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Verimeloni

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Everything posted by Verimeloni

  1. Those phalanx combos look sweet. Can one do 2D > 236B > ... in OD? I'm in no place to test it myself atm. You can try screwing the stick gate tighter/looser or just buying a replacement stick, sanwa JLF for ex.
  2. That 6D Phalanx cancel looks interesting...
  3. CH 3D > 6A still doesn't work on Tager or Arakune.
  4. Is there a difference in lag between player rooms and online lobbies?
  5. I don't think there's nothing so peculiar about it, you just can't do it from 5C max distance.
  6. I tested these, in the above one 5B doesn't connect/reach and in the lower one the timing between j.C and Valiant is infuriatingly tight, otherwise it should work. ^I'll dare to say that OD BHS > RC > 22C is the best most damaging use of RC for Azrael. Also: [LW] 214D > j.C x3 > j.D > RC > air throw > 2A > TC > 236D > [6*5C] x 4 > 5D ~ 5.5k, can't remember the exact number.
  7. It's divided. Germany, UK, Spain and France have (probably) the biggest audiences while smaller countries like Finland, Sweden, Norway, Poland, Denmark, Switzerland etc. aren't considered as important. Another thing is the multitude of languages. Games are normally translated to at least 5 different languages (eng/fre/ger/spa/ita) before they're released in EU. While there surely are as many video game/anime enthusiasts in Europe as in the US, they cannot be distributed the same way because of the language barrier and the fact that not all countries in Europe belong to European Union. That's why games like CP (which doesn't have a worldwide publisher support like most Western AAA titles) don't get released in physical form/ in all of the countries in Europe.
  8. 2C meaty Hakumen's wake-up, he does yukikaze > 6A. Meaty wake-ups in general, clash DPs etc, you can watch Rath's combo video to see some funky uses for it. If people start to mash between your pressure gaps throw in 5B > 6A to get respect.
  9. Can't you do f. throw > 6A > IAD j.C > 214D > 5A > 5B > 2C > 6D? Edit: f.throw > 6A > IAD j.C > 236D > 5A > TC > 214D? Didn't work on Rachel in 1.0 but haven't tested in 1.1.
  10. j.C > 214D is actually easier to land in 1.1 due to Hornet's startup being shortened. At least I don't find it so damn finicky anymore. Error, the recovery was shortened, not startup.
  11. By doing this reference thing I think they should've used Pi as Kokonoe's AH damage (3.141...). Canonically the strength order should go like Hakumen/Azrael, Rachel/Terumi etc. Those Astral damage buffs, though pointless are a nice change. Now it's actually satisfying to combo to Patriot Apocalypse and not have it add 1 damage to the combo.
  12. This thread is meant for questions and discussion, don't hesitate to ask. The combo in question isn't character-spesific, it's just situational and should work on majority of the cast (the only one I know it doesn't work is Tager, works on Kokonoe in 1.1) but it is character-spesific how soon you can do Leopard after Cobra to have it connect (hitboxes AGAIN), after Leopard you should do 3D asap. Try delaying 5C as much as possible, closer to the ground they are the better. If using 5C makes you delay Leopard too much for 3D to whiff try using 2B.
  13. I was testing the 6B (CH) > 6C > 5A > TCL combo and if you do it from the middle reset point you get this awkward distance where 3D whiffs. At least in this case 5D works fine, if you've got a weak point you can continue to aerial due to 5D's little forward momentum.
  14. 6632147C for normal forward dash (forward + half-circle motion) and 662369C when crossing up. If anyone has found a more comfortable way of doing it please share.
  15. Get rid of her 3C = strong A tier Kokonoe.
  16. (semi)Optimized Valiant corner combo: [uW] 236D > 6*5C > 6*6C > 6*j.C > 6*6B > 63214C > 5B > TCL > 5B > 2C > 6D = 4530 + UW, tested on Rachel, Relius, Hazama, Nu, Noel, Arakune, Tager, Hakumen, Ragna (duh). For Arakune, Rachel and Tager you can do: ... TCL > 5B > j.ABC > j.D = 4556 + UW For Tager only you can do: ... 63214C > 2B > TCL > 5B > j.ABC > j.D = 4596 (with everyone else tested 2B doesn't connect) I also played with using Hornet instead of Sentinel for dual weak point combos, you can either do: [uW] 236D > 6*5C > 6*6C > 6*j.C > 6*6B > 63214D > 5A > TC > 236D = about 3.9k damage + you in the corner, for Sentinel mixup maybe. [uW] 236D > 6*5C > 6*6C > 6*j.C > 6*6B > 63214D > 5A > TC > 5B > j.BC > j.D = about 4.1k damage + opponent in the corner, recommended. Hornet (CH) lets you continue combo with > 2B/5C > TCL. 2C > 3D > 6A still seems to be the strongest option, in corner you can do 214D (CH) > 6A with right timing to have the opponent stay in the corner. Edit: Patriot Apocalypse does 32 000 DAMAGE. Like it matters but yeah, it's nice to combo into it now and not have it add 1 dmg to your combo. Edit 2: Not that it matters but changes do not apply to U. Az. His Sentinel input is still 623C, you cannot cancel D attacks in OD and his Hornet is slower + trajectory is the old one.
  17. Yeah, Scud > anything DD-cancelable > BHS. OD BHS startup is invincible and it clashes with reversals = BAD. The trick in the video in my opinion is that the opponent has to tech after super-freeze and then input reversal = Tager ate the BHS. Just go with 5C > BHS. I don't think so, maybe 5C > Gustav, 5C again? Not reversal safe but if blue beat BHS doesn't secure your victory don't rush it. If only 2D was DD-cancelable without OD you could do 2A > 2D, that would seem kinda safe against at least some DPs. Maybe, MAYBE you can do 3C > 22C instead to force a knockdown and either reset the combo or make them tech and block 22C. Just end your Valiant charger with 6A > Scud so SMP doesn't ruin it.
  18. That's cool, thanks. I'm pretty sure that combo can be optimized damage-wise further with doing 5B > 2C > 6D > TCL after Valiant, have to test it out. Using Valiant or Hornet early does tend to cut combos short tho. About tiers, Azrael has the best damage of the whole cast (you can argue if Hakumen's is better but he needs heat to do combos while Az needs weakpoints) combined with awesome corner-carry -potential. He can pretty much always confirm his close range normals into 2-4k combos depending if you have a weakpoint already applied or not. The reasonable downside is that because he uses links it's sometimes easy to miss confirms and his combos have a certain rhythm to them, making them somewhat easier to interrupt with IB or reversals. Plus because he's deadly up close he's useless at long range.
  19. It's a shame 3D > 6A doesn't work but you can still do 3D (CH) > 2C > 3D > 6A > 5C > TCL > either 5B > aerial or 669 j.AC > j.D, which nets you roughly 5k. Or just go TC > Valiant to ensure getting a weakpoint. Tager's immune to TCL > 3D ender too so, yeah, sucky. Edit: @Lucalibur: *pats on the shoulder* we think alike bro
  20. 6A is the super armor move but it only works on mids and overheads so 3C beats it clean.
  21. What's the easiest input for dash Sentinel? 662147C?
  22. You can't be too close to your opponent when you hit them with Hornet or you can't get the second j.C to connect in time.
  23. Thanks for tips guys, no luck yet, still feels plain awkward. In one of the earlier challenges I was able to cheat with doing j.C > Corona instead of tiger kneeing it but with this one you just have to be a man and just do it.
  24. That motion is just so funky, I keep getting sj.2Cs even when I'm trying it out cold.
  25. Got me there, plus he's probably already immune to spiritual offense after years of listening to fans rage about making Kokonoe playable. On serious note tho, what is there to improve in CP to justify a release on a more powerful console? Laggy stages? Or because of the "wow new console much players" -effect? Everybody, even the Japanese, have a soul.
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