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Putin

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Everything posted by Putin

  1. I wasn't concerned about the combo routes that much, more about whether autopiloting jump on hit and on block is ok. CH 2C > 66 5C feels way harder to me than it did in CSEX. Not hard in itself, but in EX you had a day and a half to confirm it
  2. How do you guys confirm 2C AA? In CSEX the untech time on CH was huge, so dash 5C was really easy. That's not the case in CP, but 2C being JCable on block means we can just autopilot jumping after 2C, and if it hits we confirm to j.2C? That's what I've been doing, 2C > j.2C > j.D > 5C > 2C > air combo, but I don't really know whether it's good autopiloting that jump or not
  3. Yeah, 2-10 points of damage and 2 points of meter don't make that much of a difference, but it's good knowing what's optimal and what's not. Jak.Zaneiga is easy once you get the hang of it, plus it prorates better so the rest of the combo becomes easier too. I also feel that Houtenjin > 214D~44C is kinda easier than forward dash, so you might want to test this too. It also feels safer if you're going for dash 5C since you're not close enough to risk dashing under them.
  4. I... didn't think about that. Which is silly since prior to testing the above routes I realized that raw Zaneiga > 66 5C > 6C does better damage in the corner than straight up 6C. And I don't really get why you'd think Gasshou path is better after your tests. As you said, Zaneiga > 5C path off 6A nets 4754dmg, while Gasshou > 5C 4752. 2 More damage lol, plus a little less prorated combo. Other examples: 5C > Houtenjin > Zaneiga > 5C: 6243 damage, 27 meter 5C > Houtenjin > Gasshou > 5C: 6234 damage, 25 meter Same combos off 2B > 3C: 5092, 23 5085, 21 So yeah, disregard my post above. Zaneiga > 5C > 6C is the best choice when you don't want to crossunder and you get two hits or less before Houtenjin. When it comes to three hits though, things aren't that clear. For example: 5B > 5C > 3C: 5857, 27 5864, 26 (slightly better than Zaneiga path as opposed to the <2 hit starter combos when it comes to damage) j.2C > 5C > 3C: 5301, 25 5301, 24 (exactly same damage, one more meter point from Zaneiga path) tl;tr v2: 2 hits or less before Houtenjin, go for Zaneiga > 5C > 6C 3 hits before Houtenjin, go for whichever you find easier. Note that in this occasion you must omit the last j.C2 in both routes.
  5. I thought that the Houtenjin Zaneiga path was superior to Gasshou's pretty much anywhere on the screen, but if you're not planning on sideswapping in the corner Gasshou is better when you get two normals or less before Houtenjin. For example: 6A > Houtenjin > Jak.Zaneiga > 6C > 66 5C > 2C > j.C5 > 5C > 2C > j.C2 > j.C5 > Hiren, 4612dmg 6A > Houtenjin > Jak.Gasshou > 66 5C > 6C > 66 5C > 2C > j.C5 > 5C > 2C > j.C2 > j.C5 > Hiren, 4752dmg Same combos off 2B > 3C net 4946 and 5085 damage respectively. You CAN however get that route even off 3 normals if the starters are 5B, 5C, 2C, j.C and j.2C, as long as you omit the last j.C2 and go straight for 5C > 2C > j.C5. Also try not to add any 2Bs or jabs even after the starter for obvious reasons It's already pretty badly prorated though, I even drop the delay during the first j.C set every now and then. tl;tr if you get 2B > 3C > Houtenjin or anything better, go for Gasshou path in the corner.
  6. So YOU need to stay airborne for 10 seconds... and I thought the challenge was glitched or something. Time to 100% this guy as well
  7. How do I play this matchup. I've always disliked it, but it suddenly felt much, MUCH harder once I picked up CP. This is one of the few matchups where Gasshou AA was kinda usefull, and that's gone now. 2C doesn't seem to beat his j.2C most of the time, so free jump in for him. In the beginning I felt that it was better just to lame him out with chains and getting small 1k combos off of them here and there (grounded chains NEVER hit him if he's careful so no damage from there), but even so getting wins was pretty hard. He also builds tons of meter just by standing there, so one wrong chain might cost you the round, so I just don't know any more. It seems pretty bad since it's one of the matchups chains seem most important in, but he probably has the most answers to them than most of the cast. Surprisingly I have no trouble with him as Jin, so idk.
  8. I'm giving up on lvl3 stomp on pad, I have to hold it differently to get it to work which won't happen in a match. It's also really tiring and wears off my C button; it doesn't help that I'm also playing Hazama I guess. Stomp > Messenga > 66 2B, how do I make that work? I can connect 66 5B into combo but not 2B and it looks like it would work when they're not close enough. I also can't get 6D > Jagaku to work at the end of some combos, for example the aforementioned Messenga one; stuff > 22C > Messenga > 66 5B > 5C > 3C > 6D > Jagaku, they tech in front of my after 6D while Jagaku charges to them. air hit 3C > 6C also whiffs every now and then, but I guess I'm not fast enough or something Lastly, any truly safe ways to setup 2D oki? Burensou > (66) 2D seems to work some times, but I'm not quite sure.
  9. I play a Relius regularly and just tried it on Platinum, no problems with 4D whatsoever D: We probably use different timings or something, delay 4D sure works on Bullet though. Thanks, I'll grind up the timing a bit. The last j.C mash is "unstable" because the combo is prorated as fuck, so it's easy to drop. It definitely works though, but I find my self going for your version for like 100 less damage, it's not worth risking your ender if you're not comfortable with it just yet. They can roll out of it pretty much like out of all the high Hirentotsu knockdowns, but you can pick them up with 2A just fine even off the full "unstable" combo. If they roll out and you catch them with 2A you also get a juicy, piss-easy 3.9k combo: 2A > 5C > 2C > Jakou > (66) 5C > 6C > 66 5C > 2C > j.C2 > j.C5 > Hiren If you end it with 8j.C5 > j.214B then you can catch them with 2B without swapping sides, but even though it's a better starter I can't reach the same amounts of damage out of 2B 5C roll punish. Jakou 2stronk. You don't have to worry about them bursting and leaving you in the corner though, that's for sure. Also, I wanted to share some potential "tips" from my gorilla damage j.C loop adventures. I like it better going for 3C > Gasshou > 66 5A > 5C > super jump j.C when I can/want to go for the 6C route. Why? Let's say you do want to go for that 6C, however, you miss that dash on j.C4 > 66 5C > 6C. If you didn't go for a superjump, the 6C will whiff and your combo will end badly unless you have godlike reflexes and go for another set of j.C instead. If you did superjump however and missed the dash, 6C will connect. You will be too far to go for 66 5C > 2C afterwards, but you can end the combo with dash 3C > Ressenga. Japanese announcers would say yasui in this occasion, but you just made up for your fuckup and got a proper ender instead of letting the opponent tech freely.
  10. You can do Gasshou > 5C > 2C instead of 5B > 5C for 3830 damage and 26 meter. 5B > 5C > 3C > Jabaki > 66C > 66 5C > 2C > 4D > Jakatsu Gasshou > 66 5C > sj.C5 > 5C > 2C > sj.C2 > dj.C5 > Hiren 4014 damage (!!!!!!), 29 meter. Definitely optimal, you can also take this route off many mediocre starters as long as you are kinda fast to hiconfirm. It works even off 2B > 5B > 3C though so you really have to fuck it up, or use a jab. Throw > Jakatsu Gasshou > 66 5C > 6C > 66 5C > 2C > 4D~A > 66 2D~D > j.C1 > j.C5 > Hiren 3985 damage, 30 meter. Works on everyone(?) but Bullet*, and the 2D is weird on Rachel. Here is also a 2C AA combo I poster in the combo thread earlier today. I was going to "correct" a lot of your combos, but you explained that you take those routes for a reason, so I'll leave them. You missed the 5C on most Gasshou > 66 5A > 5C combos though, you should fix that. * Bullet seems to be this iteration's Hazama combo destroyer. Close range 5C > 2C > 4D doesn't work on her since the 4D doesn't bite, so that rules out all of the corner combos involving chains against her. You can do it midscreen after Zaneiga > 66C most of the time since you won't be right in her face, but you still might want to opt for j.C mash instead just to be safe. Also, airborne 5C > 2C > sj.C2 > dj.C5 is finicky against her in the corner. Midscreen it works no problem, but for some reason you can't get the djc into j.C in the corner if she's too high up, which is never a problem on the other characters at the exact same height. You either have to pick her up with 5C pretty low, or go for an alternate route. I think I'll be going for 5C > j.B > etc in the corner so I can rest easy. I hope all the information in this page doesn't get buried since it includes potentially optimal combos, so yeah. Mods should keep an eye on all of this.
  11. Back to corner: (CH) 2C > Jakou > 66 5C > 2C > 4D > (max delay) Jakatsu Gasshou crossunder > 66 5C > sj.C5 > 5C > 2C > sj.C2 > dj.C5 > Hirentotsu 5093 dmg, 36 meter gain. I don't think i gets any more optimal than this without meter
  12. Lol just do Jak.Zaneiga > 6C > 66 5C > 2C > sj.C5 > 5C > 2C > sj.C2 > dj.C5 > Hiren, 5736 dmg and gets you back about 20 meter. I also use j.C 2~2 after normal jumps and 3~2 after superjumps
  13. My colour in netplay was light green, then after a win it turned white which according to Kurushii's translation means undetermined. Wasn't that only for when you don't have enough matches for the game to "rank" you?
  14. Holy shit, I'm throwing my meter at Tousshou like crazy and still have spare to burn with CT in like half my corner combos. And I thought the new meter gain system was gonna be a pain. If you think you can control neutral, I'd say go for Senshouzan ender during midscreen combos every now and then. It gives good meter in exchange for oki, and if you know you will land that 5C > 5D... definitely worth it. Also Hizangeki is gonna be unblockable in the west for a little while lol
  15. He's talking about 2B as a combo filler, not as a starter. Freeze > (j.2C > j.C) > 66 2B > 5B, he's pointing it out since everyone's been going straight for 5B because it was more optimal in CS. 3C > 22C > iad j.2C is amazing by the way, so is TK Hizangeki. CP Jin 2fun
  16. 5B > 5C > 3C > Jak.Gasshou > 66 5A works lol, you just gotta be in their face. Also does like 3.9k if you opt for the 6C route, CP Haz is crazy. From the same starter you get a little over 4k in the corner
  17. Hazama is stupid. j.AA > j.B > dj.C5 > 5C > sj.C5 > 5C > 2C > sj.C2 > dj.C5 > Hiren. 2165 dmg, 13 meter, fullscreen carry. Pachi pls edit: It's probably better to replace j.B with jC1 since it has better vertical hitbox, j.B will whiff if they're too high. Also does a little more damage
  18. Backthrow > Musou > OD > 6C > 2D > j.2C > j.C > Hizansen > 66C > 22C > 3C > Touga. 4751 dmg, 24 meter, 80% hp Does exactly 110 dmg more than the usual 100% version and nets 2 more meter. Theoretically it should work of normal throw as well since you can do throw > Musou > 6C, but I can't get the 6C to connect after the OD. It seems like it has recovery or something
  19. Playing passive against Hakumen is a double edged sword though, since he builds meter crazy fast now and he can rip you a new one if he hits you and has enough stars. I know this is true for Hazama, so I'd imagine it's even worse for Nu.
  20. Apparently Hazama doesn't use his third voice track against Ragna either. He also has non-delinquent-Nakamura intro/win quotes against him and Valk which don't exist in the arcade, so I guess it was intentional. Why would they scrap a whole voice track though? It's really a shame, and Terumi counts as a different character so he's not an excuse. I wonder if they'll patch this in the arcade once the three new guys become available there, or if they'll leave him as he is with three tracks.
  21. Unfortunately there doesn't seem to be much about Hazama in this iteration to talk about. Combos are... combos, and as you pointed out he doesn't seem to have any okizeme options other than 2A after Hiren. Then there's corner Jakou > Zaneiga ender setup which is strong and we already know how it works, and low j.C "drop" ender which is unexplored due to people still learning the timings for the new j.C. It's also very rarely used by japs so yeah.
  22. Yeah, new Zaneiga is weird. Houtenjin > dash 214D~C doesn't come out as lvl 2, and Houtenjin > 214D~66C sometimes drops because Hazama gets behind them with the command dash. I don't feel bad for choosing Gasshou over Zaneiga midscreen anymore D:
  23. I'm pretty sure the japs did something like CH DP C > (66?) 5B > 5C > delay 6C (side swaps) > 2D > stuff Tried it only a couple of times but didn't get the sideswap, I'll head to the lab and check both combos out. Also 22C~D Rehhyou route seems impossible
  24. The game won't let me use some player title words even though I've bought them, it displays something in moon instead. What gives? edit: I guess there's a character limit or something. Which is pretty stupid considering you can only pick stuff the game has chosen for you. Here http://www.dustloop.com/forums/showthread.php?17719-CP-Trophy-Guide-Discussion&p=1558352&viewfull=1#post1558352
  25. The universal route for Hizansen ender seems to be 3C > Musou > 5B (1/2) > 5C > 6C > 6D > 6C > 22C > 5B (2) > 5C > aerial, that's when you can't go into 5B (1) > 5C > 2C > aerial. 5B (1) > 5C > j.C seems to work only on the larger guys, which threw me off because I did the first big chunk of training during challenge mode (dunno why), so I thought whatever worked on Az would work on anyone, which was not the case.
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