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dioxideUniversa

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Everything posted by dioxideUniversa

  1. i doubt he was autopiloting hard enough that he did two gurrens in one combo without thinking about it also wtf @ hakumen astral in disgaea
  2. http://www.youtube.com/watch?v=yFF8oP739-c#t=23m35s did anyone catch this in the recent vids someone was talking about hop agito recently...
  3. i do not really think that has the capability to loop due to all the floating in it part of why j.C > 5c otg 2c is common in that combo, 2c'ing after a falling j.C at any height would probably float them way too high to do anything with it and i don't think it has enough untech to do like weird delayed 2C shenanigans (at which point you'd just do 5c > 2c anyway because it serves the same purpose)
  4. j.B j.A video: http://www.youtube.com/watch?v=IANQvCZjPvo i do not have a j.A j.B one on hand what you are trying to accomplish while doing this combo: - delay the first j.B (perhaps most important) and the followup j.2a (important, but less so.) primarily what this accomplishes is it sets hakumen lower to the ground when you get to the next step. ( http://puu.sh/2A26B notice the different in height relative to the stage (i.e. the background.) left is more ideal timing/spacing (j.B > j.A, 5C) right is more lenient spacing (j.B > j.A > 2C.) -delay the j.B after the followup airdash. this does two things: it sets you up to where you are falling with more momentum (due to it being later) by the time you get to j.A (compared to if you hit the j.B right away) and it causes your opponent to float lower to the ground. falling faster is important because you land (and thus recover) faster and get to begin your 5C (or 2C) while you have more untechable frames left compared to if you hit the j.B earlier because you would take longer to land after the j.A. take caution that you do not delay this part too much especially if you performed the previous two delays very well, as it is possible for them to land before your j.B gets there if you wait too long. ( http://puu.sh/2A2p6 by now there is a clear difference in spacing.) you can delay the next j.A a little if needed as well, but again it is possible to delay too much and cause it to whiff -2c or 5c based on how your spacing looked, felt, what have you (you will be come this used to it eventually.) if the 5C connected, you will basically always be able to get the 2c, however if you're not certain you can always kishuu into 2c. ( http://puu.sh/2A2IW unfortunately these attacks use different sprites so it's hard to tell the difference--however the 5c mostly likely would not have worked with the spacing on the 2c screenshot. while they look similar, the difference is 5c is a 14 frame startup attack and 2c is only a 13 frame startup attack, so the spacing for 2c is much easier because the enemy doesn't have an extra frame to float upwards.) while wordy i hope this is helpful EDIT: with j.A j.B the only basic difference is that you wait much longer after your airdash to hit j.A. you can fall a little after your first j.2A and input the airdash or just hit the j.A lateish, but the ultimate goal is to keep them floating while you are landing with j.B's obscene untechable frames (24 vs. 18 before proration compared to j.A,) so the same rules apply as the j.B j.A combo: be lower to the ground, get your j.B (instead of j.A since it's j.A > j.B) out later so you land sooner. while supposedly easier i have always found the timing on it more annoying since i learned with j.B j.A, but whichever you have a higher success rate with is tl;dr the better combo. j.B j.A is optimal in most situations, but in certain situations the j.A j.B can get you more total damage if you're carrying to the corner due to proration differences (iirc spark posted about this at some point? or maybe it had something to do with gurren...)
  5. not delaying the j.B is what's messing up the spacing for your j.A, since i assume "i can't get it to hit" means they're floating too high the first j.B is one of the most important delays in that combo
  6. video of thing i was talking about: the point is not necessarily to just trick them with a late cancel, but to also send the visual cue that the 2nd attack is happening when it's not. primarily this is useful for doing unexpected green throws, but it obviously requires a respectful opponent and not one that's just gonna mash out of the dash anyway. if they are thinking the 2nd attack is happening and get confused even for a split second, there's not a lot of time to figure out what to do next and it's possible it could fluster an unsuspecting opponent i sometimes use 623aa > jump cancel > 623a cancel the jump startup since enma > kishuu is not something you can do normally for a similar trick. of course the execution on both of these is a bit taxing (the renka/zantetsu trick in particular is pretty tight) in CP, you'll be looking like a zantetsu(1) combo hero instead! i have issues with basic pressure working on local strongguys with good defense/reaction times, so pretty much any time you think they aren't jabbing out your kishuus it can be useful if other mixups aren't working. CP console needs to be released in japan. i want to import so i can make combo videos.
  7. speaking of feints, has anyone ever made "good" use of this gimmick? [ATTACH]2356[/ATTACH] (in case it's not apparent, the (2) parts are not actually coming out)
  8. some random hits, some parries, some hit confirms yield less reward but just because it's less than in CSE, does that mean it's less than on average across the whole cast? he got tools that were buffed that aren't tsubaki hotaru OD in the corner (tsubaki hotaru OD midscreen does high damage as well...) 3c CHs yield very high rewards now and midscreen throws yield higher rewards than before as well. isn't it average for most characters to not get great rewards off everything? it's the best characters that have high rewards in nearly all situations. and even then, the rewards he gets when he does get rewarded tend to be a lot higher than other members of the cast
  9. what i don't get is people acting like tsubaki>hotaru>kishin is the only overdrive combo he can do that adds significant damage also the lack of acknowledgement about being able to get much higher midscreen damage than in EX is also strange. a lot of times he doesn't even do corner combos, he just does midscreen combos in the corner (or at the very least the occurance of corner combos in CP is lowered compared to CSE) while for turtling there isn't a good way to express the tradeoff as good, being able to get 5k+ off a normal parry for low meter is kind of a big deal really though, his damage is goofy and his OD is goofy, should've just made mugen useful and made that his OD and not made a bunch of these other silly changes. my favorite part was they made everything in mugen repeat prorate so you couldn't do super high damage combos, but then they made OD which lets you do like 22 star combos without the restrictions of mugen
  10. <revolver in back> your anime or your life
  11. that comment on youtube was a lot less funny after i remembered there actually is a 6B t-shirt. i was impressed for a few days.
  12. i left for the weekend what's goin on in this thread (besides 6B t-shirts)
  13. chin is #1 most times, but it seems like occasionally someone passes him up (film in the most recent posting) their win ratio does not determine their placement on the ranking, only their placement in the dan ranking, in which film is apparently higher than chin right now in 17th dan
  14. i've seen more than one renka (1) combo. it's an option but not super good
  15. im glad i wasn't the only one that had a reaction to that
  16. as i mentioned, it is possible to delay too much and not give you enough space to j.A between delaying the first j.B, the j.2a followup, and the j.B after the air dash (or the air dash before the j.B, whichever) normally you would only use lots of delaying if you were trying to line up AD j.B > j.A > 5c instead of 2c as the spacing is much more sensitive the tl;dr is you want the j.A to come out shortly before you land or they will tech the 2c. doing the j.B later or the j.A later will make you "fall more" because it is at the end of your air dash, the buttons themselves don't have much to do with it as opposed to the timing
  17. if it's something really prorated like 2a 2a 2a you might need to skip the j.B after the 2c towards the end since the j.B > j.2a gatling doesnt work in high proration combos but that's it
  18. you can do the j.B very late if you didn't delay the j.B and j.2a too much (i.e they aren't close to landing). you also pretty much just hit the j.A before you land, it's not critical you hit j.A as soon as you're available most times unless you were really close to the ground because you delayed the AD or something j.2a and j.B have a lot of untech time also the hop can be important-ish because if you 2c them before they OTG, they will float a lot higher in the combo than they're supposed to and the hop is basically just about the perfect amount of time for them to OTG (also a slightly bit more corner push.) however if you delay the 2C properly, you don't necessarily need the hop as mac said.
  19. isn't it emergency techable though? i know you can do j.2c off certain heights on counter hit but it would bluebeat otherwise.
  20. do we know how OTG j.2Cs work at all in CP? i know you can do j.2c > 2c only at the start of certain low proration combos but i can't think of any OTG j.2cs besides 6D or air throw (something else I can't say I've seen a lot of in CP)
  21. this was on the table originally, (actually a video tutorial was on the table originally) but steam sort of fell off for this thread. i've posted it elsewhere but for the sake of amending the thread: ^To line this combo up correctly for the j.B > j.A > 2c, you must delay the first j.B as well as the follow up j.2a (only slightly on this one. Too much delaying can make you land before the j.A after j.B.) Also take note that there is a large window available for the AD j.B and, to a lesser extend, the followup j.A. These timings apply for most other variants of this combo (j.B > j.A > 5c, 2c variants are more strict.) get to it mac
  22. hi i lost a PS3 TE with the cord panel broken off the back at the last beatup (two weeks ago now) at jet's place has anybody seen it EDIT: nevermind it is found
  23. 66 214b, land, 2147b step up your game
  24. there weren't any reported nerfs to yukikaze besides its normal damage being lowered (to give its full damage to OD version i suppose)
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