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UmaiCakes

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Everything posted by UmaiCakes

  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
  16. Something odd is happening when you try to whiff cancel a 2nd 421B during a combo and the opponent has vorpal... Doing this combo: 2A>2C>5[C]>421B>j.BC>66C>421B>5A whiff>2C>22B>66C>Reload Works fine when I set GRD to default or myself getting vorpal. When I set it to the opponent having vorpal, the 421B>5A whiff doesn't cancel at all... Conversely, when I do: Assault j.C>2B>3C>j.BAC>66C>421B>5A whiff>2C>22B>66C>Reload Works fine whether the opponent has vorpal or not. Is there some property of vorpal I'm unaware of...like when the opponent has vorpal you can't cancel a special the 2nd time you use it or something weird Edit: Looking more carefully at GRD, the reason seems to be that the second 412B>5A whiff consumes 2 GRD blocks and when your GRD is empty you can't do the combo. In that case, 2A>2C>5[C]>412B>j.BC>66C>22B>66C>22B>66C>Reload might be the better combo as it does about the same damage and doesn't consume any GRD (but does require more bullets)
  17. Next time we netplay you can farm me for pink again =p But yes every match affects your color (as long as its against someone of the same color) And I think its around +/- 10 to rank up or down? Tbh I find it better to just not worry about it and have fun
  18. It is character specific, but it seems to work on more characters than not. I'll give an actual list when I go test it out lol The main reason I was looking for alternatives was off of 4D or 6D confirms, most times I just autopilot d.6A d.5B and it will drop...so doing d.6B was more consistent (on the characters that it works on) Also an Assault Through combo for 6D/d.6B... (6D > d.5A >) d.6B > d.6A > d.5B > 214D > 66 2C > 5C > sj.C > j.D > 5D > d.6B > 236D > 6C(2) > 22B (3.6k) You'll usually get 200-300 more damage than going the d.5B Optic route, provided you're aware of corner spacing when you confirm. I think its good to keep both options in mind Oh and another route I think that is good to know for corner -- ... > air hit 5B > 5C > sj.C > j.D > 4D > 2D > 5D/d.6A > d.6B > 236D > 6C(2) > 6B > 22B Useful for Chamber Shot RC combos. If proration allows and you still have your 22C you can do -- air hit 5B > 5C > sj.C > j.D > 4D > 2D > d.6A > d.6B > 22C > 66C > 5D > d.6A > d.6B > d.5C > d.6B > 236D > 6C(2) > 6B > 22B Useful for catching tech roll with 5B...and it does like 4.2k damage. A higher damaging corner throw combo with a similar route: 5BC > 2C > 5C > sj.C > j.D > 5D > d.6B > 236D > 6C(2) > 6B > 22B (3.6k)
  19. Another combo route you can do is d.5B Assault Through for confirms from ~1/3 screen away from corner, this allows you to save your j.D. Example: 6B > 5D > d.5C > d.6C > d.6A > d.5B > 214D > 66 5B > 5C > sj.C > j.D > d.6B > 236D > 6C(2) > 6B > 22B (3.6k) You can also do d.6A d.6B Optic Barrel dash 5B off of midscreen drive hits instead of d.6A d.5B Optic Barrel, it does slightly higher damage and is preferred from some starters where d.5B might drop the last hit and not wallbounce... Example: 4D > 2D > d.6A > d.6B > 236A > 66 5B > 5C > sj.C > j.D > 2D > d.6B > 22C > 66C > 5D > d.6A > d.6B > 236D I'll fill out the combos for d.6B, 6D, etc starters when I get home
  20. Really nice list Alpha, I'm going to try these out as soon as I get the chance. Couple of things though... -About 5B j.C again, do you really not need to do sj.C? Personally I'd love that as getting TK Revolver Blast is a problem from sj.C motions, but so far I've found that often you'll be out of range for j.C after AOptic dash 5B unless you superjump. This brings up another problem in that after the crossover from sj.C you'd need to 2D to crossback again to do the corner-carry Assault Through enders, which may ruin proration. -You might get more optimal damage with 5B 5C sj.C in many cases. It also might ruin proration for the enders, particularly the 22B 2B 6C, but should work on the other 2. -The corner ender (d.5C d.6A d.5C 22B 2B 6C(2) 22B) seems somewhat finicky, the Silencer will whiff out off the edge of the corner on some characters much like it would after deep 3Cs in previous versions. Or it might require some slight delay
  21. missing a j.D? And I assume that's a sj.C for the crossover Here's a couple of useful ones gleaned from matchvids... CH 6A antiair 6A IAD j.C 5C sj.C j.D d.6B CSilencer 66C(2) 2D d.6B d.5C d.6B BloomTrigger 3163 Damage corner throw BC 2C 5C sj.C j.D 5D d.6B BloomTrigger 6C(2) 6B BSilencer corner drive hit (6D) d.6B d.6A d.6B BloomTrigger 5B 5C sj.C j.D d.5C d.6A d.5C BSilencer 2B 6C(2) 6B BSilencer 3072 Damage midscreen 6B for corner carry 6B 5D d.5C d.6C d.6A d.5B AOptic dash 5B sj.C j.D 2D d.5B Assault Through 66C(2) 6B BSilencer 3385 Damage seems in alot of drive enders, the 22C dash 6C 6B 6D -- part can be replaced with 22C dash 6C 2D d.6B --, any reason for doing this? also alot of enders can go into d.5B Assault Through for more corner carry
  22. I agree that 5A/2B air turn j.D is the better option if you you're going for a midscreen reset, it can catch forward tech too Its just jump cancel block on reaction, its not too hard if you're expecting a burst after 5D/j.D After reacting to bursts in P4A, it seems so easy in BB lol
  23. Yep, Liz mirrors are always fun. And weird I think its really good that you 2C wakeups to catch roll, I've had so many bad instances where people wakeup roll through 5C and 5B lol Btw people were telling me afterwards "there's always a Liz mirror on that TV", I guess that's interesting Also 5D 5B is actually pretty 'burst safe'...most people do burst as soon as they get close enough to Liz again, and you can jump cancel 5B on reaction to bursts And Liz is really hard to burst after all...though yes if you play her against her alot you can get used to bursting during 5C(2) and being pretty safe.
  24. Off 2A 5B 5C A.Bufu it yellow beats Do tell if you can get j.DGaru [9~3] to work on other characters
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