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kousaka

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Everything posted by kousaka

  1. yeah you can but you need to throw C+D bugs before jC so as long as you buffer some before that and it's not on cooldown also confirmed the full 2c FC into dive loop combo on ragna today.. the full triple dive cancel 100%.. using both 5aa and 5d had some issues getting it to work on jin though
  2. When the opponent is blocking you have to use gimmicks and mixups. Two standard high lows are: 3aa>5c+d 6a>3b>3a>5c+d crossup 3a bug: 3a>214C+D hold>crossup 3a bug + release 5C+D> 6a uses is best done if you've already thrown out C+D bugs: You can combo from 6a if you smack them just as D bug is going down. If they block it you can do 3b or jC>214B/C In corner things are weirder because 6a bug doesn't combo as well. So you'll have to get more creative.
  3. lol oh shit, what happened? XD
  4. hey im looking for some advice on setting up some recording with commentary and crowd noise.. do you have any suggestions on mixer's and mics?

  5. you basically want to confirm hits into D bug or 6D bug. This can be achieved from random bugs full screen and just teleporting over. You can also use cursed blocked strings to try and confirm a hit into 5C+D for C bug D bug. You can confirm random air hits into j6a>j6a>236C+D. There are alot of situations to list and it will take some experimenting. Use wheel loop 1 for most situations. Wheel loop 2 requires more accurate timing and height adjustment so dont' go straight into it unless you land a clean starter. Most times you can do one loop of wheel loop 1 then do wheel loop 2's. They're all somewhat interchangeable depending on screen location and character.
  6. exact inputs Dive loop is mid screen: J1A>J1C+D Wheel loop 1: J6C>236C+D (no timing really required just keep mashing 6D) Wheel loop 2: 236C+D> release C+D about halfway through 236C>land>JC>214C (works best in corner, fails on some people mid screen)
  7. had plenty of time to pull the new dive loop.. the wiki is completely wrong about it and so was I.. it is actually J1A>J1C+D and there's no real timing involved.. as long as you jump high enough and allow them to rise.. and space correctly to hit on both sides it'll work.. if you hit j2a too low or early you'll just sail over them to the other side.. which on some characters seems to combo anyway.. if you space improperly sometimes j2c will whiff but it still combos somtimes for some reason.. the ender used in the vid is actually kinda hard to time with your curse gauge unless you start from a full combo.. but you don't actually have to super after the 2nd 5D, you can go into alittle air combo instead(depending on combo length)... you can use this ender in other loops/corner tested some of the 2C FC combos.. and the 5aa>ja>jc>dive loop one does work.. same for 5d>ja>jc>dive loop, was only able to get 2 dive reps in most of the time though.. and if you end with jA>jB>jC>jD the jD tends to whiff but jA>jC>jD is fine
  8. hmm anyone notice how no A bugs are coming from j2a somehow.. any ideas? edit: hmm i think the A bug is bouncing up from the ground and hitting right around the same time as the C bug, can't really see it.. but you can kinda notice the hit counter just before D bug down I think
  9. you would want to delay the D bug such that it hits near the end of the C bug's hit stun so that you have time to land and jump again before D bug up part hits.. if you mash them together you may not have the time to do jump high enough the exact delay im not sure, i was gonna test it tonight but there's a bit of a snow storm tonight so it will have to wait until tomorrow
  10. i think he meant the notation for the actual loop.. it was in the jp wiki since the beginning.. im not sure why there weren't vids earlier but its basically.. j2a>j2c>5 C bug> 5 D bug down> 5 D bug up probably similar timing in that you release both C and D bug sometime during the j2c
  11. hmm interesting, i'll give it a try later tonight.. i haven't really played with the dive loop much.. didn't know it had such damage potential but the ender was weird.. d bug down>5d>236B>d bug up>5d>236236c ? looked like a legit 50% curse ender
  12. well according to the latest jp wiki update.. in the same spacing you can do 2c fc>5a>6b>j6d you can do 2c fc > 5aa > (jA > jC >j2a dive cancel >5D) x 3 which is like 120% or i guess you can end the last one with jD for 110% and knockdown i saw a vid of fumo trying it recently in a vid.. can't find it at the moment but he messes up on the first dive cancel i'll try to test the newest updates this week edit: found the vid 2:22 http://www.youtube.com/user/Adakune#p/a/u/0/v0iHVnZPNSo
  13. lol get hype.. get ready to watch me make a combo video out you XD
  14. wow, has anyone been using 2C FC combos? apparently you can get into multiple dive loops on all situations for 100% curse
  15. uh neither
  16. yeah that is interesting but i dont' think it's much of a mixup..more of a tradeoff.. they're sacrificing a knockdown for slightly more curse.. instead of using j6d they get 10 percent but they get to tech
  17. yeah i've tested it out, and on some characters.. particularly noel it's a real bitch.. it works easily on the corner but in mid screen it fails frequently on the smaller characters... damage never goes to the 9k levels like in those vids though but thats probably because i can't hit anyone with jC.. usually damage hovers around 7.5k that extra JD in the combo is worth it because it's 100% curse everytime that way.. also 6a>5d>beam super is so handy.. also ib>beam helps with getting curse.. make sure you move back and adjust the beam so the opponent is high enough for you to 5D>jA>jC>jD him... usually takes about two bounces.. sacrifices some damage this way though... then move forward again
  18. so i've been playing crap tons of games lately.. some things to point out.. 6C bug is the bug you need to use to confirm hit from bugs.. to combo from throw/counter assault near walls you have to do 6D bug (ie the direction of wall) and you still have to adjust opponent for the D bug up part the timing to jD after air throw is to do it as low to the ground just before you hit the ground.. regardless of the starting height.. if it can hit.. this is the timing..
  19. lol those poster pics are so funny, needs chat bubbles
  20. maybe sometimes the opponent flew through a cloud for the other 30%
  21. i think i actually came 4th, and k2 came 3rd
  22. yeah you do, but im actually finding it to be alittle easier to dive cancel in CS.. dives being slower now and longer startup and recovery.. the window is actually larger i think..
  23. yeah i tried doing the combo off 5c.. i tried 5c>jA>jC>j2a>dive cancel 5d> etc but on a lot of characters j2a misses the opponent on the ground for some reason.. im still working out the timing of that teleport loop but getting there.. but things to note is that the C bug hits before the D bug down begins... so j236C.. hold C hold D and 6.. then release both near the end before your land but i've had issues with C bug hitting too high.. then the height on the D bug up part is too high or too low... still working out the details atm...
  24. you need dive cancel in a few combos but mainly this one.. but dives for me rarely hit outside of curse.. you can't spam it during pressure like in CT j2a dive cancel> 5b > jA > jC > j2a dive cancel> 5d> jA > jC > jD
  25. 2c is fatal counter, but it depends on distance.. if your far you can get 5d>jA>jC>jD I was testing 5c FC>jD>5D>jA>jC>jD and couldnt' get it to work. 5c FC>5d> etc works though
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