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Putin

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Everything posted by Putin

  1. The damage value you listed is for the j.C4 > 66 5C > 6C version, the j.C5 one does 3973 but it's kinda iffy so I never use it. 2C > 5C > 4D > J.Gasshou > 66 5C > sj.C5 > 5C > j.C4 > 5C > 2C > sj.C2 > dj.C5 > Hirentotsu 4289 damage, 30 meter. Works on everyone I guess? However, this route will often sideswap you. If you don't want that, this is the best alternative that you can't go wrong with: 2C > 5C > sj.C5 > 66 5C > 2C > 4D > J.Gasshou > 66 5C > sj.C5 > 5C > 2C > sj.C2 > dj.C5 > Hirentotsu 4155 damage, 27 meter. Also works of other stuff like AA 5C > 2C, AA 5B > 5C etc. In the corner you can swap 4D with 2D for a little more damage, but I've listed better routes for the corner in the previous page. Also, isn't it time to start adding the actually optimal combos in the OP? It's really outdated. Someone could merge Blackwing's posts as well
  2. I go for Hizansen ender off things like poke > Tousshou because the damage loss is usually pretty big when you go for other routes, other than that I try to have a little variety and use both Sekka ender and freeze resets. Thing is, resets are kind of gimmicky so you don't want to overuse them and get the opponent too confident. Do them every now and then and you'll get more free combos / wasted bursts out of them in the long run
  3. Yeah, my tests never involved dash 2B but the occasional dash 5B. 2148C is indeed more universal though after all
  4. You need to be far enough from the opponent when you iad. If you space it correctly you'll land close enough for 66 5B to work
  5. ^they implemented this option in CP as well. There's also the "everyone fight room", it just doesn't "work" with an odd number of players
  6. So Carmine did indeed drop because he does less damage for the same amount of HP? I wouldn't say I follow the game fervently atm, but he seems pretty much the same with lower damage
  7. Terumi stuff supposedly got patched, maybe Ouja was fixed too
  8. I'd only tested the route only on a handful of characters up to now, thinking that 8214 worked on everyone, but after reading your post I went into the lab and noticed that neither of us was right. 8214 causes simple jump, while 2148 causes superjump. 8214 always works on characters like Hazama and Noel, but 2148 doesn't let you pick them up with 2B afterwards unless you do Musou > dash > 5B. 2148 always works on characters like Hakumen, but 8214 whiffs entirely. Then there's characters like Bang on which only 2148 works including a dash, and others like Tager or Valk who are cool with either option. There's also chars like Tao on which the 5C after 2B whiffs every time, but it works fine if you do 2148 after a dash. The 5C whiff issue can probably be remedied by doing dash 2B but I haven't gotten it down yet since it seems useless atm This turned out more complicated than I thought it was, I guess it's time to memorize what works at least on the characters I face the most.
  9. In my experience, colours change only by playing people of the same colour. I became light green on day one, and it's been like this up to this day. I was usually playing people with different colored squares, but now that I started playing a light green I immediately ranked up to yellow. There's also a yellow guy who always beats me 5-30 or something, but I never ranked down no matter how much I played with him. If I drop to light green again after losing to him, then I'm probably right. I don't know if you rank down by losing continuously to a lower ranked square, but you almost certainly don't rank up by beating higher ones so I guess it works both ways.
  10. Speaking about TKs, how do you guys prefer to TK Hizansen in your combos? When I throw out raw TKs I obviously use 2148, but in combos I feel more comfortable with 8214, probably due to CSEX Hazama's TK loops which required this motion. I do find myself superjumping the TK Hizansen every now and then though which causes the combo to drop afterwards, so I don't know if it's optimal in this case. TK combos are the best looking meterless ones btw, and probably the best all around if you want Sekka ender or a freeze reset. Which translates to... damage = Hizansen ender, everything else = TK combos, simple stuff
  11. Some close to the corner 2C AA/CH combos: AA CH 2C > delay sj.C5 > 66 5C > 6C > 66 5C > 2C > 4D > J.Gasshou > 66 5C > 2D~D > j.C1 > dj.C5 > Hirentotsu 4066 damage, 29 meter Alt version which doesn't need CH, it does work off grounded CH 2C tho off a frametrap or something: AA 2C > 5C > sj.C5 > 66 5C > 6C > 66 5C > 2C > 4D > J.Gasshou > 66 5C > 2D~D > j.C1 > dj.C5 > Hirentotsu 4216 damage, 30 meter Second alt when you're closer to the corner: AA 2C > 5C > 4D > J.Gasshou > 66 5C > sj.C5 > 66 5C > 6C > 66 5C > 2C > sj.B > j.C2 > dj.C5 > Hirentotsu 4369 damage, 31 meter Also a couple of fun ones in the corner: AA CH 2C > delay 4D > J.Gasshou > 66 5C > sj.C5 > 66 5C > 6C > 66 5C > 2C > sj.B > j.C2 > dj.C5 > Hirentotsu 4224 damage, 30 meter CH 2C > 66 2D > J.Gasshou > 66 5C > sj.C5 > 66 5C > 6C > 66 5C > 2C > sj.B > j.C2 > dj.C5 > Hirentotsu 4346 damage, 32 meter And some impractical ones: AA CH 2C > J.Gasshou > 66 5C > sj.C5 > 66 5C > 6C > 66 5C > 2C > sj.C5 > 5C > 2C > sj.C5 > Hirentotsu 4405 damage, 28 meter 2C CH > J.Gasshou > 66 5C > 6C > 66 5C > 2C > sj.C5 > 5C > j.C4 > 5C > 2C > sj.C2 > dj.C5 > Hirentotsu 4521 damage, 30 meter
  12. I don't think I'm "qualified" to give critique, but you often refused to block for whatever reason. You don't need to be an expert to notice that and know that's it's bad
  13. Zaneiga seems simpler to me since you can easily mess up the delay on Gasshou and the dash 5C afterwards is definitely more difficult than after 6C. It's just that the timing for Zaneiga lvl.2 changed slightly so it threw many of us off, you should be able to get it with a little practice however. CP Haz has no really hard combos imo, the only questionable path is 3C > J.Gasshou > 66 5A. If you learn how to j.C mash properly you're pretty much set until you decide to learn some more "advanced" stuff, even then j.C mash is essential though. It's just that there's a j.C loop variation to pretty much every optimal combo, which is easy and reliable. It also doesn't cost you too much, since the damage loss isn't that great and you usually get more carry. For example, the optimal combo off 5A AA should go like: 5A > 5C > sj.C5 > 66 5C > 6C > 66 5C > 2C > air combo. Then there's this alternative: 5A > 5C > sj.C5 > (66) 5C > j.C4/5 > 5C > 2C > air combo. As you can see, you just replace 6C with another set of j.Cs. That's usually the case in pretty much every situation, you just skip some stuff and go to j.C mash earlier (which also raises the number of loops, obviously). Here's a simple Houtenjin Zaneiga route by the way: starter > Houtenjin > J.Zaneiga > (6)6C > 66 5C > 2C > sj.C5 > 5C > 2C > sj.C2 > dj.C5 > Hirentotsu, should net you about 500 more dmg than the Gasshou route off 5C > Houtenjin.
  14. I managed to test your combo by the way, the last part does work but the damage is inferior to the other route. Zaneiga route is even better though, so I'd practice that instead. Then there's the J.Gasshou > Jakou path which is probably the most optimal one but it's really distance dependent. J.Gasshou > Jakou > j.6DD > 6C is definitely my favourite
  15. If you want to go for the Gasshou route, this is better IIRC (can't test it atm): starter > Houtenjin > J.Gasshou (heavily delayed) > 66 5C > 2C > j.C5 > 5C > 2C > j.C2 > j.C5 > Hirentotsu It also doesn't need a dash after j.C5, contrary to your combo, even though I doubt it's necessary on either one. j.B > j.C > dj.C x 5 > j.214B will probably not work as well due to the timer, Houtenjin combos after >1 normals can be pretty strict towards the end. It's been a while, but when CP first came out and tried a couple of combos, 5C > 2C was always superior to 5B > 5C. You might want to 5B after some awkward confirm into j.C, but I've yet to find my self under such circumstances. If you can eyeball your height and use the appropriate amount of j.Cs and delay between them, you can almost always pick them up with 5C.
  16. Houtenjin OD combos can get back 50 meter, I doubt it's possible without OD for the aforementioned reasons. OD chains are like Terumi specials beta It's funny how in CS I used to choose combos based on damage, carry and meter, but now meter gain's always shit so you don't even have to worry about optimizing based on it. CP Haz combos have both good damage and corner carry though so meter for Houtenjin is not that crucial anymore. Anti air combos are exceptionally derp since they let you skip J.Gasshou > 5A which translates to more and easier gorilla damage
  17. The only alternative to the "lacking" air abc is the Rehhyou route which only works off good starters, and is so hard pretty much nobody even attempts it anymore. Other than that, you can do 22C~D > 6C > Musou > air combo if you switch out of the corner
  18. Musou followup is for meter, Musou no followup seems to be better in terms of oki but I haven't really messed with it. 5B/5C > Sekka forces standing so you don't even have to deal with roll punishes and whatnot. If they don't tech you extend your combo a bit into another Sekka and go from there. If they tech you basically start pressure for free, you only have to worry about DPs and supers. 3C > Sekka offers great corner carry since it launches them really far away, but also allows you go do IAD > j.2C which will catch rolls or force them to block if they tech and don't DP/super. Sekka is the way to go imo, I do however use Musou followup every now and then because the meter gain is really good, and a combo ending to it pretty much guarantees you 25 meter to turn your next confirm into 4k+ easily. I use Musou no followup very rarely, usually against people who don't like to tech and I don't care if I give up oki for a little more damage, for the times when I have life lead or something. Musou > blue beat 2B > air combo > Hizansen, good damage and the game's back to neutral. Edit: All of the above is for midscreen situations by the way, in the corner everything is good imo. 5B/5C > Sekka is pretty much the same, air hit > Sekka allows you to set up safejumps, Hizansen creates some distance but then you won't have to deal with mash and most DPs/supers, allowing you to get in at the same time. You probably won't be getting ice car enders there since it's your main combo filler. There are also freeze resets which are great, but they definitely aren't okizeme, more like gimmicks.
  19. CP Jin is so easy mode when it comes to execution that netplay doesn't really affect him in that area. The only hard part is the Sekka D Rehhyou route, but this is too hard even offline. Got it only a couple of times while attempting that challenge and gave up once I completed the whole combo once lol
  20. Isn't 2B whiff > whatever mashable though? I never really messed with 2B in general since I did other shit in CSEX after corner Gasshou ender (RIP in piece baby ;_;7), and I made do with 2A mash until now in CP. I do need more variety though, so I thought I'd like to know more about this 2B thingy.
  21. It's just another thing for the opponent to be careful about. Hizangeki's animation is kinda obvious so it's easy to mess with them. The mixup is also pretty fast: http://youtu.be/1eTukLqie6M
  22. Hizangeki whiff > land > low It only works if they actually react to Hizangeki though lol
  23. It's PutinOmega Idk what was up, since I played a good amount of matches afterwards no problem. I'm pretty sure it would be a shitty 0/1 bar though, so it's ok I guess. Also, that light green won't change no matter how many yellows I beat. CP ranking pls
  24. Shirushi saved us the trouble and noted down which characters OD Fubuki > 5C doesn't work on, right here: http://youtu.be/fvc7FEAOnCI?t=2m18s Litchi, Carl, Hazama and Nu. Works on most of the cast though, so not bad at all
  25. No, it's 22C starter which has the longest combo time in the game or something. Raw 22C also does 666 damage, letting you know that if you somehow manage to get hit by it, you're screwed
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