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Putin

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Everything posted by Putin

  1. Are Bang's air normals ridiculous or it's just me? He's one of the few characters who I can't anti-air for the life of me, beside obvious yolo airdashes That coupled with his D nails pretty match equal free jump ins for him, which is exceptionally bad for characters with no defensive options, in my case Hazama. Also what do I do against 5D "ender" into dash up 5A? Sometimes I can backstep out of 5A > command throw, sometimes I just can't do anything in this situation, is it 100% free pressure? Even barrier doesn't seem to help, haven't tried IB barrier yet though. He's one of those characters which irritate me the more I fight them, no matter how strong or weak they are. Ugh pls just stay in one place for a second god damn
  2. We're talking about the same part of the combo ;_; Zaneiga > 66C > 66 5C > 2C > 4D > J.Gasshou > sj.C5 > 66 5C > 2D~D > j.B > j.C2 > dj.C5 > Hiren The only difference between your combo and mine is the dash before the final 5C and that extra 2D for some additional damage. The sj.C5 part is exactly the same whichever route you decide to take, so my advice two posts back still stands
  3. I was referring to the same combo lol, the ender is suboptimal though since you can do j.C5 > 66 5C > 2D
  4. You need to delay Gasshou almost as much as you'd delay it if you wanted to do Gasshou > 66 5C, you also don't have to worry about them being too low afterwards since 2D can get max hitstun almost at point blank
  5. Specials: j.214B - Hirentotsu 236C - Gasaishou 236D - Jabaki 214D - Jasetsu 214D~66 - Jakatsu* 214D~A - Ressenga 214D~B - Gasshoukyaku 214D~C - Zaneiga 623D - Jakou Supers: 236236B - Jayoku Houtenjin 632146C - Mizuchi Rekkazan 214D~632146D (or 632146DD) - Orochi Burensou *certain things work by doing Jakatsu and then the followup, that's when you see stuff like J.Gasshou which stands for 214D~66B.
  6. Dogura is playing Hazama atm on Godsgarden twitch channel ResidentSleeper
  7. AA J.Gasshou > 66 5C > j.C5 > 5C > sj.C5 > 66 5C > 2D > [4] 4D~D > j.C2 > dj.C5 > Hiren 3611 dmg, 24 meter Corner J.Gasshou > 66 5C > 6C > 66 2C > sj.C5 > 5C > 4D > 66 2D~D > j.B > j.C2 > dj.C5 > Hiren 3673 dmg, 26 meter Sadly the first one doesn't work off CH, you can barely get anything off of it. The second one works off ground or AA confirm, CH or not Does anyone know the name of the song? So pretty ;_;
  8. I thought that this was the best currently known route, but 6A's bonus proration doesn't kick in twice so I was thinking of different routes specifically for 6A. Here is what I came up with: 6A > Houtenjin > J.Zaneiga > [6] 5C > 6C > 66 5C > 2C > 6D~A > j.8D~D > j.C2 > dj.C5 > Hiren 4222 dmg, 28 meter Do 5C > 2C > 4D~A > 66 2D~D instead in the corner for 4257 damage. The -walk forward- 5C part is kinda weird and you sometimes end up switching sides, but it's not that bad and it's probably worth learning even just for the 6A starter Some more throw combos: Air throw > Zaneiga > 66 5C > 6C > 66 5C > 2C > 4D~D > j.C1 > dj.C5 > Hiren 3451 dmg, 25 meter 4D Is kinda iffy though so you can go straight into sj.B > j.C2 > dj.C5 > Hiren for like 50 less damage and 1 less meter unit (Corner) air throw > 66 5C > 6C > 66 5C > 2C > 4D~A > 66 2D~D > j.C2 > dj.C5 > Hiren 3635 dmg, 28 meter (Back to corner) Throw > Jakou > 5C(1) > 6C > 66 5C > 2C > 4D~C > j.C1 > dj.C5 > Hiren 4047 dmg, 30 meter (Back to corner) Air throw > 66 5C > 6C > 66 5C > 2C > 6D/4D > Jakou > 66 5C > 2C > Hiren 3754 dmg, 29 meter Corner Houtenjin sideswap rule of the thumb (for the time being at least): 1 normal > Houtenjin > J.Zaneiga > crossunder 5C > 6C > [6] 5C > 2C > 4D > Jakou > 5C > 2C > Hiren 2 normals > Houtenjin > J.Zaneiga > crossunder 5C > 6C > [6] 5C > 2C > Jakou > 5C > 2C > Hiren 3 normals > Houtenjin > J.Zaneiga > crossunder 5C > 6C > [6] 5C > 2C > 4D > Jakou > 3C > Ressenga Remember the days when we got 7k off 5C > Houtenjin and like 60 meter back? Rip Hazama ;_;
  9. Are j.2D loops gone? I messed around with Terumi for like 5 minutes since the patch but was only able to get 2 reps off FC 6B. I know about the new crouching 5D > 6B > 6D route, but loops were a lot better
  10. Hazama's combos are the definition of unstable now. They succeeded in cutting down his damage via the Houtenjin and j.C float nerfs which is cool, but they just couldn't be sure if those would do the trick and decreased the hitstun on j.C as well, causing many combos to drop during the final j.C because you were a frame late in the whole combo. gg Pachi
  11. THIS POST'S BEEN EDITED A FEW TIMES FOR CORRECTIONS AND STUFF OK Midscreen 5B > 5C > 3C > J.Gasshou > 66 5A > [5C > sj.C5] x2 > 66 5C > 2D~D > j.B > j.C2 > dj.C5 > Hiren 3731 dmg, 25 meter Off air confirms when you can dash in, use an extra 5C before 3C if possible and omit the 2D, e.g. j.B > 66 5B > 5C > 3C AA 2C > 5C > 4D > J.Gasshou > sj.C5 > 5C > sj.C5 > 66 5C > 2D~D > j.C2 > dj.C5 > Hiren 4224 dmg, 30 meter Zaneiga > 66C > 66 5C > 2C > 4D > J.Gasshou > sj.C5 > 66 5C > 2D~D > j.B > j.C2 > dj.C5 > Hiren 4198 dmg, 31 meter I'm not sure yet if the 66 5C > 2D part works off CH 5C/3C > Zaneiga, j.C5 > 5C itself is kinda weird, I've entountered the same problem in another combo below. The full combo works off FC 6B. Zaneiga > (66) 5C > sj.C5 > 66 5C > 2D > J.Gasshou > Jakou > 66 5C > 2C > j.C1 > dj.C5 > Hiren 4327 dmg, 30 meter Works off any CH into Zaneiga by ending with Jakou > 66 2C > sj.C5 > Hiren instead FC Jakou > j.6D~D > 66A > 66 5C > 2C > 4D > max delay J.Gasshou > 66 5C > 6C > 66 5C > 2C > sj.B > j.C2 > dj.C5 > Hiren 4709 dmg, 39 meter Backthrow > J.Gasshou > 66 5C > jC.5 > 5C > sj.B > j.C2 > dj.C5 > Hiren 3702 dmg, 25 meter Corner 5B > 5C > 3C > Jabaki > 66 5C > 6C > 66 5C > 2C > 4D > J.Gasshou > 66 5C > 2D~D > j.C2 > dj.C5 > Hiren 3949 dmg, 30 meter. Should work off everything other than jabs, Gasai and Ressenga. If you use one extra normal before 3C, go straight for 66C instead of 66 5C > 6C. I was certain that the old double j.C route would work, but I haven't been able to pickup with 5C after Gasshou > sj.C5, so unless I'm doing something wrong the combo above should be the best one atm You can also add a j.B in there but it doesn't always work and when it does, it's kinda unstable. I've worked out some more stuff for me to use, but I won't post them since I'm pretty sure they're suboptimal, especially if otg 5C > 2C > sj.C5 > 5C is indeed possible.
  12. Did anyone manage to pull off otg 5C > 2C > j.C5 > 5C pickup? I can do j.C5 > 5C off many things, such as Jakatsu Gasshou, but I haven't been able to get down the first route for the past half hour I've been trying things out. I've got some possibly optimal combos off some stuff though, so I'll update in a few hours when I'm back home
  13. AA 5A > 5C > 4D > J.Gasshou > 66 5C > j.C2 > dj.C5 > Hiren does 3k and should work on 1.1. Apparently we can also do j.C5 > 66 5C > 2D miscreen which compensates for the slight damage loss across the board Hazama nerfs2stronk ( ͡° ͜ʖ ͡°)
  14. Hm, I certainly remember watching some really old Carmine footage where he jumped forward at the end of his combos, and threw the lockdown wheel behind the opponent, opening them up. Was it just the opponent not blocking? Or maybe a "bloodstain" activated at the same time, hitting them from behind? Damn I really need to figure out how his setups work before the game hits consoles
  15. Ressenga Gasaishou Jakou Houtenjin Mizuchi
  16. They're just making fun of how bad the game used to be, I personally find these videos hilarious But yeah it would be a good idea to mention that they've been fixed so newcomers don't get scared away
  17. What So you have to yomi the throw every single time by standing before reacting to the actual throw? You don't even need overheads in this game if that's the case wtf
  18. Yeah you don't have to be IN the corner for 22C > 6D, but really close. 22C wallbounce does have enough hitstun for you to do 66D instead if you're within that range. I don't think it's char specific ...unless you got the vita version which has the 1.1 update? Even if you do though the midscreen 22C wallbounce occurs too far away, so the minimum distance from the corner probably isn't any different
  19. 22C > 6D only works in the corner And yes you can substitute double super ender with Fuuenjin, but it does less damage even when the opponent has full meter (I think the dmg boost stops after it drains 50% meter off the opponent). You should only do it when you don't have enough OD remaining for double super.
  20. ^ FC 6B > OD > CT > Soutenjin > 22C lvl3 > 6D > Jagaku > Soutenjin > Burensen for roughly 9.1k
  21. Dashing Houtenjin, 2362366B
  22. j.C loops by themselves are never optimal
  23. That's the second best combo off jabs and Ressenga, it's also a lot more stable than the optimal one so you'll see even top players opting for that. So yeah go for it, it definitely works in 1.1 as well. j.C1 > dj.C5 > Hiren is also a lot easier than j.C2 in case you're having trouble and the damage loss is minuscule
  24. [ j.C2 pause j.C2 ] and [ j.C3 pause j.C2 ] work for me. The first one is for when you're really close to the ground and might not work at all after the patch, the second one is usually used after a superjump or a chain in which seems to persist in 1.1. Some people also like to pause before the last j.C, whatever works for you
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