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UmaiCakes

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  1. Anyone have any tips for doing the microdash neutral jump fuzzy? So far I'm just doing 668 j.A but it feels really inconsistent and I get forward jump way too much... On that note, there are several characters where microdash forward jump works just fine (Bang, Hakumen, Tager) which makes things alot easier. Also works on characters where you do the loops as j.A j.B(1) j.C such as Hazama, Terumi, Azrael, etc but only in the corner.
  2. Getting j662D~B is fairly easy but the wallstick 6C is the problem, it seems the issue is with untech time. I did notice having more success landing it consistently when delaying 6A -> j.7236B as much as possible and the Bx5 as much as possible so the opponent ends up lower...maybe you hit them a frame earlier if they're lower? Or you land earlier You can also make stuff like corner 3C 2B 6A j.8236B(5) 6C work on more chars by doing those delays Noel seems to be the hardest character to do j.236B(5) 6C stuff on since her wallstick hurtbox is the "highest", so I guess its good to practice on her to get your 236Bs lower Also should note that 6D~B 3C ender doesn't work on Kokonoe Agreed here, in fact cat jump off 3C ender doesn't hit meaty and you can get mashed out. Meaty 2B seems to be a decent option, catches rolls for better damage than 5B...not sure there is a way to meaty safejump off 3C and you'll just have to bait DPs
  3. Yeah I'm still looking for some oki options for 3C ender in particular since that seems to be the most frequent ender you get in the corner. Also its better to end midscreen combos with 3C as well if you've already used 236C to launch since the SMP on taunt -> 236C Encore prevents Encore from giving you a knockdown. Some ideas I got from watching Matoi for midscreen crouch BnBs (for when you're too far to corner carry for Cat2(5)) S starter: 2A 2B 5B 5C 6C 236CC delay j.B j.236B(1) j.2D~B 3C [2055/15] 5B 5C 2C 6C 236CC delay j.B j.236B(1) j.2D~B 3C [2791/20] Also -> (air hit, roll punish) 5B 5C j.B j.D~6 j.B j.236B(3) j.2D~B taunt 236C~B [2287/18] N starter: 2B 5B 5C 2C 6C 236CC j.D~6 j.4D(2)~C 66 j.B j.236B(3) j.2D~B delay 3C [2850/22]
  4. Encore -> Cat Jump -> j.B/j.C/j.2B is a safejump You can also do Cat Jump off 3C ender but it only safejumps slow DPs like Izayoi and Jin's 623C... Same for normal jump off j.4D(1)~A I'm having trouble making this route work off 2B > 5B > 5C > 6C, even doing 236CC super jump, and delaying j.D and 4D as little as possible. It does work however if there's only 1 normal before the first 6C (2B > 6C, 2C > 6C, etc) The j.D~C j.2D~A route is super consistent and is only 60 dmg less so its no big deal, though this one is possible further from the corner... This drops on Tager because he's too big and it takes longer to reach the ground. 6BC j.2D~A 6A works instead. Against Carl and Plat its fine but they have to be flush to the corner when you throw them
  5. You can't mash in either situtation...unless the Gordeau did the cancel slow. 6B 22A has a 7f gap in both corner and midscreen, you can mash 5A or 2A but they're out of range. Mashing 2B trades at best, and its not a favorable trade Honestly it much easier just to mash out of the 6B
  6. Actually I got it to work against all the characters, by delaying j.214A after 66B as Keech mentioned. However delaying j.214A long enough to hit a standing character creates a 6f gap which you can DP or 5A out of (I confirmed this with dummy recording) So don't use it too much lol, else the opponent will figure that out. Also the only character you can do a gapless 66B>j.214A on is Waldstein, everyone else has a 5f-6f gap if you want to hit them standing
  7. All of those are practical lol. Also about 66B j.214A oki, it definitely is strong since j.214A close to ground is +7. However it only works on specific large hitbox characters (wald and gordeau for example) and if j.214A does whiff, you're minus alot (at least -5 from 66B) Though run up tk.j214A might be a thing worth trying occasionally...
  8. Why not do it off 3C CH? You can do CH 3C > 8j.[C] > 9j.[C] > j.214A whiff > 5B > 5[C] > bnb Also has the added benefit that it confirms 3C on non-CH
  9. I edited some game files...should probably keep that discussion in the Skype chat
  10. For 5A. I assume this means 4f startup, 11f active, 12f recovery
  11. 236C: 11 412C: 6 236A: 10 236B: 12 Vorpal doesn't seem to make it faster, as far as the debug console says. And yeah 4f 5As are pretty common. Oh about these, I tested them using purple bullets and assume the framedata was the same since its the same for 22A and 22B Anyways, with normal bullets, 236A is -4 and 236B is -7 With purple bullets, 236A is +1 and 236B is -2
  12. So I was able to activate debug mode on my game, and the debug text shows startup/active/recovery framedata + frame advantage...also shows frame advantage for for whiff cancels and oki situations. I can't guarantee its correct or anything, but this is the frame advantage stuff I've recorded on Eltnum so far:
  13. Speaking of 6B, charged 6B allows you to go into a full damage combo route... 6 > whiff 2A > 2C > j.[C] > whiff j.A > 5B > 5[C] > etc (CH/Shield break) 6 > whiff 2A > 3C > 8j.[C] > dj.[C] > whiff j.214A > 5B > 5[C] > etc I find myself using it alot more than normal 6B...it doesn't feel like its all that much slower, but leads to more damage and is more advantageous on block since 6 -> 2A is better than 6B -> 22A Pretty sure any combo with an A starter doesn't allow the 2C j.[C] route. Even with 2A > 2C > j.[C], the 5[C] will drop
  14. Lol those corner 412B 5A whiff loop combos cost a ton of GRD and do less damage than the normal route.
  15. Also for skype: umaicake
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