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eQualz

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Everything posted by eQualz

  1. I was a little suspicious when I saw that the j.B combo did 3.3k damage. Then I saw you corrected it, anyway here are a two samples. For your combo: j.B > 66 5C > 6C > 2D > 66 6B > 66 5B > 5C > Sekkajin > 6C > 214C = 3179 damage / 42 heat I prefer to 5B after j.B now with the nerf. This is what I use, you don't have to confirm croucher hit since Sekka forces standing: j.B > 66 5B > 5C > Sekkajin > 66 5C > hj.2C > j.D > AD j.2C > j.C > 66 5B > 5C > 3C > 214A/C = 3077 damage / 49 heat (214C ender)
  2. Speaking of which I always try to hit j.C very low. Good thing I was never a fan of CH j.C > 2D. Even back then I would go with j.C > dash 5C air dash stuff for style reasons. If I see that it was too high I go either with land > j.A or j.C depending on height and range.
  3. Agreed. Now if I look back at CS1 and 2 j.C had wayyy too much hit stun on counter hit. It's still possible to dash 5C > air dash combo and when near corner you can even follow up with 6C. Not as easy mode as before but better than nothing. I'm still mad at j.B though.
  4. Alright, I did some more testing on the back throw 214A whiff crossunder stuff. It works on these characters: Rachel, Relius, Haku-Men, Tsubaki, Hazama, Lambda, Tager, Noel, Platinum and Valkenhayn While testing it felt like some float higher than others. So it might work vs. the rest of the cast too but I just suck at it. Sidenote: Didn't know where this belongs to, so don't get mad at me
  5. Didn't we have a throw > 214A whiff cross under thing back in CS1 days? I tried it out and the timing seems pretty tight. Got it worked out a few times but only on back throw. Can't remember properly
  6. Sounds like a plan, that's actually better because I just found a much better 5C combo. 5C CH / on chrouching state, (near) corner: 5C > 6C > DC > 623B > 6C (delayed) > 5C > 6C > 623C > 5B > 5C > 2C > hj.D > AD > j.2C > j.C > 66 5B > 2B > 5C > 3C > 214A > 3C > 214A = 4605 damage / 65 heat gain
  7. 5C CH / on crouching state, near corner: CH 5C > 6C > DC > 623B > (66) 6A > 3C > 214 A > 5C (delayed) > 6C > 6D > IAD > j.2C > j.C > 66 5B > 5C > 3C > ender = 3.9k / 4k damage - For those that don't like 6C > j.C > 214A combos such as myself. Also works with j.B / j.2C starter on crouchers. 2B on crouching state, (near) corner: 2B > 5C > 6C > DC > 623B > (66) 6A > 3C > 214 A > 5C (delayed) > 2C > j.D > 5B > 5C > 3C > ender = 3k / 3.2k damage 5B on standing state, corner (alternative): 5B > 623B > 214A > 44(micro dash) > 5C > 6C > 623C > 5B > 5C > 2C > j.D > 5B > 5C > 3C > 214C = 3.8k damage - This one is an alternate for the 5B > stuff 6C > j.C > 214A combo but meh, it's actually better to go for the optimal one. Can give detailed damage and heat gain later today if you wish to note them.
  8. I'm aware of the attack level, usually I can do them just fine. Something feels terribly "heavy" now, doesn't feel so smooth anymore. Just an example, if I get a CH j.C near ground I used to run up 6C > combo but now I can't even run up anymore. Meh, must be me then. Otherwise I really enjoy the new Jin.
  9. Is it just me or does j.C now have like thousands of frames of landing recovery? I mess up them landing combos way too often :/
  10. Just found out that 2C is godlike against 2D happy Noels, even more funny it clashes with 4D so abuse it. It also works on her wake up, just need to stay out of throw range and watch out for Fenrir if she has meter. Most of the time she ended up blocking 2C, I need more testing vs. other Noels to see if she has other options but I can't come up with one for now.
  11. What are her optimal combos with 1 or 2 charge of a falling j.C? I tried stuff out like DP whiff > 236D > 5B > 2CC and DP whiff > j.C > j.236D > stuff > 2CC but I can't seem to get a valid combo. Usually they're able to tech after the first hit of 2CC.
  12. A little late for your response but I didn't see anyone mentioning this. I didn't manage to get it work either unless I let her reposition. I'll have to test this in a match and see if it still is a viable cross up. On a sidenote: I'm new to Tsubaki and I love her
  13. Probably the reason why I never use 5B > DP loop. I rather sacrefice some damage and go for the save way with, near corner: 5B > 5C > DP B > dash 5C > JC > j.2C > j.D > AD combo = around 3.1k damage corner: 5B > 5C > DP B > 2C(delayed) > 6C > 6D > AD combo = around 3.3k / 3.4k damage You've got all the time of the world to hit 2C and there's no actual timing requiered.
  14. I played around a little, now that US CS2 is soon to be released(or did it already?). Anyway I found this by accident. It's nowhere near practical and it will never happen in a match. Near corner: CH 6C > DP D(2nd hit) > 6C > DP B > 6C > DP C > 5B > 5C > 6C > DP C > 5A > 5C > Hiyoku > 5C > Hiyoku > 6C > DP C = 7640 damage I'm not sure if I threw in a 5C inbetween the supers. The tricky part there is to be out of range of the first hit of DP D and still able to land the second hit of it. I'm sure there are other ways to get more damage since I omit the freezing part. Tested on Jin. edit: Tested it again, I didn't throw in a 5C in there, it does slightly more damage with it.
  15. I didn't see this Tetsu combo yet, mid screen: CH 5C > 6C DC > 5C > 6C DC > sJC > j.C > j.D > AD > j.2C > j.C > 5B > 5C > 3C = 3.3k damage add 623B > 214C in corner for 3.6k damage I only tested this on Ragna, maybe you can add 214C at the end of the mid-screen combo for others. Always learning one thing or two when watching this guy. I didn't see this combo from anyone else, then again I haven't been up to date lately.
  16. I'm a bit worried about the j.C having 4F landing recovery part. What does it mean for IAD > j.2C > j.C > dash 5B combos?
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