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Everything posted by someonewhodied
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so falling [h]j.B>dj.D~B is a fuzzy. Cool. combos with wj.B>j.C>5A
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when you don't get any opponents for 2 hours then right before you want food someone good joins your room.
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Damage: Corner: 5CCH>22B>5C>9D>665C>CT>236[D]>2C>22B+]D[>5C>214B>6C>7D>j.C>j.236[D]>j.C>j.2C>]D[>j.214D>5C>236B>5C>214214A>4D~236D>236C uses 6 stocks for real stylish damage even though the golden tager route is way easier for more damage and only 2 stocks.
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huh. That low heat gain tho. Looks like nu needs some mental gymnastics to get a combo that builds 25 heat after crush trigger. I miss having 99p2 gravity hit. Not bad but i'm kinda depressed. in 1.1 nu needed 25 heat to hit 7.5K. Now we need 75 heat and we are short ~300 damage.
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Common confirms i get: Midscreen: 3C(1)(Blocked)>3D>3C>236D>5B>6A>22A>6[A]>delay6C>2C>236B (-2/+0 stocks) 2B>5B>5C>3C>5A>5B>6A>6C>2C>iadj.B>j.C>j.2C(whiff) or j.6D(cancelled by landing)>236B (0 stocks) 2D out: j.2C>j.236D>665A>5B>2C>6C>5B>5C>3C>236A (-2 stocks) Corner: 6B>5C>3C>5A>6A>6C>j.D>j.B(1)>j.C>j.236[D]>j.C>j.2C>]D[>j.214D>2C>236B>5C>22B (-2/+1 stocks) 2B>5C>3C>5A>6A>6C>j.D>j.B(1)>j.C>j.236[D]>j.C>j.2C>]D[>j.214D>2C>236B>5C>22B (-2/+1 stocks) 6B>5C>2C>236B>5C>6C>j.9D>j.C>j.236[D]>j.B(1)>22B+]D[>5C>214D>5C>214A (-2 stocks)
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I guess i'll grab proration values tomorrow for all the moves and make the proration chart and have hex update the wiki hopefully. 236[D], 214D, 214[D], 214D~C, j214D, j.214[D], 6C you'll want to use as many of those moves as possible near the start of a combo. but since you need heat or OD to combo into j.214[D] or out of j.214D we'll ignore those. 214[D] can't be combo'd into outside of OD either so scrap that too. so 214D, 214D~C, 236[D], 6C should be our best moves. 5B, 6B, 5C, 2C should all have 89 p2. So they should be used for combo filler mostly. theoretical combo 6B CH>214D~214C>236[D]>6C>214D>236D~C>5B>623C~214B>2DD>ODc>66DD>632146D>3C(1)>632146D i doubt combo timer will allow it regularly (6B>2C/3C) but with CH on 6B and cutting out a move early on it may actually give enough combo time to do this. 5B replacing 3C to cut some time out. Maybe do 7 hits 6C instead of 8 hits. I'd enjoy 7K off of a burstbait in the corner though.
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okay so doing it properly won't work. When i got it working, i was cutting hits out of multihit attacks everywhere just to see if it would work. It DID work then but i guess it just isn't fast enough otherwise. (also cutting hits out is bad for damage obviously) Guess i need another route to break 7K for 100 meter from 6B
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test damage for: 6B>3C>214D~214C>236[D]>6C>214D>236D~C>3C>623C~214A/B>2DD>Super>663C>ODc>Super. (you could actually do OD super>663C>super on everyone, the issue is combo time) the 214D~214C has you doing the C cancel and C gravity in the same motion. You won't be able to do 214D~C>236[D] otherwise.
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Huh that double super route is interesting, though... if you want damage in the corner for 100 meter 6B>3C>214D~214C>236[D]>6C>214D>236D~C>3C>236D~214B>6D>2DD>ODc>66DD>632146D>632146D Double OD super only works on some of the cast. (rachel, tager, bang, hakumen, valk, a few others i forgot) i had a 125 meter one written somewhere but i forgot it. you could probably do regular super>3C>ODc>Super route after the 236D~C on other characters. Fun OD route midscreen for 50 meter: OD>6B>3C>214D~C~44>j.214D~66>j.623C~214B>2DD>236D~C>5B>6A>6C>236[D]~66>3C>632146D there are probably better routes after the j.214D but i haven't experimented too much.
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Updated the thread a tiny bit.
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experiments with soniti for j.A IOH character specifis (in corner) Arakune: j.A>j.B>5B>5CC>66C(1)>j.C>delay j.236B>6A>4B>214A/B https://www.youtube.com/watch?v=E6s3sQDUgiA Bang: j.A>j.B>665A>5B>6B>5CC>236B>6A>4B>214A/B https://www.youtube.com/watch?v=AoRuMV7HKFg can swap 214A/B for 66A>BBL Bang: 2B>5B>6B>3D>j.B>j.C>5CC>5B>6A>iadj.B>j.C>j.236A>6A>236A>6A>4B>214A/B https://www.youtube.com/watch?v=JChmtbMkH8U (2B)>5BD>6A>iadback>j.C>66A>236A>663C>66A>4B>5CC on arakune. https://www.youtube.com/watch?v=hhDL-DPHlt0 (2B)>5BD>6A>iadback>j.B>j.C>66A>236B>663C(1)>665B>6A>236A>663C(1)>66A>4B>5CC on bang https://www.youtube.com/watch?v=xeTLvvQWC5g
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https://twitter.com/some1whodied/status/600494085044998145 This opens up whole new things. Kokonoe can do microdashed 22 lightningrods in neutral or some combo links Tsubaki can mirodash 22B Hazama microdash hotenjins can be done as fast as regular ones. Lambda can do dash exiga nail at below 50 heat. (At above the input defaults to legacy edge) Noel can do 22B/C pickup links at ranges that were previously uncombable Platinum can microdash pogo ender at further ranges than normal. Izayoi can raw microdash super. 236236/214214 inputs are reduced to 3 directional inputs (only needing to actually press 2) Bang can do [2](8)(6)A to TK22A perfectly. (replace 8 with 7 or 9 for direction) Tager can do unbuffered raw 720 So basically some harder inputs are loads easier. Some technically impossible inputs become possible. Thats the update we were supposed to be getting. Bugfixes and a few new things added to the game. PS3 should be getting it soon.
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[CPE] V-13 Critique, Q&A, and Help Thread
someonewhodied replied to someonewhodied's topic in Archive
Nu is pretty much going to be standing still. The only times you should be moving are when your opponent is able to reach and hit you, or when you need to move to a place to hit your opponent with drives. Other than that, just stand still. -
https://www.youtube.com/watch?v=7ftqiN89ARs fireball launch routes. edit: Okay during the airdash you can actually do j214D and get your stock back with half the wait.
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5CCH in corner: 5CCH>22B>5C>214A>66C>7D>j.C>j.236D>22B>5B>5C>6[A]>5C>2C>236B>5C>22B fun combo that bounces the fireball off the ground to hit the opponent. Probably optimal too.
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jB>3C>214DC~214A>6C>236[D]>5DD>236DC>3C>236D~214B>5DD>6D>2DD>j.DD>j.6DD>j.DD>j214[D] j.214[D] is for oki. will get damage/heat later.
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I got a nice stack of combos. Expect a cmv from me soon (i might have stolen parts of combos from here and there )
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Rachel swag wind regen sideswap combo: 5BD>6A>iadj.B>j.C>66A>236B>663C(1)>214C>665B>6A>236A>663C(1)>214C>66A>4B>5CC net gain of wind is 1.5 usually. With proper delays you end with 2.5 wind for using your last wind to start the combo. or if you have 3 wind to start with you end with almost 4. also midscreen sideswap. Shame raw 5B isn't practical to land in a match.
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6A is just easier. J.C is better in every way except for how hard it is timing the OS properly.
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maybe 6A would be better than j.C j.C: 80 p1,89p2 = 71.2 proration starter 6A: 85p1, 89p2 = 75.65 proration starter. Assuming they block low, you get a better combo with a 6A starter. Since you aren't against a superhuman you don't need a perfect unblockable.