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Mengjun

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  1. If you don't mind the extra bit of execution, there's this one as well (for just 60 more damage lol)
  2. The 'old' FC 5[C]-CT jump loop combo (which has 236[A] replaced by another 5[C]) already did like 4.7k damage, so I can't take credit for that ^^; But yea, it's pretty satisfying pulling that one off.
  3. Both 6A and 236[A] seem to have very good proration, so putting them earlier in the combo will likely give more damage. I broke 5k off an H0 FC 5[C]-CT starter with that, too ^^ https://www.youtube.com/watch?v=A7_rmarSNtU
  4. Fatal H2 to H2 from round start position (7267 damage) https://www.youtube.com/watch?v=1lfuATKj780 [H2] FC 5[C]-CT, 236[A], dash 6A-5[C]-3C xx 41236C-236D, 6C, delay jc.C-D xx 623C, 3C-5D xx 623C Does 8655 damage with 3C xx OD, 2363214C ender. And is it just me, or did CH CT hitstun increase a lot since vanilla CP? https://www.youtube.com/watch?v=Ak5Sg9DCIcg
  5. If you can land a 6C at high proration midscreen, with good enough spacing, you can land a j.D from that as well, even from H0. A bit situational, but it has its uses. Demonstration: https://www.youtube.com/watch?v=Pstaafakqrs [H1] 2AAA-2B-5C-5DD, 6C-jc.D xx 623B Another example (high damage off max range B) https://www.youtube.com/watch?v=f6S0J6WIlfY [H2] 5B-5C-5D(red) xx 623C-623D, dash 6A xx 236[A], 6C-jc.D xx 623B (4166) Omitting the dash 6A in the combo above makes things a bit easier on the hands, while not losing too much damage (4046). https://www.youtube.com/watch?v=FHwiY43MSgQ
  6. Poison does character specific damage though (and that's the way I found out ^^): 1.6% HP per tick (and if you let poison run out, it's three ticks per Blight for every version).
  7. Huh, must have remembered that wrong then.
  8. Only against slower reversals though. If I recall correctly, it doesn't set up a safejump against say Hazama's Houtenjin. I do know 2C (vs standing/crouching opponent) and 3C (vs max height airborne opponent) set up safejumps in 1.1, so we might have to rely on those.
  9. Something to look out for in mirror matches I guess: Gordeau can punish a blocked 236A>236A string (if he shields the last hit) at any range with reversal B Grim Reaper.
  10. Quick optimization: FC 5[C], 5[C] - 6C jc j.C land j.B - j.C land j.B - j.C land 5[C] - 3C xx Miquelet, 5B - 6B jc j.C - j.D 4303 damage, 30 heat
  11. More of a proof of concept, but here's a fun little something Bullet can do in the corner now. (H0, corner) 2B 5B 5C 2C 5D RC 5B j.BC 5C 3C Miquelet 5B 6B j.CD (3051 damage) ...it's pretty hard though, and seems character specific. Timing of the underlined part seems character specific as well. Confirmed to work on: Terumi, Relius, Hazama, Valkenhayn, Tager Bullet, Amane, Platinum, Ragna, Noel, Rachel, Taokaka, Kagura, Izayoi Azrael
  12. I've tried too, but only really managed to figure out how the minimum damage works. (I might add more info to that when I have the time.) One of the things I've noticed about hitstun though, is that certain moves actually add hitstun to following moves. Cecil 5B(?) and 6D spring to mind. Especially for Cecil's 6D, the effect is very noticeable (look closely at the hitstun bar).
  13. What I noticed so far: - HUD shows character portraits for those who have them - Combo counter turns blue if invalid Also, I like what I see here: https://twitter.com/yosimiduka EDIT: More glitches...
  14. Cecil can actually do 3k off of a c.5B, meterless: c.5B-5C, j.5D, (airdash) j.5A-5B, (run) 2A-c.5B-6A-6D xx 66D, (run) 2C, 5C, j.5B-5C xx j.214AAA (3369, +30-ish meter) Normally, this will land your opponent roughly in the same place as he started (unless you're close to cornering him to begin with), but with you on the other side, so this is even good for positioning if either you are cornered, or you're close enough to the corner (~30% of the stage?). Other starters this works with: (that I tested) 2A-5C j.C, 5C (I think j.C (run) 2A-5C should work too, but haven't tested that out) <- requires a rather deep j.C
  15. Started playing around with Cisca-A, she's fun ^^. Midscreen meterless combos: (Damage, meter gain) 5AAA xx 623C~6C~6B, 5AA-6D xx 214D, c.5B-5C-6D xx 623B~6C~6B (1772,95) ((2356,78) with 5B-5C starter) - For when you are that close to the corner that you cannot do the combo below. In those cases, this will carry all the way to the corner. 5AAA xx 623C~6C~6B, 5AA-6D xx 214D, 5C-6C xx 66, f.5B-5C-6D xx 623B~6C~6B (1849,102) ((2450,84) with 5B-5C starter) - (Almost) Full stage carry combo. Must be at least ~70% of the stage away for the 6C xx dash 5B to work.
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