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ryokoalways

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Everything posted by ryokoalways

  1. Standard carry combo compilation. I don't believe this has been posted. http://www.nicovideo.jp/watch/sm16469093?via=thumb_watch
  2. I asked on the BBS. 6C same move proration still there. Just remove the second 6C from the posted combo. Dmg value is the same.
  3. Yes, I posted that awhile back. I'd suggest just do 2D>jA>jA though. Much more reliable and universal.
  4. Regarding jB>j2A, the application I have in mind is actually as a replacement for 6A>5A>j2A combo piece in certain situations. Since that is no longer applicable, in situations where you want to do a carry. So, let's use the combo Spark did during evo (4C>gurren>hop 5A>6A>5A>j2A>etc); you would replace 5A>6A>etc with 5A>jA (may need sj)>jB>j2A>AD j2A>jC. Some new stuff: 5C>renka(2)> IAD delay jB>5C>2B>gurren>IAD jB>5A>jA>jB>j3A>jC for 3818. Sounds like amazing carry. May be able to replace ending component with what I have above. jB>5C also work due to jB's new untechable time. 5B starter is 2947. Corner 6A>6C>2C for 2 loop into knockdown for about 3900. Possible with 6A wall bounce. back throw into enma combo end in jC for 2707. Gurren also work with back throw now. forward throw>gurren>hop 5A>jA>jB>j2A>AD j2A>jC 4C(full)>5C>renka(1)>kishuu>6C>2 loop into knockdown 3C for 5818. 6C(fatal)>4C(full)>5C>renka(1)>kishuu>6C>2 loop into knockdown 3C for 7267. Pretty impressive for 3 magatamas. 5B>shippu combos, so shippu is probably faster. 4C start up may be slower. I have no idea what this move is used for other than combo atm. Not a fan of the change. 6A counter can combo into gurren. 6A invincibility isn't great, about on par with most AA in the game. So you do not have CT 6A back.
  5. I don't remember what value it was at in CT (I thought it was 120F), but he was lacking in so many categories that whatever meter he can get his hands on it doesn't matter because jump FD beats anything he can try to do. I'm pretty sure CS1 is 120F, where it was possible to maintain 3-4 magatamas even with liberal use of hotaru. 90F is a ridiculous value. Let's use hotaru combo as an example: With 90F, you would start gaining meter starting from the second hit (jC>gurren in this example). If meter gain per hit and auto gain is not tweaked, you can probably add anywhere from .7 to .9 to your current gain. Likewise, for a tsubaki corner, if the combo remains the same, you would start gaining meter before you have to 2C after the 6C. Basically, you can gain about 2-3 hits worth of meter in addition to what you currently can get (there will be exceptions, but I think this would apply as the general rule). You won't get 4 for spending 3, but breaking even or getting something like 3.2 for 3 spent, is still really absurd.
  6. The decreased cd is absurd. I can't imagine that sticking. At the most returning it back to 120F (which is what it was in CS1) should be enough. 90F would make every combo that requires 3 magatamas or less end in the positive. They would have to severely tweak his proration and other properties on certain moves to reduce the length of his combos to prevent constant meter gain (6A blow back for instance). I'd prefer if they tweaked his normals instead. Some of them really need to be reworked a little to have unique applications. If this sticks though, I'm just going to mash hotaru to victory.
  7. No meter gain nerf if whiff? Very situational buff, but better than nothing I guess.
  8. I'd actually suggest you to just do her ID. It's one of the easiest ones out there. Unless my memory fails me, I'm pretty sure the damage is superior regardless of location on the screen. Sorry I cannot answer your question as I have not done standard dust combo in forever.
  9. Depends on other factors. Having a reliable AA will make controlling space much easier. In CS1, you could just whore out hotaru. In CS2, meter comes at too much of a premium, and 5A, while reliable in a lot of situations, loses in the risk/reward department in just as many. Ignoring potential change in frame data, trading a combo piece for a defensive option is a good trade. If other options arise, then the benefits can be called into question again. Moblin, that would be a worst case situation for me. 4C was originally added as a space control tool. In the current loc test, their change didn't address its zoning deficiencies, but instead added fluff that turns it into a move that Hakumen doesn't really need. I don't need another combo piece, and I can just use 6C to break primer within a similar situation. All the current additions overlap with benefits on moves that Hakumen already has.
  10. 6A isn't back. It isn't nearly as fast, and it also depends on how much head invun it has (remember, that thing was free AA in CT. There are very few free AAs in CS2). Also, the hit trajectory changed, which is why 6A>5A doesn't work anymore. Counter hit pending on how good the move will be. jC's startup frame seems to have changed. The arm extension seems to come a bit later, may offer a little better hitbox. Could just be imagining things. No idea how 4C charge will be useful unless there is another change associated with it. full charge breaks primer, staggers on ground hit, more damage. Unless the proration is better than 5C, I see no reason for any of those advantages. Still need to check frame advantage on block and hitbox modifications though. kishuu with projectile invun is el oh fucking el. Also, it's unfortunate that the camera guy didn't keep hakumen's meter in his sight. I wanted to see what the meter gain nerf is in this loc test, but he moved out of range when hakumen burned meter. Mostly disappointed they didn't try to revamp the primer system. Otherwise not much to comment since focus is on relius, not so much balance for this loc test.
  11. Those weren't burst baits. They were just bad bursts. LK was not bursting at the correct burst points, or in the cases where he was bursting at the correct burst points, he was bursting way too slow. It's a big issue since using burst correctly can halt Hakumen's offensive with much greater effect than other characters, which means more chances for you to go on the offensive. And switching character was waving the white flag. It's ill-adviced in BB (it's entirely possible to learn 2 characters well since the learning curve is low, but LK obviously isn't at top level with Makoto), and it is suicide in GG. This isn't SF.
  12. I just spammed 6B against jD in CT and CS. I assume that would still work here (Don't do it if he is directly above you, obviously). As for the exact approach, I haven't played Arakune frequently since CT so I can't really help out. From vids, I would say that mid range drag-it-out game would be the best approach, and don't be shy about burning meter when you get a hit in. You may not be able to chase down arakune effectively, but neither can he.
  13. Your meter gain is just flat-out nerfed for the duration. Attacks, IB, catch will all not give you much meter.
  14. Fuzzy guard is used to create difficult to defend overhead when normally it isn't possible. You are not going for a tsubaki hit, you are going for a jB hit, off either 5B or jB. Based on the questions you asked, don't worry about that for now. You have other execution issues you have to fix first, and I highly doubt you will be playing anyone that would require higher level mix-ups.
  15. It's possible to do 6C>hop 2C for almost every situation (renka>kishuu, hotaru, etc) The mechanic works like this: When you hit the target, there is the in-the-air duration, and sliding duration. The total of the duration is the untech time provided by 6C. However, for you to get to the otg portion of the effect, you must minimize the in-the-air duration. If you do not, the total untech time doesn't last long enough for sliding animation to finish, allowing your opponent to tech during sliding. Pick any character, and hit them as close to the ground as possible (try off hotaru first as it's easier to tell, renka>kishuu takes some getting use to), and you should be able to cause sliding into otg. The only character that you cannot do this to is Bang when he is face down (so renka>kishuu knockdown effect), since his hitbox becomes too thin at the point when you are suppose to hit him (the nail is not part of his hitbox). For all other characters, it is all possible to 6C into otg effect, although some are obviously harder than others. Edit: Additional note, if you land full charge 6C (off hotaru at certain ranges), then there is plenty of time for otg regardless of the height you hit the target at.
  16. Occasionally, you can option select using tk hotaru to beat her charge. If she does charge A> throw, you go airborne before throw comes out and you win with hotaru. If she does charge B, you will block it. If she does charge C, you will dp her with hotaru. You only get beat if she does charge A into blocking. However, do not overly abuse this as it is stupid to nerf your meter gain and lose 2 star unless you are absolutely sure the nu is going for an attack.
  17. Didn't someone post something about 5C>renka>gurren>hop 2C>gurren? Personally, I believe that for a lot of situations where you get to land 5C, you can probably land a counter 3C. I usually go with that instead and do the AD jA>jB combo. For instance you can't land a counter, probably just 5C>enma since you recover most of the usage. Btw, 5C>renka>gurren>hop 2C>gurren>IAD jA>jB>etc is probably the highest dmg variation that you can get out of it. Unfortunately, the carry isn't as far as you'd think.
  18. Just do everything during 2C start-up and hitstop. There is more than enough time to do the motion and control the timing. 2C28214B is how you guys would write it probably, but just find something that's comfortable.
  19. Doesn't matter. Just do whatever feels correct to you. I do super jump hotaru, but the other variation also works. I prefer super jump first because I have more control of my height.
  20. It's not that black and white. Generally, just go for the knockdown and oki set-up. Hakumen has a solid enough mix-up game that you should always default to. There are two rules for when you are going for a reset: 1. You should be in control of the pace of the match or you are 100% sure your opponent is just playings balls to the wall. 2. You are doing it off a legitimate tech trap, and not jC>not doing anything. I've been messing around with resets in the corner, and there are some reliable set-ups that you can get off with multitudes of options to follow-up with. But again, 90% of the time, go for knockdowns.
  21. Huh? A92 played terrible. He played defense that made no sense, and his combo selection was terrible, not to mention he couldn't even finish the combos he did go with. I was actually wondering if he just started playing again.
  22. I forgot that move existed till you mentioned it.
  23. Yeah I meant to say dash asap so IAD came out.
  24. You don't need to forward jump for the renka>kishuu>2C>hotaru combo. The most important thing for that combo is the IAD timing. For most characters, the window for the following j2C>2C>j2A is somewhat tight (Ragna is actually one of the exceptions in that the timing is super easy). The timing is affected by (in order of importance) -How quick you IAD after hotaru -The height you are at when you land hotaru -The height of your opponent when you land hotaru The IAD speed is most important because you do not have a means of adjusting that factor. You must get a very quick IAD off to connect on most characters (noel, Jin, etc). For your height when the hit lands, you can adjust for the difference in j2C timing. If you are higher, then just delay slightly. This is not to help 2C land, but to make sure that j2A lands. For opponent's height, while the variation is very small (2C doesn't cause too much float), if you land hotaru while they are at the peak, you will need to slightly delay the j2A to have it connect, otherwise your jump momentum slows and you don't reach the correct height in time. Also, for tk hotaru, if you didn't get off a good IAD, use j2C>5B instead of 5A
  25. For certain characters where IAD jA>jB>2C doesn't work, iAD jA>jA>2C works.
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