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ryokoalways

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Everything posted by ryokoalways

  1. The super flash last about 6F, followed by 4F of start-up. Several things to try out would be if you can kishuu under it (fairly possible) or cut it (Probably not, as I think it's a physical, not a projectile).
  2. Multi-character combo vid Note: 1-2 practical pieces only, but fairly entertaining. Makoto Applicable Combos Note: Combo selection based on screen positioning mostly.
  3. Size of the window depends on at what points during the combo you decide to go for the ender. Personally, the timing feels very lenient even after a large combo. Keep doing it till you get it, there is no other way around it.
  4. You wrote j2C in your first post, fyi.
  5. There should be no reason to do that ender anymore. Always end with jC so you can go for knockdown, or a tech reposition. There are also certain instances where you can get a knockdown set-up off j2A, but there isn't really anything with j2C.
  6. You hop tsubaki to chain, and it should feel like you are more or less mashing. By the way, how many are you suppose to get in anyways? I'm currently only doing 9, can you get in more? Note that you obviously want enough meter left to squeeze in 2 sets of shippu.
  7. Again, familiarize yourself with a hotaru delay jump timing, and use that for all situations. You can adjust height with delayed j2C and delayed 5C, which are better suited for the purpose. Hit confirming on jump delay is going to be significantly more difficult. Furthermore, you will have to do that for every character, as most have different aerial hitbox. I find that hazama, Litchi, and Arakune to be most variable, with Carl and Bang following them. Also, keep in mind that in a real match, 5CX2 isn't the most important piece. You only get about 300 more dmg for the additional link, so never surrender a combo if you mess up that piece of the combo. There is no reason to give up free damage, but there is also no reason to not finish the combo. When in doubt, always skip the link. Finally, the hardest part about the combo is actually when your opponent is at variable heights (in relation to you). The only thing you can do here is just learn through match experience.
  8. Nirvana can protect Carl during the super. But if the player is using Cantata as a reversal for certain situations, I think it's pretty safe to assume Nirvana will be out of position.
  9. There is a window for the delay that can be applied to both regular hit and fatal counter versions. I suggest you use that window and find an identical timing so the probability of a mistake is minimized. Basically, you will be adjusting the timing of your j2C instead of your delay, and it will work because you do j2C faster for regular hit, and slower for fatal counter hit (which is fine because you get 2 additional frames anyways).
  10. 6C's charge animation pulls hakumen back a bit, so you can just bait any form of dp/certain reversals. When you are positioning on wake-up, you would normally be within range of the reversal (baiting your opponent to reversal you), but once the 6C starts charging, you can avoid it. There isn't any other block punish that I know of that will lead to 6C fatal.
  11. If the opponent has a burst, sometimes it's not a good idea to go mugen, considering you can get terrible damage without going into it anyways, and for the one I posted, you are holding onto 3-4 magatamas till the very end, so even after a burst you still have options.
  12. Just do 6C(full counter)>6C(full)>renka>zantetsu>2C>j2A>j2C>2C>j2A>j2A>jC>5C>shippu
  13. Counter 4C (grounded opponent)>3C>etc
  14. Apparently 4C>hop 3C>etc works.
  15. Makoto Parry-cancel Tutorial Translation: (1) & (2)- Explanation of parry-cancel, omitting because everyone knows this already. (3)- Parry-cancel follow-up parts: 1. 5B>5C>5C 2. 5C>5C>6B>5C 3. 5C>5C 2 and 3 works for crouching characters, which can be forced with 6B. Also, 2 and 3 works at close range minus dash input. 5C>5C has best proration, but is the most difficult to execute. (4)- 2A and 5B starter can net 6 #1 loops, or 4 #2 loops. First part of the #1 loops can omit dash, but the latter parts require dashing to even out push back. 5C starter nets 5 #2 loops. Eventually 5C>6B will not combo, so switch to #3. Meter gain can go up to 50% or so.
  16. Makoto Basic Combo-No Parry-cancel version
  17. It was also applicable in CT since Tsubaki is a 2.2k hit, which is plenty as a game winning gimmick. Generally, you actually want to do the mix-up off enma, as you have the choice of renka (low) tk tsubaki (high) IAD hotaru (cross-up, more obvious, but more dmg return. Unsure if still the case in CS for more magatamas. Also character specific, won't work on thin characters) IAD tsubaki (cross-up, more ambiguous. I can't recall if this is character specific)
  18. Makoto Basic Combo set Note: Damage ranges from mid 2k (off poke, single parry-cancel rep) to high 3k (off high, single parry-cancel rep). Edit2: 2A is not a low. Apologies. Edit: Makoto astral reversal
  19. Makoto parry-cancel loop
  20. Arakune IKO combo vid by Hima Note: A couple were situationally practical.
  21. In the middle of the screen, do a jump in j2C into basic renka enma combo. If less than 4, omit renka. jC screen carry is also an option, in which case also omit renka. In the corner, do a jump in j2C into renka combo. Depending on # of magatama and specific situations, choose whether you want to go for max dmg, knockdown set-up, or reset.
  22. Multi-Char combo vid- Trezire de spirit
  23. Jin Combo Vid
  24. ? I mean instead of Throw>gurren>hop 5A>5A>jA>etc do Throw>gurren>hop 2B>5A>jA>etc
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