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eQualz

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    eQualzz
  1. I feel stupid, why didn't I think of 2366 before :v Slowly getting back step by step.
  2. That helped, thanks.
  3. Has anyone managed to solve his challenge #20 yet? I'm getting to 19 seconds and running out of ideas. Doing it with this, maybe anyone can toy around: FC 22C > CT > 5C > 2C > 6C > 6B > 5B(1) > 5C > 2C > 6C(delayed) > 6D > OD > 5C > 6B > j.214D > dash in 6B > 214C > dash in 623C > 623B > Touga. Stupid challenge.
  4. I'm having fun with Jin too, having even more fun than his CP self. After a year of absence I'm pretty rusty though. Didn't play CP a hell lot as I did with CS while CP is such a better game overall, I felt CP Jin was kind of boring. His corner combos was more or less 6C > filler xN, so I welcome the variation he has now. Not sure id it's just my rust but I feel he does need a little of execution now (#loljinexecution). Also love that his jB is almost back to CT level, standing combos all the way.
  5. Izayoi newbie here, though this question is more game mechanic related: Been trying to figure out how to get her NM ground throw working. After 236A is there a trick to do dash 236A/B without getting her DP out? I got it a couple of time with barrier guarding her dash but the input is pretty hard leading to my execution being very inconsistent.
  6. Hold in, does 6C spin mean they're spinning on the ground or air spin like CS Fubuki B? Loketests are always weird and funny to read.
  7. Actually it depends on the hight you do Sekkajin. It's much easier if you do if it off 6C than for example 3C or on standing. Off 6C you'd need to delay ~D a little bit else they'll be too high for the follow up to hit. And by the way the Rehyou route is not that hard once you figure out the exact timing. I've been pretty stable in doing them, hell I even manged to do it online.
  8. Those were just combo samples, mainly to show what you can do after Hizensen RC. You can do any combo with whatever rescources you have left on your back.
  9. Now that was some stylish stuff :D I've got an idea for some resets... lab time. edit: There we go. #1 http://www.youtube.com/watch?v=8TbmKBJf6Bg #2 http://www.youtube.com/watch?v=LJHOy2pVPIE Here's what happens at #1, if you rapid cancel Hizansen it carries over the upward trajectory so you'll be high enough for a cross over. That of course only works if you condition them to block high, like the earlier discussion we had. And once they start to block it go with #2, simply delay the rapid cancel a little until Hizansen doesn't go up anymore. >doesn't want to spend 25 meter for mix up >spends 50 meter instead
  10. Meh, I still feel like it's not worth the meter for such a gimmick. Then again you'd be laughing if you see me spending my meter for stupid stuff like 214B > RC > 2B :v
  11. lolwut. I don't really see the point to waste 25 heat, if you just could do j.2C > 2B instead.
  12. What is this Hizangeki whiff, making it not come out at all? Though what would you do with that in the first place
  13. GG! Don't worry, it wasn't "that" bad. What were you doing in the EU lobby anyway, lol.
  14. - Make sure you use 5B(2), I would assume the higher Hizansen hits, the more time you have to link 2B - 5C has a lot of hitstun so go with 8214C instead of 2147C so you won't move backwards. Probably works with both though - You can move a lot earlier than it seems after Hizansen, so you might just be too late with 2B
  15. Auto-pilot jump cancelling isn't necessarily a bad thing to do as you can still combo of it even if they're standing. And if you feel like you can't 5C to connect you go with 5B. I'd rather lower the damage then drop the combo altogether. On another note, throw > run under > 6C reset does still work. Just need to delay 6C on backthrow since it combos if you're too quick, lol. Though if you delay it too much they have more time to react to it, so I'd stick with forward throw only if you're going for it.
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