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someonewhodied

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  1. I've heard its 80% now instead of 100% so i doubt we can do as much as in CS2
  2. From what ive seen it isn't THAT much better, but its enough to replace 6A for anti-airs.
  3. Shorthand terms only i use because im crazy and lazy: TK: TK crescent/2147D Low gravity combo (When opponent is close to ground): 6A>TK>66A>6C>236C OR 2DD>TK>66A>6C>236C OR Back up>4B(2)>2DD>TK>5D(wait)D>236C High gravity combo (When opponent is higher up after gravity): 9j.5C>j.2C>j.214D>5B>6A/2C OR 2DD>TK>66A>6C>236C OR TK>5Cx(three to 5)>6C>236C Ender: (2DD)>j.5DD/j.5C>j.2DD/j.2C>dj.5DD/dj.5C>j.2DD>j.2C>j.214D/j.632146D Corner Loop: 5CxN>6C>236C Corner Ender: Dash under>214D, Dash under>2147D~C>[44/wait 664B/wait 662B/66j.5B), 3C>236A>4BC Air drive: 6A(CH)>Dash>3C>214A>Low Gravity combo>Ender/corner loop+corner ender or 2C(CH)>214A>High Gravity Combo>Ender/corner loop+corner ender or 2D(CH)D>214A>High Gravity Combo>Ender/corner loop+corner ender Ground Drive: 6A(Guardpoint)>2C(CH)5Cx8>4B(2)>2DD>214A>High Gravity Combo>Ender/corner loop+corner ender 2Cx3(Guardpoint)>5C(CH)>236C>2DD>wait>214A>Low Gravity Combo>Ender/corner loop+corner ender Theres better ones but these are easy and you almost never screw them up. CS Extend will be so awesome with the 2C buff. Head invincibility will make this matchup so easy. And the Tao matchup will be better And 2C will be able to stop all of Jin's ice cars.
  4. now i have to check. Im entirely sure it works just fine. and, it doesn't O_o Good thing I always Yoshiki Setup or Spike Chaser Oki now. Spike chaser actually covers everything and still gives enough time to block a DP (dunno bout DP distortions though) So i screwed around more with 2C counter Corner: 2C(CH)>j.5C>j.2C>j.214D>5B>6A>2147D>6A>2C>j.5C>j.2C>dj.5C>j.2C>j.632146D 2C(CC)(8)>214A>2147D>5CxN>6C>236C>Dash Under>5CxN>6C>236D>214D~C>236C>66B(Comes out as 4B(2))>2DD>2147D>66DD>2DD>j.5DD>j.2DD>dj.5DD>j.2DD>j.632146D Midscreen: 2C(CH)(1)>966j.2C>2DD>214A>Gravity Combo>Ender. Not practical but usable.
  5. Really? I can do it consistantly off of grabs, 632146D Fatal, 236C midscreen consistantly. You just have to hit with the bottom of the first 2DD and do a backward jump after the second 2DD.
  6. Oh that explains it then =P when I was watching it I was all like "Wait, that can't be him, hes supposed to be MUCH better than me."
  7. 2C(CH)>214A>236C>Dash under>4B(2)>2DD>2147D>66A>6C>236C>Dash under>5CxN>6C>236C>Dash under>6A>j.5DD>j.2DD>dj.5DD>j.2DD>j.632146D (6.6K, 50% meter) Corner only. Edit: 2C(Ch)>214A>2147D>5CxN>6C>236D>214D~C>236C>Dash under>5CxN>6C>236C>Dash under>6A>j.5DD>j.2DD>dj.5DD>j.2DD>j.632146D (6.9K-7K, 50% meter)
  8. Hmm. I have no right to say this but you should stop doing 214D~C after a hitcomfirmed j.2DD. Just hit with a sickle and try to lock your opponent in a wheel. And spike chaser doesn't seem that good outside of combos.
  9. Ah I see. Now I'm just looking for flashy weak combos for ending a match. One of my favorites is 214D~B(CH OR FC)>5D~A>623D>RC>5D~A>623D>RC>5D~A>6D~A>623D
  10. 6C has zero proration right? Cant you do that same combo but with a 6C before houtenjin for even more damage?
  11. So i was screwing around with 214D~B fatal counter combos and found these: 214D~B(FC)>5D~A>66D~A>6D~A>9j.D~A>623D>9j.6D~D>5C>2C>hj.5CCCCC>j.214B (~4K, 0% meter) 214D~B(FC)>66D~A>4D~A>j.7D~A>623D>9j.6D~D>66C>665C(2)>2C>6D~A>4D~A>623D>663C>632146C (~5K, 50% Meter) And in corner: 214D~B(FC)>(optional gold bursts)>66C>236236B>66214D~C(2)>66C>6C(x2>66C IF gold burst used)>665C>6C>665C(2)>2C>4D~A>6D~A>623D>665C>6C>3C>632146C>(optional RC>6D~D>j.5BC>6C>3C if bursts used for chance to increase damage) (7K, 100% Meter; ~8.5K, 100%/150% Meter with gold bursts and extra 6Cs. +48 Meter without gold bursts, +0(RC Ender) +50(DD ender) With bursts) Its probably all been done before and i probably just wasted 5 minutes typing all that out xD.
  12. Its just for flashiness. I mean most of my combos i come up with are just for flashiness. Like, who follows up midscreen 236C with gravity other than me? And who follows 236D~C with gravity to do two 236Cs in a row besides me? (Seriously, try 236D~C>214C>236C>236C. It works)
  13. Yup. In the corner on any character. You have to back up perfectly to follow up though. (Too little=opponent out of corner. Too much=Opponent techs) And I can probably achieve more damage. I was just screwing around so I did:2C(CH)>236C>Back up>5B>6A>2147D>6A>6C>236C>Dash under>6A>j.5DD>j.2DD>dj.5DD>j.2DD>j.214D I could have done the 4B(2) corner ender or skipped the TK loop and did 5C>6C>236D>214D~C>236C instead. Also, I can't seem to find any 8K burstless combos. =/
  14. Hmm. You can go 2C(CH)>236C in the corner and that can lead to 5K meterless.
  15. -situations where he could throw a D nail and forces me to block into a mixup. 236A out to under him if you have time and follow up with 6A. Or 5C clash the nails if you are full screen away. Dunno what to do midscreen -situations where he could double dash and its hard to decide to 6D and 2D (6A or dashing forward/backward solution?) 6D if he is far, 2D if he is close, 6A if he is right next to you. -situations where he is very far and what Drive move should i use to be able to block his guard point drive Use a wheel, and follow up with 2C(3 to 5 hits only, the guard point will make it easy to count) and then if you gatling into 5C, you will get a guarenteed counter hit. If he blocks instead of using drive, you still have time to get him into a 5A>followup blockstring. -should i use gravity seed for zoning and against command throw? Use it for big damage and to counter command throw. Its useless for zoning since Bang can teleport out if you hit him on a guardpoint or make it dissapear by hitting you with a nail -how to specifically counter/interrupt/punish each of Bang's drive move When I am up close (When bang has under 50% heat) I ALWAYS go 6A>2B>2C because then I can get a counter no matter which drive he uses, or I can go 5C>4B for high, 2147D for high, 3C for low, or 236B for low if he blocks. -what do i usually do when Bang jumps against my spike chaser Don't use it outside of combos. Bang can safely teleport to you and get a free CH or he can poison nail you and run all day for ~1K damage.
  16. I have no idea how I manage to pull wins out of my ass, even when my opponents aren't trying too hard. http://www.youtube.com/watch?v=QgmtMm8O8ko
  17. Oh. Well I knew that much, but anyone that I play does a normal tech when I shoot 5D so I never gave the pickup much thought.
  18. I just block low, wait for a 5C and Mash 2A out. (or 2B if hes too far) OR 6A if he tries to aerial overhead me. And yeah. 6A didn't always work for me. When it does though, I get ~3K and get Bang across the stage into the other corner. (I normally have 50% heat by then) Clashing 5C with nails leaves me open though when the bang is too far and tries to cross over and hit me, he just gets hit. (Airhit 5Cx8>4B(2) anyone?) But yeah, the few times that those things I stated work is enough to net me enough damage to win. (2C CH=Big damage as you all know) The most you can do is 5DD. Most people I play know never to forward or backward roll against lambda.
  19. Ok. I think I've gathered enough info for this matchup from battling a very good bang player and getting my ass kicked across the pacific. (I'm SOOO close to beating him sometimes) Just 6A Bang's aerials and then you can combo 5C>2C>Air Ender. When you are on the ground blocking, Mash Block and 1A(2A but with blocking still). You can knock bang out of some of his C and D attack segments of his blockstrings. Bang teleporting to you using your sickle? Follow up sickle with 2C. Nails? Space yourself and 5C the nails.
  20. You get to be the attacker instead of the defender in this matchup. I still play fisher though. 4DD punishing Mu's J.D's leads to HUGE damage.
  21. Against carls, I normally try to nail carl with the 2nd sword of 5DD or J.2DD. Or just nail a nice 4DD>236B It usually works too, And carl doesnt have many options for getting out of corners. (Even less than lambda I think, since you can hit his spindodge on startup I think, or the carl I play against does it wrong, while lambda has a DP distortion)
  22. http://www.youtube.com/watch?v=srFVu0eWelE I'm a failure. ^_^
  23. I would only use it when I'm SURE it will lock tao down. (Like to stop walljumps)
  24. 2C is the best move for this matchup. It shouldn't be your only move of course but: 6C? 2C that for a nice counter. 2D? 2C that. Stops all air approaches. 5D? 2C that. 4D? 2C that also. Just delay it a bit. Wallbouncejump [i need to learn my BB terms still]? 2C that shit. You won't always have meter for 2C(CH)>5CxN>6C>236236D>ect or gravity for 2C(CH)>j.5C>j.2C>2DD>Gravity>ect, so you can also do 2C(Ch)(1)>airdash forward j.2C>2DD>Air Ender. Any good tao will use moves other than those though. 2C is just useful for punishing most of taos faster approaches.
  25. I always 6A, 6B, or 2C Ada for killing her meter. 236C when i see carl airdash at me, in order to hit both carl and ada. The second sword of 5D can still hit carl behind the doll sometimes. 6A can punish Carl's godly j.5B and j.5Cs. Thats all I got, that wasn't previously stated. edit: Dunno how I forgot this, I play against a pretty good carl player all the time. Even when the doll is dead, carl has 2 very safe options for approach, with careful use. Airdash to get past 5Ds, and 236B to dodge any attack with proper timing. Of course, neither is 100% safe, but generally works.
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