Jump to content
Dustloop Forums

Putin

Members
  • Posts

    759
  • Joined

  • Last visited

Everything posted by Putin

  1. My 5A gets wrekd by Bang crossups 2C works just fine though, I guess it's all about the timing. Might start using 5C AA as well, that CH into Zaneiga meterless combo is too tempting
  2. http://youtu.be/ohdFeaK9ElU?t=24m19s wat
  3. The optimal combo is the following: starter > Houtenjin > Zaneiga > crossunder 6C > dash/walk TK > dash 5C > 2C > Jakou > dash TK xN. Off 5C N=4 and it nets 8.2K with Mizuchi ender. You want to avoid using chains in most of his long combos now. What I did a long time back was try raw Zaneiga > 6C > dash TK > dash TK xN on every single character, with a different amount of reps each time to see what works after a microdash and what not. Try that out, at least against the characters you play more often against. The results yielded will not work only after point black TK > microdash; you have the luxury to perform 2 or even 3 loops before that, so if you know just that it shouldn't be a problem. I just messed around with this and never had a problem or needed to test TKing with different inputs. By the way, if you do the above combo against Lambda, 3C > Mizuchi WILL connect after Jakou > dash TK x4, despite Hazama seemigly being too far away after Jakou. The dash covers just enough space for it to work. Lambda is pretty much the only character that'll force you to mess with different TK inputs, just because 4 reps are too much off most hitconfirms. Ctrl did confirm that Microdash > 9tk > 7tk x2 works, so that should do it. I was thinking about listing how many reps you need against each character yesterday before Ctrl, but after I started typing I just couldn't remember it by heart. I usually do when the time comes though.
  4. Gasshou > 3C works on Lambda after 4 reps, which is rather inconvenient since you often don't have the luxury to loop so many times. I don't know if it gets any better by doing 7214B, reducing it into 3 reps or something sounds unlikely. Gotta test it
  5. I didn't even know superjump j.6D worked... it must be tight as hell The best combo starter should be 6C CH (opponent FACING the corner) > dash gold burst x2 > Jakou > Houtenjin > Zaneiga > 6A or 2C > loop xN > Gasshou > Mizuchi. It nets over 10k, I don't remember whether 6A or 2C is the better choice though.
  6. No, backthrow > stance cancel > j.6D~D > 66C works, but only when the opponent is thrown in the corner. And you're far enough for j.6D to cause enough hitstun. And yeah, when you've used up 6C before Houtenjin you replace it with 6A. And for the rare occasions when you hit them with raw Zaneiga > 6C > Houtenjin, you can go straight for dash 6A, or dash Gasshou in the corner; lvl2 Gasshou pickup into 5C > 2C > TK does more damage, but if you want to add a Mizuchi in there you have to go for 6A since 3C > Mizuchi won't work after 2 Gasshous. Oh, also if you get the opponent close to the corner but not enough for 66C to connect after a backthrow, you can do j6D~C > 2C > TK > dash 5C > 6C > loop x3 > Gasshou ender if you do corner them with TK > 66 5C.
  7. What's the general idea of dealing with frkz? I should probably ask specifically about my characters, but there HAS to be a non-matchup specific way to deal with it to a certain level. If I have further trouble I guess I'll ask in the Haz and Jin forums.
  8. Nah as I said my pad is broken atm, I'll try to open it up today and see if I can fix it. You can add me though for future button pressing: PutinOmega
  9. We can test how shitty our connection is sometime when I fix my pad/get a new one. I've only been able to get decent 1s to bad 2s with French people though (((
  10. Yeah the combo system seems like the game's main problem. You get full combos off every random hitconfirm, and the system just doesn't have enough limitations. For starters they should make clear which starters are good and which are bad, by keeping -almost- the same combo routes off good ones and limit both the options and obviously the damage off the worse ones. Maybe they could limit it even more by making further use of CH starters and crouching hitconfirms, so that you need one of those or both at the same time to get real good damage. They could also just increase the knockback of some moves so that you won't be able to follow them up unless you're in the corner or it's a CH or something. Chain Shift obviously needs extra nerfs as well, since not only the combos using it become too long and damaging, but it also feels like it makes meter a really expendable resource; to the point that people don't even care about throwing it away, and all that in a game that meter doesn't reset at every new round. I also like the idea of a runback factor and a burst would really improve the game as it is, but if they fix the aforementioned problems there might not be a need to implement such a completely new mechanic.
  11. Wow all of them are even worse than I expected Even Plastic Night turns into shit after the buffed intro Power metal remix guy pls
  12. Yooo I'm mashing F5 in your channel, new tracks keep popping up. Thanks for the uploads! Were did you find them though? Somebody ripped them off the arcade and uploaded them on nico?
  13. Most people yomi green throws, but you have to react to purple ones so netplay mostly affects the latter
  14. ABC may be limited to standing, but it doesn't change the fact that it's more boring and braindead. CP crouching confirms are also boring without meter, it's just 6C > 2D > j.2C > j.C > dash ABC At least I want my corner Fubuki filler back ;(
  15. Well throws are lame unless you RC them for 4K and almost 50 meter back , plus we have SJC j.2C > j.D > air dash after Sekka in EX which is stylish as fuck... I don't understand why people hate on EX Sekka since it produces cool combos. Especially when it is replaced by boring ABC shit midscreen, and people usually use at least one 22C in every corner combo
  16. stuff > Hizangeki > air dash > j.2C > 5C > 2C > air stuff > Hizansen / j.Hiyoku that would be hella cool yo Also CH Fubuki, A or B, into D Musou is legit in EX because corner carry off a good AA.
  17. I always thought that his lockdown ring is too good, but seemed fair since he has to pay for it with the most valuable resource in the game, or any fighting game. I thought he gets health back only via his throws though? Haven't been following the game for quite some time now
  18. So like what, people hate on Carmine now and think he's OP? Times do change
  19. I'm actually not referring to FC > 3C, but FC > normals > 3C, just like the combo I posted. Pretty much like how Jin's and Ragna's 6C in CS connected only on crouchers, right after a CH or in a FC combo even after various normals.
  20. Does 5C and 6C FC allow 3C to connect on standing opponents? This combo made me wonder about it, it's just too hype to ignore. And I guess it can be improved by replacing some chestkicks with 6C or something :8/: god this character
  21. http://youtu.be/h-Xwvr1_E0w?t=18s Jakou > Zaneiga, no rapid I'm starting to like the new Jakou
  22. I went to the shelf and took my CS copy for a little while... Holy shit Fubuki was so slow back then :8/: Also what were our corner combos lol I improvised and came up with a 3.5K combo off 5B, I don't even remember what was his damage potential in CS2
  23. They were well drawn and fluid, what's wrong with them lol CS cutscenes on the other hand... some of the most horrid animation attempts I've ever seen. CP cutscenes Mori pls
×
×
  • Create New...