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someonewhodied

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Everything posted by someonewhodied

  1. Yoooo they took out my midscreen bh setup. 3C>22B>bluebeat 2A>5A>6D>6C>214C>Blackhole no longer works.
  2. honestly, you can do the combo just fine without airdashing. Its just for that extra bit of corner carry if you really need it.
  3. Biggest pet peeve is the overall reduction of hitstop on my jump cancellable moves. Makes my burst OS really hard on netplay.
  4. Midscreen: 5B>3C>st6D>2C>6C>214C>2366A>41236B>2C>iadj.B>j.C>2C>sj.B>j.C>j.236C~214B Nice sideswap if ignis is in stalk mode.
  5. Midscreen forward throw: B+C>9D>66>3C(2nd hit only) x4>236D>6B>22A>2C>236B
  6. so for corner combo theory. You will probably want to sacrifice damage and save 2C later into the combo for 2C>236B ender. in any case that you use j.XD in combos anyways, X>3C>5A>6A>6C>j.D>j.B(1)>j.C>j.236[D]>j.C>j.2C>]D[>j214D>2C>236B>5C>22B this will let you get better graviton recovery.
  7. Yea i was talking 1.1 haven't tried 90% of the cast in CPE yet. 1.1 izayoi was fun for labwork.
  8. TAS = Tool Assisted Superplay Basically having complete control down to the frame for your inputs.
  9. Nah a lot of the top players i see actually stick with the most basic of combos. (heck, even though i lab combos for hours a week i only do basic stuff in matches) I'm talking about a theoretical situation where the players levels are just short of a TAS.
  10. .....i hit back when i was almost done typing. (ノಠ益ಠ)ノ 彡┻━┻ anyways. What you said is true, some things really aren't Necessary for playing a character buuut... I was talking about at the highest level of humanly possible play where you are utilizing every tool a character has, valk and izayoi are IMO the hardest. Sure you don't NEED everything a character has to win, but they still have those tools. With izayoi microdash normals in midscreen combos can extend GA combo damage by ~500 to 1000 usually (also for the cost of an extra stock) ex: no microdash: 5B>5C>3C>236C~6C>214B>5B>5C>j.B>j.C>dj.B>j.C>j.236C~D Microdash: 5B>5C>3C>236C~6C>214D>665C>2C(1)>3C>236B>214A>5C>j.B>j.C>dj.C>j.236C~D and with valk if you were to replace every wolfdash move with a wolfbrake one, you could fit in more moves before the combo timer runs out to get more damage. Also perfect human/wolf transformations for specific combo links that normally would be more difficult could get you better combos. (w5B>5C>brj.A>5D2C instead of w5B>5C>6D>j.A>5DB) Most of them are unnecessary outside of CMVs and training mode shenanigans but pulling these things off are harder than stuff with other characters. Aand i probably got sidetracked somewhere or lost my train of thought because i'm sorta half paying attention and i'm too lazy to reread my post but whatever.
  11. well obviously. Anyone can mentally handle the concepts of any character. But the problem is execution. Not everyone can play those characters because of how taxing or strict (depending on character) some are.
  12. Valk and izayoi have my vote for hardest in high level play. Carl and Rachel for the level between mid and high. With valk and izayoi you have to actually always be reacting to what your opponent does, even on their wakeup, with no setplay to help you. Sure you have to somewhat react with carl and rachel, but you have SOME form of projectile oki tools or late-hitting projectiles to help.
  13. The acronym for my username
  14. I may be remembering wrong. I think it actually has to be 5B otg>6A>214DC>214B>236[D] i'll check it after hw.
  15. His j.B got a level nerf so hitstop is greatly decreased. Its vertical hitbox also got hit. Its hitstun is still great but without hitstop it just feels strange.
  16. unless you are committing to really using every mixup in a blockstring, always end pressure in 2C and IAD away or over them. 214D is the best tool against non-zoners. Otherwise use drives because lv2 piercing drives. 5C>6B is mashable. Use more confusing mixups instead.
  17. I'll probably update the first post later today. Anyways. my best OD so far: OD>236[D]66(FC)>CT>214D66>6B>2C>2147D>66>j214[D]>6B>6A>214DC66>6A>6C>236DC>214A>632146D with opponent in corner. Dunno how to set up the height properly for double 632146D OD anymore.
  18. Its if you hit them when you don't have gravity back yet. You won't always have gravity cancel available. The optimal route is by far 214D~C>214B>236[D]>66C>66>stuff
  19. Lambda's drives stay lv2. Nu's go from lv2 to lv1 Funny enough if you are playing a zoning war, lambda gets the advantage despite nu being the better zoner.
  20. theres a few but i haven't gotten to experimenting with CT yet. 2B>3C>214D~C>665A>6A>6C>236[D]>665DD>236D~C>3C>236D>214B (2917, +21/-0) Air drives ender is actually ok in the corner if you do 5DD>j.DD>j.2DD>j.6DD>j.214D but second airjump makes you really not able to get real oki. The OD combos in my vid were purely for show. If you want a high damage corner 6B nonOD: 6B>5C>236D~214A>6B>6A>5C>214DC>66B>6A>5C>6C>214D>214A>236[D]>5DD>2DD>632146D (5505, +?/-50)
  21. You literally can't end combos in air drive off of 4DD/5DD starter and still fit in the high damage specials early on. 236D~C starter could probably be heavily optimized with early gravity, early 6C, and less 5B/6A. Maybe a 623C somewhere. I'm thinking it will look something like: 236D~C>5B>6B>623C>214C>2DD>214D~C>66B>6A>6C>236[D]>66>5DD>6DD>2DD>2147D>214B In terms of combo use, 5B is literally now just a 6B that OTGs with lower damage so unless you are OTGing or doing 5B>6B>stuff, 5B should be cut out of combos.
  22. No more fast throw whiff+ projectile> TRM setups I mean they still exist but the window for them is smaller now ;~;
  23. Air drives>j.214D>j.214B is terrible if your opponent has any sort of ranged move because you are throwing out gravity as they are waking up and in the case of vs tager, lambda, nu mirrors, hazama even, your gravity 5DD gatling is just a little slow against their projectiles. It may work on most characters but i personally don't like it. Also getting hit by spark bolt is a death sentence. 6DD/2DD>TK214D ender is a different story though. That gives you more time. And you can get that oki set up while having the advantage after gravity. I just don't have any combos leading into it yet. I just like having more time and having gravity already out when i end a combo or just ending a combo with a move that has a lot of hitstun so i can go directly into mixup and get gravity back earlier. The best ender for oki imo will probably be X>623C>214B>2DD>tk214D
  24. unless you are going to end a round, you never want to end a combo in air drives. Just go for 236[D] or TK214D knockdown midscreen, or 6C hard knockdown in the corner. Oki setups are always better unless a higher damage combo is going to kill.
  25. Rank Top3 is useless in D-Codes now. Your Dan ranking isn't tied to characters anymore.
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