HelpMeLearn
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[CSE] Noel Vermillion Haida Loop Tutorial Thread
HelpMeLearn replied to Litherain-XIII's topic in Archive
I'm trying to get around to learning Noel. On the method 3 starter, would it be a bad idea to move around where the 1st hit of the 22b is? I've been trying 3c -> 22c -> dash cancel -> 66c -> 236a -> 6c -> 22b(1 & 2) -> dash cancel -> 2b -> 6c -> 22b(2) -> etc. for when I'm not next to the opponent. Also, do the enders tend to be the same everywhere? -
From what you describe, it sounds like you do have the right area in mind. For that j.8D following the j.C, make sure you're pressing the D at the exact same time as the 8, rather than the direction and then the button. And yes, the delay between the j.C and j.8D is supposed to be there, just enough for both characters to move slightly so the j.8D can hit. You could try the sequence 214D -> j.C -> j.8D to see if you're getting the simultaneity right, as you should have 1 leftover air jump from it if done right. Of course, that sequence wouldn't help you with timing the delay, but that doesn't seem to be your problem. Also, for once you get further than that, the j.C -> jump cancel -> j.C -> j.236b x5 is done quickly without any sort of delay.
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Do a super jump j.8d~b. That allows Tao to keep facing the direction if you're on the farther end of 5c. Note: I think there's a slight chance to cross yourself up, but I'm not sure of the range I need more free time -_-"
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Yeah, but XDest wasn't. So yay XDest (as well as everyone who's already got it then)! Can someone flesh out what actually to do after the instant overhead? (Midscreen, Near Corner, and in the Corner) Also, are we able to do anything with 6B -> j.2d~a/~b on crouching?
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Ok, here goes nothing ._." 5d -> RC -> j.a works. The timing's just insanely fast. To describe it as best I can (at least, I think it's in this order), you hit A the moment the red circle appears for the rapid cancel, but before Tao flashes white. To put that into perspective, I can't even double-tap that fast! I had to assign a shoulder button (I play on pad) to RC so that I could roll from RC to the A button in half-a-second (or use two hands as I like having one shoulder button for barrier and the other for grab - please don't judge me). I have no idea how you'd do that on a stick (unless you have extra buttons) j.d -> RC -> j.a also does work. Either you have to have the same insanely fast timing as the above ^ or you have to get exactly the right height (which is worse since you can't control distance as easily as button speed). I thought it was only from a j.d at first (the large dust cloud being due to a high jump cancel), but the angle Whistler used in that video clearly was 5d =/ At least re-watching it led to finding it out. As for continuing the combo, it'd probably be something like j.a -> 2b -> (5b ->) 6a (probably 6a(1)) -> etc. midscreen and j.a -> 2b -> 5c -> 6c closer to the corners
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Following suit with Mystic D, let me try my hand at notating that video (in Rin's post). Also, thanks KM Riku. I'm kinda tired at the moment, so let me know if I've made mistakes. Direction 3/6/9 implies relative forwards/whatever way Tao is facing Direction 1/4/7 implies relative backwards/opposite of whatever way Tao is facing Screen placement - opponent state required - amount of heat used - opponent in the video - extra information combo damage/heat gain minimum starting heat: amount (amount if 75% in cooldown) Notes from original video If a jump or jump cancel isn't working, try using a super jump instead (and vice-versa in the opposite case). It was a bit hard to tell the difference. I also sometimes put the delays (the "..") and sometimes didn't. Adjust as necessary. (Only in regards to the enders- parts with j.c, j.9d~9, and j.3d~3) Standing Loop Combos 1.) @0:05 Midscreen/Anywhere - vs Standing - 0 heat - vs Valkenhayn - uses Standing Loop 5b -> 5c -> 9jc -> j.b(1) -> j.2b -> j.c -> 66a(1) -> 5d~b -> 5c -> 2d -> j.6d~6 -> j.c -> j.9d~9 -> j.c -> j.9d~9 -> j.3d~3 -> j.236b x5 3256 damage/39 heat Author's note: (I couldn't quite get it) 2.) @0:15 Midscreen/Anywhere - vs Standing - 0 heat - vs Litchi - uses Standing Loop 5b -> 5c -> 9jc -> j.b(1) -> j.2b -> j.c -> 66a(1) -> 6d~6 -> j.c -> 9jc -> j.b(1) -> j.3d~3 -> j.236b x5 2658 damage/(26?) heat Author's note: It's not too high, not too low, and the carrying capacity is quite high. 3.) @0:24 Midscreen/Anywhere - vs Standing - 0 heat - vs Relius - uses Standing Loop 5b -> 5c -> 9jc -> j.b(1) -> j.2b -> j.c -> 66a(1) - 6d~6 -> j.2d~b -> 5c -> 9jc -> j.a or j.b(1) -> j.236b x5 2705 damage/26 heat Author's note: Carries decently; j.a and j.b(1) are both usable(?) Basic Situational Combos 4.) @0:32 Corner - vs Standing - 0 heat - vs Jin 5b -> 3c -> 22c(1) -> 5d -> j.5d~a -> 6c -> 4d~a -> 6c -> 214d -> j.4d~c -> j.2d~b -> 6a(1) -> 8jc -> j.b -> j.236b x5 3637 damage/38~ heat Author's note: (I couldn't gather it) 5.) @0:45 Midscreen - vs Crouching - 0 heat - vs Relius - P2 to corner 2b -> 6a(1) -> 6d~6 -> j.2d~b -> 6a(1) -> 8jc -> j.2b -> j.d~a -> 6c -> 66c -> 236cc -> 2d~c -> j.9d~9 -> j.3d~3 -> j.236b x5 3230 damage/(41?) heat Author's note: Parts carry pretty well Ground-to-Air Combos 6.) @0:56 Midscreen - vs Jumping(low) - 0 heat - vs Carl - P2 to corner; Possibly "vs jumping" not required 6a -> 9hjc -> j.236b -> j.5d~a -> 6c -> 214d -> 6c -> 4d~a -> 6c -> 236cc -> 2d~6 -> j.c -> j.8d~c -> j.9d~9 -> j.3d~3 -> j.236b x5 3370 damage/44 heat Author's note: Easier hit-confirm/transition due to using 6a(2) rather than 6a(1) (?I think this is referring to starting a combo with 6a, most immediately combos 6 through 9, and checking to see if you're getting a normal hit or counter hit on an opponent that's jumping in) 7.) @1:09 Back to Corner - vs Jumping(low) - 0 heat - vs Hakumen - Possibly "vs jumping" not required 6a -> 9hjc -> j.236b -> j.2d~b -> 7jump -> j.b -> j.5d~a -> 6c -> 4d~a -> 6c -> 236cc -> 2d~6 -> j.236b x5 2877 damage/36 heat 8.) @1:20 Midscreen/Anywhere - CH vs Jumping - 0 heat - vs Bang CH 6a -> 8hjc -> j.c -> j.8d -> j.6d~6 -> j.c -> .. -> j.9d~9 -> j.3d~3 -> j.236b -> j.3d~3 -> j.236b x5 2655 damage/29 heat Author's Note: Possible to do j.c -> j.3d~3 -> j.236b x5 in place of j.236b -> j.3d~3 -> j.236b x5 for more heat (??? damage) 9.) @1:28 Midscreen - CH vs Jumping - 0 heat - vs Arakune - P2 to corner CH 6a -> 236c -> 22c(1) -> 6d~6 -> j.5d~a -> 6c -> 6c -> 236cc -> 2d~6 -> etc. ??? damage/??? heat Author's Note: Corner carry for when you CH Misc1 10.) @1:36 Midscreen - CH vs Standing - 0 heat - vs Relius - Midscreen to corner CH 6c -> 214d -> j.4d~a -> 66 -> 5c -> 6d~6 -> j.5d~a -> 6c -> 66 -> 6c -> 4d~a -> 6c -> 236cc -> 2d~6 -> j.c -> j.9d~9 -> j.2d~c -> j.c -> j.9d~9 -> j.236b x5 4840 damage/(53?) heat Author's Note: (?Not exactly sure, but I think it's on j.4d~a switching sides. It seems to depend on how quickly you go into the j.4d~a after the 214d, though you can pick it up on either side with quick reflexes/paying attention to how early/late you did it; early = before the wallbounce = same side; late = after the wallbounce = switch sides) Air-to-Air Combos 11.) @1:50 Midscreen Air-to-Air - CH vs Jumping - 0 heat - vs Hakumen - P2 to corner CH j.5d~a -> 66(..) -> 9hjump -> j.236b -> j.5d~a -> 6c -> 6c -> 4d~a -> 6c -> 236cc -> 2d~6 -> j.c -> .. -> j.9d~9 -> j.9d~9 -> j.236b x5 2835 damage/41 heat Author's Note: Be aware that the same move is used 12.) @2:03 Midscreen Air-to-Air - vs Jumping - 0 heat - vs Relius - P2 to corner j.5d~b -> 5c -> 9jc -> j.236b -> j.5d~a -> 6c -> 6c -> 236cc -> 2d~6 -> etc. ??? damage/??? heat Author's Note: Judge according to height in the air 13.) @2:09 Midscreen/Anywhere Air-to-Air - vs Jumping - 0 heat - vs Tager j.a -> j.c -> j.8d~a -> 2d(~c) -> j.8d -> j.6d~6 -> j.c -> .. -> j.9d~9 -> j.3d~3 -> j.236b -> j.3d~3 -> j.236b x 5 3112 damage/(32?) heat 14.) @2:19 Midscreen Air-to-Air - CH vs Jumping - 0 heat - vs Hakumen - P2 to corner CH j.a -> .. -> j.236b -> j.5d~a -> 6c -> 66 -> 6c -> 4d~a -> 6c -> 236cc -> 2d~6 -> etc. ??? damage/??? heat 15.) @2:27 Midscreen Air-to-Air - CH vs Jumping - 0 heat - vs Rachel - P2 to corner CH falling j.c or j.2b -> 5c -> 9hjc -> j.236b -> j.5d~a -> 6c -> 66c -> 236cc -> 2d~6 -> j.c -> j.8d~c -> j.9d~9 -> j.3d~3 -> j.236b x5 3884 damage/(40?) heat Overhead Combos (mostly with meter) 16.) @2:38 Near Corner - FC vs Standing - 0 heat - vs Lambda FC 6b -> 5c -> 6c -> 214d -> j.4d~a -> 22c(1) -> 5d -> j.5d~a -> 6c -> 4d~a -> 6c -> 236cc -> 2d~6 -> j.c -> j.9d~9 -> j.2d~c -> j.c -> j.9d~9 -> j.236b x5 4017 damage/(52?) heat Author's Note: Works from around the edge of the starting position screen 17.) @2:53 Corner - vs Crouching - 100 heat - vs Noel 6b -> 236236d -> RC -> 6c -> 4d~a -> 6c -> 6c -> 236cc -> 2d~6 -> j.c -> j.9d~9 -> j.2d~c -> j.c -> .. -> j.9d~9 -> j.236b x5 4367 damage/29~ heat regained minimum starting heat: 99 (99 if 75% in cooldown) Author's Note: Near Corner combo; check the gauge while the opponent buckles from the hit 18.) @3:06 Midscreen - vs Standing - 50 heat - vs Hakumen - P2 to corner AB2 236cc -> 2d~c -> .. -> j.236b -> j.5d~a -> 6c x3 -> 236236b -> etc. ??? damage/??? heat 19.) @3:15 Midscreen - vs Standing - 50 heat - vs Tager - P2 to corner AB2 236cc -> 5d~c -> j.5d~a -> 6c x3 -> 236236b -> etc. ??? damage/??? heat Author's Note: (*I* would recommend against this combo. Although it's technically universal, it's more suited for characters with a larger hitbox as you have to hit with the very edge of it on characters with a smaller hitbox; even on the larger hitboxed characters, it requires not being directly upon your opponent, or else they'll also switch sides from the hit of 5d - note the distance even in the video between this combo and the one right before it. If you do decide to go this path and find you're too close, you can actually follow it up by forgoing the ~c and jumping at the earliest point possible (about right before she peaks) during the now backwards recovery of 5d, followed by a j.a. Meaning: 236cc -> 5d -> 7jump (this will turn Tao around) -> j.a -> stuff. The timing's tighter on some characters, and I know I'm not at all used to it.) 20.) @3:23 Corner - vs Standing - 0 heat - vs Relius 236cc -> 5d -> j.236b -> j.5d~a -> 6c -> 4d~a -> 6c -> 22c(1) -> 2d~6 -> j.c -> j.9d~9 -> j.2d~c -> j.c -> .. -> j.9d~9 -> j.236b x5 3715 damage/43~ heat Throw Combos 21.) @3:35 Near Corner Throw - vs Standing - 0 heat - vs Relius 6b+c -> j.5d~a -> 6c -> 236cc -> 2d~6 -> etc. ??? damage/??? heat Author's Note: Works on Bang, Hakumen, Hazama, Lambda, and Relius 22.) @3:41 Near Corner Throw - vs Standing - 0 heat - vs Arakune 6b+c -> j.66 -> j.c -> j.5d~a -> 6c -> 6c -> 236cc -> 2d~6 -> etc. ??? damage/??? heat Author's Note: Works on Arakune and Mu 23.) @3:49 Midscreen Throw - vs Standing - 50 heat - vs Platinum - almost P2 to Corner AB2 6b+c -> j.6d~6 -> j.2d~a -> 5d(~c) -> j.5d~a -> 6c -> 236236b -> 6c -> 7jc -> j.236b x5 -> 9jc -> j.236b x5 -> 8jc -> j.236b x5 5333 damage/??? heat minimum starting heat: 34 (38~ if 75% in cooldown) Author's Note: Works on Makoto, Mu, Noel, Platinum, and Rachel; uses the same move (so quick ender) 24.) @4:01 Midscreen Throw - vs Standing - 0 heat - vs Hakumen - P2 to corner 6b+c -> j.5d~b -> 5c -> 6d~6 -> j.5d~a -> 6c -> 4d~a -> 6c -> 236cc -> 2d~6 -> j.236b x5 3077 damage/(39?) heat Author's Note: Carries well (about 2/3rds of the screen) RC Combos 25.) @4:13 Corner - vs Standing - 50 heat - vs Carl 5b -> 3c -> RC -> 5c -> 5d -> j.5d~a -> 6c -> 4d~a -> 6c -> 236cc -> 2d~c(?) -> etc. ??? damage/??? heat Author's Note: (?The notation listed says 5b -> 3c -> RC -> j.5d~a -> 6c -> 4d~a -> 6c -> etc.?) 26.) @4:22 Midscreen - vs Standing - 100 heat - vs Hakumen - P2 to corner AB2 2b -> 5c -> 2c -> 5d -> RC -> 6a(1) -> 8jc -> j.2b -> j.5d~a -> 6c -> 6c -> 236236b -> 6c -> 7hjc -> j.236b x5 -> 9jc -> j.236b x5 -> 8jc -> j.236b x5 5552 damage/2 heat minimum starting heat: 84 (86 if 75% in cooldown) Author's Note: Uses 100 heat, but it's a pretty good opportunity Starting Distortion Combos 27.) @4:34 Midscreen/Anywhere - vs Standing - 50 heat - vs Hakumen 236236c -> 22c(1) -> 2d -> j.6d~6 -> j.c -> .. -> j.9d~9 -> j.236b x5 3776 damage/19 heat regained 28.) @4:46 Corner Cross-up - vs Standing - (50 heat) - vs Makoto - Start out in AB2 (Start out in AB2) -> 214d -> j.214d -> j.a -> 5b -> 5d~b -> 66 -> 5b -> 6c -> 8jc -> j.236b x5 -> 8jc -> j.236b x5 -> 8jc -> j.236b x5 4327 damage/0 heat Author's Note: 6c x2 on certain characters followed by a 7hjc(?) 29.) @4:54 Corner Throw - vs Standing - (50 heat) - vs Noel - Start out in AB2 (Start out in AB2) -> 6b+c -> j.4d~a -> 236a -> 236c -> 6c -> 8jc -> j.236b x5 -> 8jc -> j.236b x5 -> 8jc -> j.236b x5 4892 damage/4 heat regained Misc2 30.) @5:05 Corner Gold Burst - vs Standing - 50 heat - vs Relius - Uses 1 burst; leads to AB2 214d -> j.214d -> Gold Burst -> 66 (switch sides) -> 2b -> 5c -> 9jc -> j.236b -> j.5d~a -> 6c -> 4d~a -> 6c -> 236236b -> 6c -> 7hjc -> j.236b x5 -> 9jc -> j.236b x5 -> 8jc -> j.236b x5 5010 damage/??? heat minimum starting heat: 34 (38 if 75% in cooldown) Author's Note: The crossup and having to re-switch sides were just a situational example Fatal Counter Combos 31.) @5:18 Midscreen/Anywhere - FC vs Standing - 0 heat - vs Valkenhayn FC (max charged) 2c -> (max charged) 6c -> (max charged) 236cc -> 2d~6 -> j.2d~c -> j.c -> j.6d~6 -> j.c -> j.9d~9 -> j.c -> j.9d~9 -> j.3d~3 -> j.236b x5 5072 damage/42 heat Author's Note: (I have no idea. Possibly be careful near the ends of the stage?) 32.) @5:30 Midscreen/Anywhere(?) - FC vs Standing - 0 heat - vs Tager FC (max charged) 2c -> (max charged) 6c -> 214d -> j.4d~a -> 5d~b -> 5c -> j.8d~a loop x6 -> 2d -> j.6d~6 -> j.c -> j.9d~9 -> j.c -> j.9d~9 -> j.3d~3 -> j.236b x5 5.7k? damage/(54?) heat Author's Note: Reducing the j.8d~a loop to 3-4 times should make it stable even midscreen. (Also, be careful around the ends of the stages?) 33.) @5:47 Near Corner - FC vs Standing - 0 heat - vs Bang FC (max charged) 2c -> (max charged) 6c -> 2c -> 6c x3 -> 214d -> j.4d~a -> 22c(1) -> 5d -> j.5d~a -> 6c -> 4d~a -> 6c -> 236cc -> 2d~6 -> j.c -> j.9d~9 -> j.2d~c -> j.c -> j.9d~9 -> j.236b x5 6236 damage/(63?) heat Author's Note: Combos from a little beyond the edge of the center starting screen. (?I have no idea about the second note.) 34.) @6:06 Corner - FC vs Standing - 0 heat - vs Carl FC (max charged) 2c -> (max charged) 6c -> 6c -> 214d -> j.4d~a -> 22c(1) -> 5d -> j.5d~a -> 6c -> 4d~a -> 6c -> 236cc -> 2d~6 -> j.c -> j.9d~9 -> j.2d~c -> j.c -> .. -> j.9d~9 -> j.3d~3 -> j.236b x5 6039 damage/(57?) heat Author's Note: For near the edge. Combo hasn't increased (?Might not be optimal? Not sure about that last note on j.2d) Sexy Combos 35.) @6:22 Corner Astral - vs Crouching - 100~ heat - vs Ragna - Astral requirements; probably "vs crouching" not required 2b -> 5b -> 3c -> 22c(1) -> 5d -> j.5d~a -> 6c -> 4(charged)129d All the damage (3K)/0 heat minimum starting heat: 84 (88 if 75% in cooldown) Author's Note: A lot of situations lead into a possible AH in the corner (even 6c (wallbound) -> AH (off the front wall) should do. I think that last note's an anecdote about being comfortable with it) 36.) @6:38 Midscreen - vs Standing - 100 heat - vs Litchi - uses 2 bursts + AB2; P2 to corner FC (max charged) 2c -> (max charged) 6c -> 214d -> Gold Burst -> 6c x3 -> 214d -> j.4d~a -> 22c(1) -> 5d -> j.5d~a -> 6c -> 4d~a -> 6c -> 236236b -> 6c -> 8hjc -> j.236b x5 -> 8jc -> j.236b x5 -> 8jc -> j.236b x5 -> RC -> Gold Burst -> 6c -> 8hjc -> j. 236b x5 -> 8jc -> j.236b x5 -> 8jc -> j.236b x5 Also all the damage (11330)/0 heat minimum starting heat: 68 (76 if 75% in cooldown) Author's Note: Might find a better combo. Note the lack of a 7hjc(?)
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@M19Kamikaze Hey, I think I can answer this question since I'm back for the moment. Getting all the j.236bs to connect actually comes from managing the height at the final j.C. Assuming you're doing: etc. -> j.C -> .. -> j.9d~9 -> j.3d~3 -> j.236b x5, that '..' means 'a very slight pause where both Tao and the opponent actually move.' This allows Tao to descend a little bit below the opponent, relationally speaking. Once you get used to that timing/distance, the rest should come out easily with all the proper hits. @BigBadBrownBear (Bx4) Glad you found it useful @RinHara5aki Thanks, I think that answers my question. So to get that right, you can only advanced input a dash after j.236b if the 5th one comes out?
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Possibly a really stupid and odd question: can you advanced input a dash upon landing after using a j.236b?
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I guess I'll try and answer, though it'll just be general info. Also, if any veterans say anything, it'd probably be better to go with what they say instead. It wouldn't hurt to practice through Tao's CS2 combos. They do change in CSEX, but they'll help you get used to a couple of things, like the timing on drive cancels; additionally, the aerial enders for Tao's combos tend to be similar. After that, get used to her movement options: her jumps, air dashes, the direction of each drive, and the drive cancels; and also get used to her attacks: speed, range, gatlings, etc. Lastly, try not to drive so much as your approach; this is especially important because of how her drives taper off, not to mention that she can be hit out of them without too much effort (behold as Tager 5a's/2a's you out of it). As far as specifically CSEX things that are practicable in CS2: -Both air enders in the CSEX thread, XDest's first post from a 6a -Combo 14 in the CSEX thread, Mystic d's post with the list of combos from the video In fact, j.b/j.c -> 6a -> ender, j.b -> j.c/j.2b -> 6a -> ender (for an air dash), or just simply 6a -> ender are part of our mid-screen goto options now (5b/2b -> 6a no longer combos) Summary to learn: -Learn her combos just to get a feel for her -Get used to her movement options -Get used to her attack ranges, speeds, and gatlings -Don't drive so much as your approach You can also start learning her AB2 combos, though the beginnings change. (I'm so lazy, I need to do this -_-") And if you want, you can practice the standing loop a bit, but there are more important things to get used to. Also, don't worry. Her drive cancel timings will get easier. Advanced input also helps, meaning you can get away with inputting the j.236b x5 sooner and still have the ~6 come out rather than waiting till exactly after the (generally) j.3d hits (referring to ... -> j.3d~3 -> j.236b x5 enders) Notations: On drives, ~a/b/c refers to that button, and usually refer to when the drive hits; a (whiff) is usually indicated if the drive cancel is to happen early On drives, ~3/6/9 means hold forward when the drive hits; either of the directions work On drives, ~5 or no tilde(~) means not to hold forward On drives, 6d = 5d, j.2d = j.3d, and j.8d = j.9d On attacks, j.b implies both hits, meaning j.b = j.b(2); generally, j.b(1) will be used to specify only 1 hit On attacks, similar to the above with 6a A .. indicates a slight pause, usually allowing Tao and the opponent to move a little
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I think it would be worthwhile to learned the delayed version of the loop. Sure with the non-delay characters it's easier to do gimmicks to try and go for a high or low reset (or a green grab), but on the delay characters you can at least do one iteration, which will allow you to transition to 6a and an ender. I only did two loops and that ender in the video because the focus was on the loop being possible. Of course you shouldn't try and force it. There are more important things to worry about. But it'd be nice to have in case you get into a good setup midscreen. And, as Neo said, it should be doable once you get the timing down. As far as the CA nerf goes, I guess it's incentive to barrier, instant barrier, or find an IB gap more?
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Well, here's the video. BBCS2 Delayed Loop Demo http://www.youtube.com/watch?v=crCLvmvxOp4 Knowing what to look for at least shows that it's easier to time/react to, though 'in a match' would be something to get used to.
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Still stuck on the loop (since it's one of the few places I can potentially be useful without owning CSEX). Slightly more specific about the delay, you have to wait until she starts retracting her arm (animation 6 of 5c in the frame data - the one right after the red boxes) to do the jump cancel. If you do it before she goes into that animation, it won't connect; it can also go the other way and hit without combo-ing if it's delayed too much. This is still assuming the timings didn't change, though. Could someone confirm this for me if possible? I also have some resets I'd like to have confirmed as well. I'll be uploading a CS2 video tomorrow (a very poor quality video since I'm using my webcam to record my 3ds; help please?) through my dear's youtube if I can. It'll show the loop working on all the 'delay' characters except Ragna and Makoto (and Tao? Did anything mention it being possible on her or not?)
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I like the video. It looks very fun. I did forget about the 5b change, though. Guess that scratches that idea. Any other minor changes noted aside from the ones in XDest's post in the general thread and Mystic d's on the first page of this thread? I know 2b's probably lost a level too. Can't wait for frame data
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Weighing in on the loop and using BBCS2 for the 3ds, I've been able to get the ... -> delayed 9JC -> j.b(1) -> etc. to land on Hazama, Jin, Mu-12, Rachel, and Tsubaki at the least, though, as Riku said, the timing may not be practical (at least not for BBCS2; j.b's hitbox is increased for BBCSEX, right?). I wasn't able to get it to land on Ragna, Makoto, or Tao, though. The delay is on the jump cancel right after the 5c, where the tip of j.b's hitbox has to be in time with the opponent nearly recovering from 5c's recoil (as that generally bends them over backwards - so being almost-recovered puts their hitbox at the highest). To get an idea of this, you can try standing next to Valk and starting the loop with a dash-less 5b -> 5c -> etc., though I'm not sure if this is easier or more difficult than attempting the loop on any of the aforementioned characters in question... Two last notes and something interesting: 1.) The loop works much easier on Jin, Mu-12, and Tsubaki if you omit the 5c (dash ->) 5b -> 9JC -> j.b(1) -> j.2b -> j.c -> etc. 2.) 5b straight to 9JC -> j.b(1) probably works for anyone the loop's capable of working on if you forget to dash In regards to CS2: Arakune, Bang, Hakumen, Litchi, Tager, Valkenhayn (+ those people up in the previous point) Not applicable for CSX due to changes with 5b/6a Something Interesting.) An immediate 5b -> 5c has Carl still bending forward when recovering, whereas a slight delay before the 5c (or possibly a very light charge? Help me out here, I'm not the best at determining these things) has Carl bending backwards when recovering (both are red combos though). ---- Help me out with terms please? Hitbox, hurtbox(?), any other terms you see me use incorrectly