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Cobalt

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About Cobalt

  • Birthday 09/13/1991

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  • Location
    Seattle, WA
  • PSN
    Relambrien
  1. GATHER ROUND FRIENDS IT'S TIME FOR A TRANSLATION PARTY Geroshabu's 2.0 notes are up: http://ch.nicovideo.jp/ttg_gerosyabu/blomaga/ar641072 Damage Changes 6C(4): 742 → 638 6D(2): 994 → 938 Kanchan(3): 836 → 749 Kanchan[max](3): 1261 → 1088 Tsubame(4): 1520 → 1169 Chinroutou[m]: 2185 → 1942 Chinroutou[e]: 1996 → 1780 New Gatlings 5B[m] > 2B 6A[m] > 4B 4B[m] > 6B 6A[e] > 5D [note: I don't think he differentiates between 5/2D here, but I'm not sure] New Gatling Combo Route Examples 5B[m] > 2B > 4B > 6BF > 2C > CT > ItsuuA > 5[D] > Haku > Hatsu > ]D[ > Chun > staff2 > 6C > 3C > Tsubame [3983] 6A[m] > 4B > 6BF > ItsuuA > 5[D] > Haku > Hatsu > ]D[ > Chun > staff2 > 6C > 3C > Tsubame [3010] Removed Gatlings 6A[e] > 6B 6A[e] > 5C Misc. Effect Changes Kanchan, ItsuuC, 6A[m] all lost Fatal Counter. 6D[m] and 6C[m] both gained Fatal Counter. 4B[m] untechable time increased? Easy to followup with ItsuuA as long as you have the height to do it. Can gatling into 6B if blocked. 6A cancels only into specials (not kote), CT, and OD. Knockback increased. Minimum distance 6A CH > 5B combos. Haku horizontal knockback greatly increased. Backthrow > slide ItsuuA > 5[D] > Daisangen doesn't work. Chun bounces higher. Daisangen > 5B now works on Ragna. Kanchan (uncharged) no longer blows back on counter hit. Can go into 5B, however. Staff recall speed is now much faster. Daisangen > D pickup distance much greater. Horizontal staff recall reduced to one hit, now floats the opponent. Getting hit during staff recall makes the staff drop to the ground and set itself again. The staff will recall toward the direction the enemy was at the time it was set. Useful Combo Information [staff] Midscreen: 2A > 5B > 5C > 6D(1) > Tsubame [1838] 2A > 5B > 2B > 4B > 6BF > microdash 5B > 6D(1) > Tsubame (1994) 2A > 5B > 2B > 4B > 6BF > 2C > 6D [1646] (second hit of 6D goes backwards) 2A > 5B > 2B > 4B > 6BF > microdash 5B > 6D (second hit of 6D goes backwards) 5B > 2B > 4B > 6BF > 2C > CT > ItsuuA > 5[D] > Haku > Hatsu > ]D[ > Chun > 6C > 3C > Tsubame [3983] ----> 2C > CT does not work at minimum distance on: Rachel, Taokaka, Carl, Hakumen, Valkenhayn, Izayoi 6A > 4B > 6BF > ItsuuA > 5[D] > Haku > Hatsu > ]D[ > Chun > 6C > 3C > Tsubame [3010] 6C(4) > 2D > 6B > jBCB > microdash 5B > 4B > 6BF > ItsuuA > 5D > Daisangen > staff2 > 6C > 3C > Tsubame [3883] 6D FC > 5D > dash jBCB > microdash 5B > 4B > 6BF > ItsuuA > 5[D] > Haku > Hatsu > ]D[ > Chun > 6C > 3C > Tsubame [4067] 6D FC > 5D > 6C > 2B > 4B > 6BF > ItsuuA > 5[D] > Haku > Hatsu > ]D[ > Chun > 6A > Tsubame [4062] 6D FC > 5D > microdash 6A > CT> ItsuuA > 5[D] > Haku > Hatsu > ]D[ > Chun > 6C > 3C > Tsubame [5078] 6D(1) FC > CT > ItsuuB > 5[D] > Haku > Hatsu > ]D[ > Chun > staff2 > 5B > 4B > 6BF > ItsuuA > 4kote > 3C > 2D > 6C > Tsubame [5400+] 4D > 3C > Daisangen > 5B > Kanchan > 5B > 4B > Chun > 5B > 6C > 3C [2824]. No changes. j2D > 5B > 5D[slight] > Haku > Chun > delay 6B > 4B > 6BF > ItsuuA > 4kote > 3C > 2D > 6C > 3C > Tsubame [2614] j2D > 5B > 3C > 2D > TK Hatsu > Chun > staff2 > 5B > 4B > 6BF > ItsuuA > 6kote > Haku > Hatsu > RiichiA > TankiD > 6C > 3C > Chinro [3693] Throw > 5B/2B* > 4B > 6BF > ItsuuA > 5[D] > Haku > Hatsu > ]D[ > Chun > 6C > Tsubame [3335/3200] * 5B: Ragna, Noel, Tager, Litchi, Hakumen, Nu, Tsubaki, Hazama, Mu, Valkenhayn, Relius, Amane, Bullet * 2B: Jin, Rachel, Carl, Makoto, Platinum, Kokonoe Air throw > 5B > 4B > 6BF > ItsuuA > 5[D] > Haku > Hatsu > ]D[ > Chun > 6C > Tsubame [3335] Doesn't work on Makoto ItsuuB > 5[D] > Haku > Hatsu > ]D[ > Chun > staff2 > 5B > 4B > 6BF > ItsuuA > 4kote > 3C > 2D > 6C > Tsubame [3776] ItsuuC > 5[D] > jBC > Hatsu > ]D[ > Chun > staff2 > backstep > 5B > 4B > ItsuuA > 6kote > Haku > Hatsu > RiichiA > TankiD > 6C > 3C > Chinro ItsuuC > 5[D] > jBC > Hatsu > ]D[ > Chun > staff2 > backstep > 5B > 4B > ItsuuA > 4kote > 3C > 2D > 6C > 3C > Tsubame [3424] Corner: 2A[x3] > 5B > 2C > 6D > 3C > 2D > 6C > 3C > Tsubame [1783, 2Ax2 -> 2049] 2A > 5B > 2C > 6D > 3C > 2D > Kanchan > 6D(1) > Tsubame > 6C > 3C [2525] 6A > 4B > 6BF > 5B > 6D > 5D > Daisangen > 5B[m] > 6D(1) > Tsubame > 6C > 3C [3049] 5B > 2C > 6D > 5D > Daisangen > 5B[m] > 6D > 5D > Kanchan > 6D(1) > Tsubame > 6C > 3C [3938, Chinro -> 5058] 5B >2C > 6D > 5D > Kanchan > ItsuuA > 5D > Haku > Chun > staff2 > 5B[m] > 6D > 5D > 6C > Tsubame [4000+] IAD jBA > 5A > 5B > 2C > 6D > 3C > 2D > Kanchan > 6D(1) > Tsubame > 6C > 3C [2059] jB > 2A > 5B > 2C > 6D > Daisangen > 5D > Kanchan > 6D(1) > Tsubame > 6C > 3C [2549, without 2A 2963] Throw > 6D > 5D > Kanchan > 6D(1) > Tsubame > 6C > 3C Throw > CT > ItsuuA > 4kote > Daisangen > 5D > 6C > 3C > Tsubame [4103] ItsuuC > j[D] > jB > Hatsu > ]D[ > Chun > staff2 > 5B > 4B > 6D > 5D > Kanchan > 6D(1) > Tsubame > 6C > 3C [3377] [staffless] Midscreen: 5D > jBCB > 5B > 2C > Tsubame [2004] 5D > jBCB > microdash 5B > Tsubame [1886] Corner: No staff usage ---- 5B > 6B > 5C > 2C > 3C > Daisangen > 5B > Kanchan > 5B > 4B > Chun > 5B > 6C > 3C Either staff ---- 5D > jBCB > 5B > 4B > 6BF > ItsuuA > 4kote > 3C > 2D > 6C > Tsubame [2844] Vertical staff ---- 5B > 2C > Daisangen > 5B > 5D[slight] > Chun > staff2 > 5B > 6D(1) > Tsubame > 6C > 3C [3104] ---- 5B > 2C > 3C > 2D > delay Haku > staff2 > 5B > 4B > 6D > 5D > Kanchan > 6D(1) > Tsubame > 6C > 3C [3143] ---- 5B > 2C > 3C > 2D > delay Haku > staff2 > 5B > 4B > ItsuuA > 4kote > 3C > 2D > 6C > 3C > Tsubame Horizontal staff ---- 5B > 5C > Daisangen > 5D > Kanchan > 5B[m] > 6D > 5D > 6C > 3C > Tsubame [3558] ---- 5B > 5C > Daisangen > 5D > Kanchan > 5B[m] > 6D(1) > Tsubame > 6C > 3C [3230] ---- 5B > 5C > Daisangen > 5D > Kanchan > 5B[m] > 4B > ItsuuA > 4kote > 3C > 2D > 6C > 3C > Tsubame [3675] ---- 5B > 5C > 5D > jBCB > 5B > 4B > ItsuuA > 4kote > Daisangen > 5D > 6C > Tsubame [3448]
  2. Given a day to settle down, here's what it looks like people are corroborating: 1) All current gatlings from 6A[e] are gone, but 6A > staff launch is back, like in EX. No word on any restriction to only 5D or 2D. 6A is still special (and therefore CT) cancelable. 2) Taking a hit or blocking during staff launch makes the staff float down to the ground like after Itsuu, Litchi remains staffless. 3) The staff's launch direction is set on placement, not on launch--even if you or the opponent move, it'll still launch in whatever way it would have when you set it. I've found no information on how this affects kote, but my assumption is that now orientation and direction are both set independently at any point the staff is moved. Orientation is determined by which move you did (Tsubame, 5D, 623D all vertical, 2D, 6D, 421D all horizontal, etc). Direction is determined by which way Litchi was facing. The corollary to this is that anything that moves the staff would cause these properties to be set again: kote, riichi, launch > get hit. Here are other things I've seen at least one person say, but which have not been widely corroborated. Truth is questionable: 1) Knockback on Daisangen changed somehow, makes combos harder. 2) Staff recovery speed during launch increased--makes midscreen combos difficult. ItsuuA > 5D > Daisangen > staff2 doesn't work. 3) Combo starter rating on 2A, throw, CT all nerfed. The IAD j.BA > 5B off of throw now blue beats. 4) Staff launch hitstun decreased: late-combo 3C > horizontal launch > 3C > Kanchan doesn't work. 5) Litchi's overall body is smaller during 4B, also launches lower. 6) CH Tsubame > last hit whiff > 5D combos (I'm pretty sure this isn't new, though). 7) ItsuuA recovery apparently increased--though not by much if so. 8) Tsubame damage reduced from 1520 to 1229.
  3. People on the JP BBS are trying to figure out ways to the use jB[e], jC[e] > j2D gatling we got with the update. One guy suggested, during staff recall, IAD crossup jC[e] > j2D. My stick is out of commission for a while so I can't mess around with it, but there's an idea for you.
  4. That unintentional corner switch is also differently-noticeable on different characters. I'm gonna go out on a limb and say you were practicing against Jin--it's really easy to get that to happen on him. If you really want to get into it, you can record yourself doing the combo and then play it back against the cast to see which ones are the big problems.
  5. You asked about the video in the other thread, but no, there is no English translation. Just use the first post in the combo thread here. As for challenge 27, I'll walk you through each part. First backdash so the spacing works out. 41236D~B > 41236D doesn't have a real "delay" in the usual sense, it's just that the recovery is longer than it looks. The 421C afterward is the same thing. Dash 5B > 4B > ItsuuA is all fine and not very difficult. Now the part you said you were having trouble with. 623D > Haku is actually fairly lenient, but there are a couple of reasons you might be having trouble. First, make sure you're doing the 623D and 236A as fast as possible from the preceding move. If nothing comes out you're doing it too fast, but the recovery on 623D is fairly small so that shouldn't be an issue. The other thing you might be doing is hitting with ItsuuA too low. The reason ItsuuA > 623D > Haku works is because when the opponent is high in the air, they spend time falling and end up in a hard knockdown state, which has fixed duration. If the opponent is too low, they don't fall for as long and hit the ground earlier, so you have overall less time to follow up. I linked a video at the bottom of this post, if your ItsuuA is hitting lower than in that video, then you should be doing it earlier so it hits higher. Once you get the Haku to hit, just do Hatsu > 63214A~D as fast as possible. There is a small chance that, depending on the earlier hits in the combo, you might do the IppatsuD while they're still too far from the staff for it to hit, but that's unlikely. If it does happen, then add a slight delay between Haku and Hatsu--this gives the opponent a little bit longer to fly horizontally so they're closer to the staff. After that, you'll probably be on the opposite side of them, so be aware when you do 6C. Depending on a bunch of height factors, you might also cross under the opponent during the 6C again and have to do 3C in the opposite direction, so be careful. That's pretty much it though. Here's a video for you to compare against: https://www.youtube.com/watch?v=TDElYYqPH9w#t=6m8s
  6. I haven't seen this list compiled anywhere, so here are the characters midscreen Daisangen > 2A works on: Daisangen > 2A works on only: Hazama, Litchi, Relius, Taokaka, Terumi Daisangen > microdash 2A works on everyone except: Arakune, Carl, Kokonoe, Makoto, Tager, Tsubaki Getting the extra distance from 2A > j.AAC can be really useful and the microdash combo surprisingly isn't all that hard. In other news, Chaoto posted on Twitter that as a combo ender, 6D > 6C(1) > Kokushi > IAD airthrow gives you guaranteed pressure as the opponent breaks the throw, is forced to block Kokushi, and slowly falls toward the ground between Kokushi hits. This lets you do "meaty" high/lows as they land that the 6C > 4kote > 214AB OS doesn't, and also either drains barrier or lets you see the opponent isn't barriering and hit them with an air unblockable normal. In testing, it's very hard to consistently get the opponent on the ground while there are still hits left on the super, but very easy to make it so the opponent has to land and can't do anything else after the last hit. And of course, if they don't tech, they eat the 1400 damage + hard knockdown.
  7. Okay so in order: 1) Yeah, depending on screen distance the staff may mess up the last part, in which case you can just do 6C > Tsubame (you may need to cancel after the first hit of 6C to avoid the opponent insta-teching after last hit of Tsubame). You can also add/change delays between the individual rekkas to account for different distances, just mess around for a while to see what works for you. Eventually you'll be able to tell what you need to do just by looking for when the staff is coming back on screen after Chun. This whole thing of looking for the staff to determine what ender you have to do is true for a lot of common combo parts. ItsuuA > 4kote > 3C > 2D > *stuff* is the big one--you may want 5B > 6C > staff2 > 6A, you may want to omit the 5B, you may just want 6C > Tsubame, etc. 2) If the opponent is far, you might need to do a microdash ItsuuA (412366D~A) so that the staff is lower when passing the opponent's horizontal position. As for the 5D > 3C part, hold the 5D for just an instant and let the opponent fall out of range so that it doesn't hit them. Then you can follow up with 3C. 3) Learn both. IppatsuD > dashunder 5D > Kanchan is an extremely useful combo part when the staff is in vertical set in the corner (it works basically the same way as in the horizontal set you have in the combo you listed), and the second one is basically another BnB. I find it to be slightly less finicky than the first combo but with practice both are totally stable.
  8. Earlier today a Japanese player posted a summary of his experiences with post-patch Litchi which I've translated here: https://www.evernote.com/shard/s199/sh/78c9fb79-f71c-4f45-bfb4-cdd8eccbb979/7443c98f5228f896c57832d2dd37978c There are a few interesting things combo-wise. In particular, there's one line that says Daisangen > 5B doesn't work on more of the cast (unlike now, where it only doesn't work on Ragna). I have no idea what on earth he's talking about, because I can't find anything that suggests that should be true, but at the same time I can't possibly imagine what else he's trying to say. Additionally, there was already one post-patch video where it did work on Carl when he claims it doesn't--but that was off of 2C > 6D, and it's possible that the new restrictions are just on grounded characters. He might also mean Daisangen > no-tech > 5B pickup, but I can't imagine why on earth that would be worth testing. The 4B changes hurt. That same video showed a few uses of 4B and the recovery is painful to even watch. Luckily it looks like 4B > ItsuuA still works like we want in most places, particularly in corner, but it's tighter and requires practice. Notably, it's harder to make 5B > 4B work against low-altitude characters, so now we want to do combos which put the opponent fairly high when we get to that point. One example off of j.2D is given in the notes. For the same reason, use of ItsuuA in throw combos is harder. New Kokushis give us interesting combo options. In corner, vertical Kokushi to j.Chun > 2A > 5B > 4B > 6D works. Minimum damage on horizontal Kokushi is big, we get flat 1900 with horizontal Kokushi + Chinro ender, so that looks like the new go-to 100% ender (vertical version's hitstun was halved so vertical Kokushi > Chinro won't work). Apparently going for astral in OD combos is super good, Ea hit with it 25 times on the first day.
  9. For the all Riichi (and RiichiA followups!) combo I spent like an hour or two figuring it out. I knew I needed three RiichiA's: one for Ippatsu > Tanki Chun, one each for Chankan and Tanki Hatsu, and I also needed to throw RiichiB in there somewhere, and end with Chinro to get RC > RiichiC. 4B > RiichiB works off of FC, so I started with Kanchan FC. For the three RiichiA's I decided on ground and air Hatsu, and 6C(1), which were the only other moves I could find that had enough hitstun to followup. The rest was just ordering them so that I could link everything together. The combo it took me longest to build was the ItsuuC FC corner carry combo early on, that was like an entire night's worth of investigation. Largely because I wanted to do 5C[e] > IAD > staff2 > j.CB > land stuff, but I couldn't figure out a way to incorporate it and keep the rest of the combo interesting. The hardest to actually do were easily the horizontal Kokushi combos. There's a lot of position-dependence and slight delays to make the opponent fall into it while making sure both that the stickman is facing the right way and that the opponent doesn't fall out. But dwarfing all of the combo-building time was the editing. By like a factor of 5 or 6 lol. I did have one other combo that I couldn't work into the video that I think is nonetheless pretty interesting: (Staff in corner, vertical set, e.g. after Tsubame) Haku Hatsu > RiichiA > Chankan > microdash 2D > 5B > j.B > j.Hatsu Chun > staff2 (vacuums opponent out of corner) > dash under 5B[m] > Reverse 6D > ender
  10. Oh hey my video got posted here :3. Feel free to ask anything about it. One thing I want to point out is that the combo at 0:45 includes a RiichiC, lol. Yeah superscience suggested that to me and I do it basically all the time now. I have the same problem you do with sjC. Also, carefully studying the input history in training mode trying to figure out how I was failing some of those combos led me to realize that my directional input cleanliness is absolutely godawful; my rekkas are basically three half-circles, among other things. It's a wonder I can do anything at all, haha.
  11. You'll need to do the Haku as fast as possible so Ragna's still pretty high on the wallstick--otherwise he drops low enough to where it doesn't work. The timing -is- tighter on him than the other characters, but it does work lol.
  12. Note that that's only true when Ragna is grounded or very low, like off of staffless normals or after ItsuuA. 5B 2C 6D Daisangen 5B works just fine on him. My combo path when I accidentally autopilot into the problem combos though is 2A 5B 4B j.B dj.BCD falling j.C staff2 etc. though, like back from CS2/EX.
  13. Sorry to the four players that I just had DC problems with, I have no idea what's going on.
  14. I'm not sure why you're missing the 2366A, I've confirmed that it works on the entire cast, Kagura included. There -are- a couple character-specific caveats though. Against characters with small air hurtboxes, the last Hatsu > Chun > staff2 etc. part may not work depending on how you do the Hatsu. I do it with j.7 as low to the ground as possible, and it's tight or whiffs against Bullet and Noel, but using j.8 works fine. Against Tager, the beginning setup doesn't work unless you do an Ippatsu first; otherwise Chankan doesn't put you behind them. Additionally, the dash 4B[m] is tight, but possible. You can do 5B first to make it easier. He instant techs the last hit of Tsubame but he's Tager, what can he do about it when you're half a screen away? Against Amane and Izayoi, 5C doesn't OTG. Use 2B instead. Also I found an improvement to one of the combos. Instead of IAD j.B j.Hatsu etc., which is super unsafe if blocked, you can do: IAD j.B > 5B > 5C > Haku > staff2 > dash 5B[m] > 4B > ItsuuA > 6kote > 5C > Hatsu > RiichiA > Tanki Hatsu > 5D > TK Hatsu > Chun > staff2 > 6C(1) > Tsubame [3.1k] The opponent instant-techs the last hit of Tsubame if you let the second of hit 6C go, and I can't get Haku > staff2 > dash 4B[m] to reach.
  15. I've been playing around a bit more with the vacuum staff recall thing in the corner. Rather than 66D like I originally used, microdash 2D works as well, which is basically just strictly better. Potential mixup routes here, all of them put the opponent back into the corner: 662[D] > Chankan[max] ]D[ > 2366A > 664B[m] > ItsuuA > 6kote > 5C > Hatsu > RiichiA > Tanki Hatsu > 5D > TK Hatsu > Chun > staff2 > 6C > Tsubame [4.1k] 662[D] > IAD ]D[ j.B > j.Hatsu j.Chun > staff2 > dash under 2A > 5B[m] > 4B > ItsuuA > 4kote > 663C > 2D > 66C > staff2 > Tsubame [2.8k] 662[D] > IAD ]D[ j.B > OD (70%+ health) > j.Hatsu j.Chun > 3D > Kanchan[max] > 664B[m] > ItsuuA > 4kote > 663C > 2D > 66C > staff2 > Tsubame [3.5k] You can throw in Chinroutou in the usual places if you want a super ender instead. You can also just not do a crossup here and wait for the staff to return. If you can keep the opponent in pressure and make the staff contact them on its return it will still vacuum them. So if you're sufficiently close: staff2 (blocked) > IAD j.2D > 5B > 3C > 2D > Hatsu > Chun > staff2 > dash under 2A > 5B[m] > 4B[m] > ItsuuA > 4kote > 663C > 2D > 66C > staff2 > Tsubame [2.8k]
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