Jump to content
Dustloop Forums

AtTheGates

Moderators
  • Posts

    1,483
  • Joined

  • Last visited

Everything posted by AtTheGates

  1. imo the merits of the nezu loop (and bumpers in general) are: - the extended rushdown (2B on block, jump cancel, free 50/50) - and especially the resets (during combo, jump cancel, 3-dash, \/, 2A, or after jump cancel 6-dash, j.C and so on).
  2. i know it isn't easy to keep track of all the combos in all situations, since the first post is so full of info. basically, there are 2 ways how you can organize combos: 1. sort them by character. + playing a lot against char X? just look him up on the list. - lots of duplicate combos 2. sort them by opener. + better for advanced players who care for the situation - bad if you need to find ALL situational combos for a specific character. i did the latter. i suggest you just start learning combos for those situations that you encounter the most - to give some examples: corner combos, 2D counter hit combos, combos against big chars. maybe a combo after throw. and so on and so forth.
  3. red letters.
  4. do you have time to hit confirm the 6C after the 6A? sounds kinda dangerous if he (for some reason) gets hit while crouching.
  5. thx reioumu, i'll add those later. just realized you can save a shuri on the ragna & haku standing BnB, as daioucho showed in that one vid: after the second 6C,j.D, just land, OTG 5C,623B. you have to be close and it's quite tight, i guess.
  6. inspired by nezu's setup (unfortunately, he doesn't complete the combo in the vid) any chain into 2C, dash cancel, [2D, 9-dash j.D, 2-dash, \/, 2D, 9-dash j.D, 3-dash j.D, \/, OTG 2C. 3791 damage. resembles 10stars' 2D combo, just a normal setup for it.
  7. thx for the update, fellow yellow bang there are a lot of 2-4 seal combos against tager in the combo thread, you can j.D after 2C into the tager ender (= 2 seals), and against standing tager, 3 seals are standard.
  8. use those: ".", as well as "enter", please.
  9. realized today that we really need a 2D and 2D CH combo section, since its awkward to always look at the tougeki magazine part. EDIT: added a 2D section, i also fixed some errors and reformatted the tager section + i added an arakune section - both of those are just primers showing the typical enders against those chars. right now, i think it's better to sort all the combos after the first hit, not after characters.
  10. im 99% sure that this is nezu. everybody should watch those vids, i found the corner combo in round 3 to be especially nice: 2D CH (while arakune falls down from an air tech in the corner), j.D,j.2369C, \/, 6C,dj.D, \/, 2B,6C, j.B,j.C,j.623B, the usual ara ender. didn't know you could relaunch him with 6C,j.D in the corner. 3655 damage. also, the way he ends the last round is pretty cool, RCing his j.C, then alternating shuris and hits until he lands. i RC j.C a lot in situations like this, but this is another level. edit: the other vids (one of them doesn't have nezu, but the rest does): http://www.youtube.com/watch?v=O1TQYGAd3Yc http://www.youtube.com/watch?v=O8_MhBmgV1g http://www.youtube.com/watch?v=KG5r9g50Fdo
  11. it's not a reset... just a block string ^^ but whatever, you are right, of course. conserving shuris is extremely important. i guess it depends on who you play against, and what else is happening (how much life left, how much meter, and so on). i personally still use the string a lot, but in some matchups, it should be the exception, not the rule, as you pointed out.
  12. Some new info on TK Shuri pressure. allright, so you all are familiar with this string: 5A,5B,2B,TK Shuris, \/, d.5A, .... so - where are the gaps for our opponents? this is important to know for us, so we can react better to their blocking. blocking is key here: - if your opponent blocks at least 1 of those hits with barrier block, he can't escape after the shuris. - if your opponent blocks everything normally there's a tiny gap after the TK shuris, but it has to be < 4F - if your opponent blocks either 2B or the shuris with instant guard, the gap after the shuris is >= 4F. note: the 4F data comes from bang's 5D: 4F until the guard point is active. i programmed bang vs. bang. this is because of one simple fact: the further away you are from your opponent when you throw the shuriken, the later they will hit, thus, the earlier bang will recover in relation, giving you more time to dash in again. So how does that info help bang players? well, for example, if you see a jin or ragna always normal- or instant blocking your rush, expect a reversal before or after the shuris. Tagers might try a backdash or even 360A. Also, if the opponent is normal- or instant blocking, you have the option of doing 5A,5B,5C, since that works against normal block (not against barrier block). If they start shield blocking again, all the better, now the TK shuri rush is safe again.
  13. i made a mistake and assumed 5B, 6C otg against the j.D only worked against ara. anyway, here are the 5D combos. i talk about the setup vs. bang in detail here. 5D & 5D Counterhit Combos: inspired by WUT's list of which chars can be hit by 5D,j.D: against everyone: 5D, j.D, \/, 2B, 623B, 2363214C [50% Heat, 2 Seals] 4517 damage 5D, j.D, \/, 2B,6C, dj.B,dj.C [2 Seals] 2897 damage against Taokaka: do dj.B,dj.623B at the end. 2995 damage against Arakune, Bang (corner), Tager (corner) add a dj.623B at the end 3220 damage against LITCHI, NOEL, BANG, RAGNA, HAKUMEN, V-13*: *= CH only, delay j.D after the first jump. 5D, [j.D, j.2369C, \/,]x3, 5C,2C, 623B [4 Seals, 4 Shuris] 3277 damage 5D, [j.D, j.2369C, \/,]x3, 2343214C [50% Heat, 4 Seals, 4 Shuris] 4016 damage 5D, [j.D, j.2369C, \/]x2, 5D, j.B, dj.B, dj.C [4 Seals, 3 Shuris] 3133 damage against TAGER: 5D(CH), j.D,j.2369C, \/, d.6C,j.D,j.2369C, \/, d.5C,5D, sj.C [4 Seals, 2 Shuris] 3348 damage 5D(CH), j.D,j.2369C, \/, d.6C,j.D,j.2369C, \/, 2363214C [50% Heat, 3 Seals, 2 Shuris] 4165 damage against TAOKAKA: 3x j.D loop possible but too hard. 5D, [j.D, j.2369C, \/]x2, 5D, sj.B, dj.B, dj.C [4 Seals, 2 Shuris] 3133 damage against ARAKUNE: 5D(CH), j.D,j.2369C, \/, j.D,j.2369C, \/, 5D, j.B, dj.B,dj.C, dj.623B [4 Seals, 2 Shuris] 3336 damage MISC: CH 5D, j.B,j.623B, \/, 5B,2B,6C, j.C xx Damage this combo works after the same principle than the combos against the category 1 and 2 characters - juggle with 5B,2B,6C. I was skeptic at first whether it is ok to end a combo with j.C that high, but since dora does it, it must be ok i guess. 5D CH, wait until after hit stop, iad, late j.B,j.623B, \/, 2B,623B, 2363214C [50% Heat, 1 Seal, not against Carl, Taokaka, hard against Arakune, Bang] 4411 damage SETUPS: since hit confirming a 5D (and landing it in the first place) is not that easy, here are some realistic setups: against BANG: Setup: normal blocked 5A,5B, instant block 2B or instant block TK shuris, -> 5D, A teleport. [more coming soon]
  14. updated the first post with the throw RC combo against everyone. will look through the thread today some more and add the stuff you guys found. edit: researching 5D, j.D combos right now - some really nice stuff is possible off of that setup. either just go for 2B, 623B, super, or go for a nice and juicy 4 seal combo. will post the combos soon, and hopefully some realistic setups for the 5D (i already have one for bang, will be a longer article i guess).
  15. i find that my opponents frequently hold up after a blocked 2C, in case i do a blind 6D -> they land on my hand, combo of death. that's why you should never do 2C, 6D on block without confirming it ^^
  16. wasn't sure about the 4-seal against bang, that's why.
  17. sorry, what i meant was: it's air recoverable, it doesn't knock down. ignore the comment ^^
  18. the jin combo is indeed better than d.5B, 2B, sj. A,B,C - but both combos can be air teched, so a shorter combo into knockdown might be better anyway. as for the 3 seal combo - the whole point of the 3 seal combo is to combo those chars that can not be hit by another j.D, so you probably tested it against a char whose hitbox is a special case, or where a 4 seal combo would be possible anyway. btw against bang: 2D (ch), j.D, j.2369C, \/, 2D, j.B, dj.B,dj.C -> 30 damage more than with 5D, lol.
  19. sounds good - i'll test those once i'm home.
  20. several chars can low profile under daifunka, for example taokaka with crawl 2A.
  21. power rangers music = win! yeah, i guess the trick for carl is to do a 6-dashing 6C instead of an instant 6C, that could be the solution for j.D whiffing a lot. thx for that vid.
  22. yes, ch 3C, 2B, 623B, super is possible. as for the 6C,j.D against arakune: at it says in the first post, you have to jump cancel the 6C into j.D. you tap the jump, then input the j.D. the timing isn't easy. same for litchi and v-13.
  23. see post ABOVE YOURS. check the combo thread.
  24. hm, the problem is the low hit- and blockstun working together with the landing recovery on the A shuri - even if i hit my opponents with it, very often, they have another chance to escape immediately after, that's why i use it more for zoning than for rushes. see here: http://www.dustloop.com/forums/showthread.php?t=5342
  25. make sure you try the combo against standing arakune. 6C only hits standing opponents, and only a few, see first post (category 1 & 2).
×
×
  • Create New...