Mengjun
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If you don't mind the extra bit of execution, there's this one as well (for just 60 more damage lol)
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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.
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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
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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
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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
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Huh, must have remembered that wrong then.
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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.
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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.
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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
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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
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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).
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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...
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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
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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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Rofl... (also, I love that music pack @ dakidukno, thanks!) Anyway, have been experimenting with T-cancels for Cecil. 214B~4AB acts a lot like an ordinary rapid cancel, but with a certain timing, Cecil will rocket up in the air instead. It also only works on the moves that you can S-cancel (or special cancel) in the first place. 236B~6AB works on the ground, and holding 6 will make you run forward immediately. 214A~4AB (on the ground) can be used as an instant overhead gimmick. + a joke combo (214B cannot be S-cancelled on block, and doesn't seem to have any invincibility, so pretty much useless in practice =p) (with back to corner) CH 214B(1) xx 214B~4AB, (run, crossup) 2C-5C xx 66C, 5B, j.5B-5C-5D, j.66A-5B-5D, j.214AAA EDIT: I noticed something interesting. It's probably a bug, rather than a feature, but you can do some sort of "fake jump cancel" by pressing 8+(normal) during a jump-cancellable air normal. Examples: Cecil: (vs. Main, standing) (j9.5A-5B-fjc.5B-5C)x2 Qdora: (vs. Main, standing) 5C, j9.5C-fjc.5B(2nd)-5C, (land) 5B It seems the most useful for Main, since his air normals are slow, and this "fake jump cancel" can help eliminate the landing recovery caused by j.5D. Main concept combo: (corner) throw, cl.5B, j.5B-5C-5D-fjc.5A(whiff), (walk) cl.5B ...
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Cecil stuff off of 6C in the corner: I also confirmed that they still work in v1.00 ^^; Added them to wiki, by the way. EDIT: A weird aspect of the combo system is that (some) attacks seem to add hitstun to next hits. E.g. Cecil 5B-6A-6D does not combo, but 2A-5B-6A-6D does. EDIT2: Neat, 236B~A is indeed a better option *hits the lab*
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Hmm, this game's weird button priority seems to make some option selects possible. Some examples: The classic crouch tech (Input: 2AB > 2AB) During opponent's blockstring / on wakeup Result on hit/block: 2A > 2B Result on opponent throw attempt: Tech Loses to frametraps/meaty hits. Backdash option select (Input: 2AB > 2AB > 2BC, Ren's version catches midscreen backdash attempts as well) On opponent's wakeup Result on hit/block: 2A > 2B > 2C (Ren: make safe with 623C on block) Result on backdash: 2A > 2B (Ren: follow up with 214B) Loses to reversals.
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Check the wiki, it should have pretty much everything we know about this game ^^ http://bigbangbeat.wikia.com
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Dunno if it counts as "really flashy", but I have a pretty long combo for Sanzou. Corner only though. Tested on Rouga. deep j.C > 5B > 6B xx 22B > 5B > j.7C > 2C(1) xx 214C > (late) 5B > 2C(1) xx 623C
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Ah, and it's a lot easier on Ren, probably because of his higher falling speed (edit: or maybe just his large hitbox). I also suspect the loop does not work on Sanzou and Manbou, because of their slower falling speeds.
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What I'm saying is that there is a way to loop 6A > 2C in the corner without having the second hit of 6A hit, so without causing a void hit. Spacing, and in particular timing is pretty strict though. The first way is (2C >) (delay) 6A(1st hit) > 2C, so that the first hit of 6A combos into 2C directly. The second way can be set up by a j.C > 2A > 2B > 5C > 2C > 6A(2nd hit only) > 2C > (6A(2nd hit whiff) > 2C) xN, and involves a delay before the 2C instead of the 6A.
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Seems infinite to me.
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Bit of testing gives me that 5B > 5C > 6A > 623A probably pretty close to being the optimal ender; it at least does more damage than 5B > 5C > j.B > j.C. (only ~60 more after a long combo) But yea, that boost ender seems to be the real optimal ender. I wonder what kind of ender that Rouga in that first vid is trying to do =o 2C > 6A > 5C > 6A > ...?