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RushingMonkey

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Everything posted by RushingMonkey

  1. I came across this combo in a vid (can't find it again now): tsubaki > hop > kishuu > 2C I tried it and well, it's tight, but definitely easier than IAD j.2C and does more damage than hop gurren variation if you want to use that extra star midscreen: hop tsubaki > hop kishuu > 2C j.B j.2A AD j.B j.A > 2C j.2A AD j.2A j.C - 4181 dmg midscreen to corner: hop tsubaki > hop kishuu > 2C j.B j.2A AD j.2A j.2C > 2C j.2A AD j.2A j.C > 6A 5C 3C - 4582 dmg tested only against ragna for now
  2. yeah, I did some more testing and it's definitely the IAD being too late. but still, my success ratio is like 1 every 20 and that's in training mode, I don't see myself nailing that combo in an actual match anytime soon thx for the inputs anyway btw, maybe it's common knowledge but I've seen that you can do fuzzy guard j.B > tsubaki > airdash j.2C etc., no need to land and perform an IAD. midscreen tsubaki > hop gurren - is it universal? I can do it no problem against ragna, but seems incredibly difficult on hazama and I was never able to land it on bang (just tested those 3 because they are the character I play most against). edit: I just tested this by myself by recording the combo on hazama and then playing it against the others, then retrying several times per character. turns out it's actually universal, seems just stricter on a bunch of characters, hazama and bang being between them the others are jin, noel and plat
  3. and how should that help exactly? "Note that Advanced Input won't help in cases where you can input a move too early." it seems to me you're not allowed to hit the j.2C neither too early during the IAD (it won't reach the grounded opponent) neither too late (opponent will tech).
  4. is there some kind of trick for that midscreen tsubaki into iad j.2C, or just insanely precise timing? I could get it like once every 30 attempts
  5. thx for the tip! it really helps a lot, especially if tsubaki didn't hit really close / low
  6. lv2... I guess? well it's 2925 dmg when you hit the 6C. is it even possibile to full charge after hop tsubaki?
  7. corner hop Tsubaki > [6C] > hop 2C sj.2A j.2C > 6A > 5C > 2C j.B j.2A j.2A AD j.2A j.C > 5C 3C 5.4k with charged 6C
  8. thanks, edited. anyway, I understand your point about heat gain, that is a good combo if you are really near the corner, but not enough for 66C dc 214A to work. BUT... for that combo to work you basically need to have reached the corner during sekkajin, which means grabbing them *really* close to the corner in the first place. the combo I posted works from round-start distance edit: I just re-tested that combo (the 6B sekka one) and it does 52 heat gain, not 55 edit2: ok, it's not very important but sometimes I got 52 and some others 55, now I figured out why... you actually have to RC as early as possible and 6B as late as possible, so that the RC cooldown will end earlier during the combo, giving you that extra 3 heat
  9. I understand, I'm not too hot about using jin's ex moves in combos either. I found that because I was searching for an alternative route from airthrow, since sometimes you grab them too low to the ground, not being able to add the airdash j.2C j.C part, which is pretty meh. on another note, you list this combo from throw RC close to the corner: B+C > RC > 6[6] 6B > Sekkajin > 66 6C > 623B > 66 6C > 623C > 5B > 5C > 2C > sj.D > AD > j2C > jC > 66 5B > 2B > 5C > 3C > 214A > 214A (4210/55) I suggest adding throw RC 6[6] 6C j.C j.214A routes, they have to be adapted based on distance but they have way better corner carry than that combo. best case scenario, max distance for the j.214A to wallbounce: - B+C RC > 6[6] 6C dc > j.C j.214A [wallbounce] > 2C dpB > 6C dpC > 5B 5C 2C jc j.D > airdash j.2C j.C (dash) 5B 3C 214C (4425 dmg / 48 HG)
  10. sorry for the double post in the first page this combo is listed for 6C "close to the corner": - 6C (CH) > DC > j.C > j.214A ecc. problem is, when 6C hits as CH the opponent is sent flying higher than usual or something, and the "dc j.C j.214A" part only seems to work if you've reached the corner already at that point... this combo actually works better without CH? or is there some kind of trick to make the j.C j.214A part easier with that CH? otherwise, if you know the 6C will hit as CH and you need better corner carry, I suggest this: - 6C (CH) 2D > 66 6C dc > j.C j.214A > (44) 5C 623A > 6C 623B > 5A 5C 2C 623C 4444 dmg / 46 HG if you don't need to dash under, it's better to use 2C 623A right after the wallbounce, this will allow you later to pickup with 5B instead of 5A after the dp loops, dmg should be around 4.6k
  11. don't know if these have been already posted: airthrow midscreen to corner: - j.B+C > land 66 6C dc > j.C j.214A [corner] > 44 5C 623B > 66 6A > 3C 623B > 214C 3260 dmg / 45 HG you can skip that dpB in the end vs characters who get hit by 3C 214C, it does a little more damage but less HG (41). - j.B+C > land 66 6C delay 214D [corner] > 66 6C dc 214A > 44 2C 623B > 66 6A > 3C 214A/C 3337 dmg / 1 HG with A ice car 3570 dmg / 9 HG with C ice car this has *way* better corner carry than the above (2/3 from the corner approx) but of course uses 25 meter. also, it seems that corner dash under must be 2C, I couldn't connect 666A when trying with 5C dpA (even as low to the ground as possible).
  12. maybe PF has lost its invincibility when holding it past lv3 then, probably to avoid burst punishing
  13. I tried that and surprisingly it works on lambda even in CS2, so yeah it's probably chara-specific. But... this combo requires you exaclty reaching the corner with that 214AC > delay C. probably 5B 5CC 5D > dash 214A~C~B would have worked from that distance anyway, so I'm not very impressed about this "new" combo :/
  14. no wait, I already figured 6A directly after Stargazer shouldn't work, but 5A should (since 2A does). so if you managed to connect 5A, you should be able to gatling it to 6A, then possibly to 2D. that is what I was thinking. that is unless after stargazer you can connect 2A but not 5A because the opponent is almost on the ground, but this seems unlikely to me. ok, i understand now... that's really sad
  15. hello guys! first post here, but I've been lurking for quite some time I've read the first page and seen some of the videos, and still I've a couple of questions about some of the changes... here they are: in that last video posted (http://www.youtube.com/watch?v=yk_Nr6u8TAU&t=5m57s), just at the beginning of the 1st round, you can see the makoto player attemping to do 2A > 5B > 5CC > 6BC > 214A~C~B then trying to pickup with 6A 6A doesn't connect, and it doesn't really seem there's enough time to, but... was he trying to do 5A > 6A possibly into 2D? has anyone even tried that? another question, I understand that Lighting Arrow can't be used in combo anymore, but I don't understand exactly why: is it because it doesn't bounce anymore, or just because Asteroid Vision new trajectory doesn't allow you to combo L.A. from 2C? what is written in the first page of this thread isn't really clear to me. thanks in advance and I'm sorry if that has been already discussed!
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