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Everything posted by someonewhodied
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[CPE] V-13 Critique, Q&A, and Help Thread
someonewhodied replied to someonewhodied's topic in Archive
2C should have better P2 than 3C but doesn't work further away. The nice thing about 3C is that you don't need to worry about distance. I don't usually care about small damage optimizations (only large damage/heat optimizations) so i just use 3C. Another thing you can do off 3C but not 2C is 3C>214D~C>665A so you can combo without gravity. -
It gives you time to do whatever you want for oki. You could extend the combo but going for knockdown with time to set up oki is better.
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updated post. Also posted a vid i made for basic combos in the second post. If anyone wants to grab the notations and heat gain/use for those that'd be great (for combos not already in the thread) since i'm sleepy.
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figured out how white squares work. 29 matches till you get a color only wins count not losses. Default: Light green 10 wins vs any color makes your starting color the next color. VS white does nothing. wins against a color counts as a win for each color below it also. You start as the highest color you have 10+ against.
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[CPE] V-13 Critique, Q&A, and Help Thread
someonewhodied replied to someonewhodied's topic in Archive
623C his 6B on reaction your 623C is basically a DP vs aerials. -
Updated thread. I'm still deciding on what the best knockdown for oki is. From what i'm seeing using the training dummy tech options, in the corner you want to end combos with 6C and do a half-charged spike chaser (to get the charged version) It'll catch rolls, nontech, and quicktech and late-meaty normal tech. Kagura and Platinum can't charge their reversals or else they get caught rolling or quickteching. 6C hard knockdown is the best. The only issue is that with the loss of 2DD>6C you have to end combos a bit short.
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[CPEX] Λ-11 Combo Thread (Updated 6/14/2015)
someonewhodied replied to someonewhodied's topic in Λ -11-
Need heat gain values. -
Easy heat building loop in the corner: X>236D~214D>6B>6A>delay5B>6A>6B>6A>delay5B>6A>6B>6A>6C>236[D] for 6A>delay5B you gotta delay it to about right before they tech so you reset your string of attacks to allow 6B gatlings again.
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214C(3) has hitstun for forever. Just dash further.
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I guess whoever decides to manage the koko subforum, have a mod switch the thread creator to that person. Notation:[table] >Cancel |>Link After landing from Aerial Move jJump djDouble Jump sjSuper Jump ADAir Dash IADInstant Air Dash jcJump Cancel sjcSuper Jump Cancel CHCounter Hit FCFatal Counter RCRapid Cancel [ ]Hold Input (N)Attack must deal N amount of hits [???] xNRepeat ??? N amount of times DMGDamage CTCrush Trigger[/table] Combo Format The combos are written in this format: Combo (Damage, Heat gain/Heat used) Easy BnBs Combo Info: You want to set up combos so that any 236D you do will actually be a 236D~214D. This makes it so your next stock regenerates in 4.5 seconds instead of 9 seconds. Mid-screen: A normal B normals 5B>5C>3C>5A>5B>6A>6C>9j.B>j.C>j.9D>j.236D~214D>662C>236B (3024 DMG, +21/-0) C normals Drives Specials Throw Air Throw Corner: A normal B normals C normals Drives Specials Throw Air Throw Overdrive Combos: A normal B normals C normals Drives Specials Throw Air Throw
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5B>3C>6D>41236B>665B>2C>6C>214C~236C>665B>5C>j.B>j.C>j.236C>j.214B (3918 Damage, +28 Heat) Ignis seems to go lower faster and 2D's new hit angle makes it work on everyone with almost universal timing. I got it with almost no delays on valk. just after 2D, 5B works on everyone but is not needed on some. ALso skip the 3C. You lose a little damage but its easier. 3C makes you need delays. 6A>tedo works.
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Just making this thread now so i can start posting combos. Someone that actually wants to manage it please take ownership of this post. Notation:[table] >Cancel |>Link After landing from Aerial Move jJump djDouble Jump sjSuper Jump ADAir Dash IADInstant Air Dash jcJump Cancel sjcSuper Jump Cancel CHCounter Hit FCFatal Counter RCRapid Cancel [ ]Hold Input (N)Attack must deal N amount of hits [???] xNRepeat ??? N amount of times DMGDamage CTCrush Trigger[/table] Combo Format The combos are written in this format: [starting Item (If Necessary)]Combo (Damage, Heat gain/Heat used) Easy BnBs Shorthand Notations: Mid-screen: A normal B normals C normals Drives Specials Throw Air Throw Corner: A normal B normals C normals Drives Specials Throw Air Throw Overdrive Combos: A normal B normals C normals Drives Specials Throw Air Throw
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you press C when the spike actually starts charging. You can't press C before then.
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Midscreen Airhit: 6DD>2DD>j.DD>j.6DD>j.DD>dj.2DD>j.DD>j.6DD>j.214D(2611, 24/0) I'll sort these into first post later.
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well heres my last CP1.1 video: https://www.youtube.com/watch?v=dlLEj2LTl1Q shoutouts to netplay for giving me a fun time in 1.1
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The 5DB Stance cancel is the same as noel's j.D cancel into d6B i think. (except it works the opposite where noel gets to go into drive without a drive starter, kagura goes from in drive to out of it) in 1.1 i was able to only cancel from stance to another set of stances or into barrier and then that into walking. Seems like if you don't immediately buffer a special or barrier, your drive button is buffered and on landing you go into stances again immediately. I was able to do: 5D~B>2D~4AB>66C>6D~B>2D~C>5D~C>[2]8C midscreen.
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When my connection dies mid-match. DNS errors wryyyy
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Time for the new threads yet?
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[CP] Carl Clover Gameplay Discussion (Changelog in OP)
someonewhodied replied to Akira-Shiro's topic in Carl Clover
Looks like that really pushes the combo timer to the end. 3C got instateched. -
guess we can just keep this thread for the netplay thread and just change the title to [CP/CPE] :v mac fix thread title ༼ つ ◕_◕ ༽つ