I know of), should I be spending even more time in training mode (or some other mode) vs CPU and/or dummy or should I get beaten down more in network play and hope I pick up on things. As an aside, I don't usually get to play except on weekends. I really should get myself a stick, might do better with basic execution, but I'm not ready to spend the money on one yet.
  8. For me personally, this match has been an exercise in reaction, knowing Valk's options and mixup, and punishing attacks. I usually end up waiting to poke him out of pressure with 5A or 2A. As far as approaching Valk, I've been trying to anticipate attacks and hit with a long or mid-range attack or an ice sword to land a CH. Not sure if these are the best options, but they are ones I've had some success with. Also I hate his ridiculous ground DD, except for the fact that if I block it all, I get a chance to CH. Idk about wolf spam though. I guess just look for punishable attacks in his strings or otherwise, do your best to block.
  9. I tend to gravitate toward characters with more traditional move sets. I'm also a major fan of sword characters, since they tend to have a slight range advantage over other fighters, but I also like fast characters. After trying out each cast member a bit, I figured I would probably like to main either Ragna, Jin, Hakumen, Bang, Noel, or Tsubaki. I decided that I wouldn't want to play as Tsubaki, simply because I wasn't too keen on her range options. I considered Noel for a while, but I found myself turned off by her having 4 guard primers and the damage output of her normals. Hakumen was a very tempting option since I loved his range and damage, however I couldn't stand his "hop" of a dash. Bang was a lot of fun to use, but after doing so much challenge mode stuff, I simply got sick of seeing him, and I wasn't a big fan of his english voice acting. That left me with Ragna and Jin. So I took the only course I could left me and chose what I understood to be the less popular option at the time. And that's how I chose Jin. It also helped that Jin was better at long range than Ragna.
  10. I've always enjoyed 2d fighters, but never really got into a particular series. Then I heard the music from the GG series and was instantly drawn to Arc System Works. GG seemed a bit intimidating to me though. When I heard about BlazBlue being a bit more accessible I thought I'd look into it. This was around the time BBCS was being talked about. So I waited for BBCS and bought it straight away. I was very satisfied...with both the music and the gameplay. I only wish I had more time to play it each week. At least I can listen to the music whenever I want!
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