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Partialartist

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    TheIdiomatic(PS3)
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    CoBaNaBaCo
  1. About 2P starter position. B+C > 214A (whiff) > 5C > 6C > DC > j.C > j.2C > JC > j.2C > 214C 2764 damage 27 heat. Decent corner combo, for air unblockable 5B setup. 5B > 5C > 623B > 6B > 214A > 44 > 5C > 6C > DC > j.C > j.2C > JC > j.2C > j.C > j.D 3458 damage.
  2. Variation on the easy DP loop. 6C> B DP> 6C> C DP> 5A> 5C> j.B> j.C> j.D> 5C> 2C> 6C> C DP (4671 damage, 43 heat)
  3. Or it could be useless. That'd be fine. Someone bothered to make note of that Tager specific combo, even though it does less damage than the standard B&B.
  4. Don't know if this was already known, but 5C > j.2C > j.D combos on some standing opponents. Won't work on Noel and Tao. Tough on Carl. May have missed a few characters. Rachel and Tager are the only ones I've been able to do 5B(2) > 5C > j.2C > j.D on. Everyone else, the best I've been able to do is link a dashing 5C, from a 6B. Edit: 5B(2) > 5C > j.2C > j.D works on more characters than I though. The j.D just needs a slight delay. Can also be done on Haku and Hazama.
  5. Might want to rework your notation, because none of that makes any sense.
  6. Has the 2C > j.B variant, that was used for Bang, been tried?
  7. Well, the Tager was mashing. The Makoto probably just hadn't seen that reset setup. I was talking about it, a while back, but switched to ending with a high j.D and trying to reset with 5B. Less heat cost and the ability to continue pressure vs. higher damage and favorable trades. Either way, air freeze oki is looking pretty good, with the added air unblockables. Edit: Oki's probably the wrong word for it.
  8. I'm inclined to agree. Anyway, instead of doing a single jump combo into j.D > j.236D, doing a double jump combo into just j.D does the same thing. No need to use the heat. Less running, too.
  9. You can't tech out of ice. With the scenario I mentioned, the opponent has a little bit of time to do something, between when you that and land, but Jin is at an advantage. I already recognized the error with the supposed unblockable and have now moved onto actual practical applications, such as the one above. Catch them with 5A, just as they thaw and you can go high/low/throw, when they land. 5B works, too, but you lose the 6A, at least until CS2. You can try ...665B(JC) > j.A, dash j.236D crossup, or any number of things. The point is that you do the air combo, then spend 25 heat to put the opponent in a bad position(as they thaw they're forced to block in the air and guess your followup). It's not an unblockable, but it's not bad.
  10. Weird. I don't know why I couldn't block it earlier, but now I can. Seemed too good to be true. Edit: You can use it on other ways, I suppose. ...j.D > 236D, land, 665A/665B > 5C/2C/2B/6A
  11. I just programmed the computer to do it. First time I was able to barrier block, which is why I edited my post, but since then I haven't been able to block it at all. Looks legit. Edit: Ragna can air DP out of it, but I think anyone without one is screwed. And it looks like there's some character specificity to it. For instance, the j.236D hits Noel too late, so the 66C combos. Tested on most of the cast. Only ones I had trouble with were Noel, Tao, Tager and Hazama, though I used the same programmed sequence for all of them. Might just have to adjust the timing for a couple of them. Also played a couple of matches online and did it off of a different combo. Felt like I did it late, so I don't know if it was legit or he just didn't block.
  12. Nevermind. Dumb computer.
  13. Occurred early · 5D The wall-bound CH · 5D Looser · JD Shinjuku correction? That's what Google translate is giving me, from the blog.
  14. Bang buffs. Something about a faster 5D?
  15. I assumed it was back and forth, forever.
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