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Ctrlaltwtf

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Everything posted by Ctrlaltwtf

  1. Nice, the old midscreen crossunder routes are still with us. I bet you could do this off of Zaneiga as well, though you'd probably have to be a bit closer to the corner than Gashou. I'll test it when I get back. I have a feeling Houtenjin will be most optimal when your own back is to the wall > zaneiga > stuff > jakou > etc. Haven't found the god route yet though.
  2. GGs to TheBrett's lobby once more. Takanub, Lich, Windman, Towane (sp?) Lot more fun when my internet is functioning again.
  3. GGs Takanub. Probably going to have make a crabby call to my ISP soon. This is getting old.
  4. Well, if it doesn't apply bonus proration a second time that's probably the last nail in the coffin. However, it might still be good for 6A > houtenjin > stuff > 6a
  5. That's odd, I've never had any of these problems. Try using it after 2C then.
  6. I haven't tried Ranked yet. I imagine it's terrible for NA people at present.
  7. I think we confirmed it goes down for beating the same weaker players over and over and over again. Like some kind of anti-boosting system or something. I got reset to White once after winning. Could just be PSN being silly though. Who knows. No rating system is infallible. But I think it's certainly better than nothing.
  8. Honestly it seems to be working pretty well for me. You usually can rely on the hotter colored players to put up a challenge. I just wish it wouldn't go down for winning against weaker players. That's just silly. GGs to TheBrett's lobby, CMSORA, some Jin guy.
  9. I think it might prorate so badly near the end of long combos that they could tech in midair, but it may work. 3C>2D is a really standard, reliable oki setup just about anywhere.
  10. An early 3C > 2D for oki is a good way of ending combos you don't want to spend meter on. Not sure if the 2D is truly meaty but I think it is.
  11. I'd be amazed if 6A doesn't have SMP.
  12. GGs xosox, Chrischan, SKD, Red-City, Abelcru, khastro Can't ever get Gadget Flinger off on Netplay, keep just getting purple throws.
  13. If P4U was there this year I can't imagine they'd pass up on BBCP next year. Then again, Utah does suck so who knows. I'm definitely going. Was lots of fun last time despite me not doing anything lol.
  14. It's unstable as all fuck. Good luck Useful only for swag combos, if I can ever figure them out though, it'd be the swaggiest thing ever. There really, really isn't any point to it at all, it just looks hella swaggy
  15. Holy.Fucking.Shit. I cannot believe I just found this. Testing it for practical uses now. any jump string > jB > jCx2 > 8jCx5 > j6D (hits full stun) > continue?
  16. Okay so as I discovered while combo grinding, Orochi is actually a pretty decent reversal-AA. You can use it on reaction to stop people air dashing in, and you can follow it up with run forward > 2B (unlike Soutenjin). It's hitbox is very similar to 6A.
  17. Corner 5B > Orochi > 22C (max) > 6D > 5C > 236D > Orochi/Soutenjin/100Fuuenjin - DM: 5505/5737/6567 - HG: +53 (-100) Only requires 50 Heat to start, Requires 97-99 for Fueenjin (if you start with 100, do 22C (6 hits) > 5D > 6D instead. Otherwise you'll end up with 99 Heat at the end) 5B > OD > OD Soutenjin > 5B > 22C (max) > 5D > 6D > 5C > 236D > 100 Fueenjin - DM: 7088 - Requires 92+ Heat at start for 100 Fueenjin Midscreen 6A > Orochi > run forward > 2B > 22C (max) > corner carries > run forward > 6D > 236D - DM: 3760 - HG: +47 (-50) Apparently, Orochi actually has a pretty fucking huge AA hitbox. You don't even have to be very close at all for it to work.
  18. I uploaded my combo vid below. Optimal continuation from Houtenjin seems to be j.Zaneiga > 6A > 5C > 6C > stuff From the Gameplay thread post I made: DM: 5955 5B>3C>Houtenjin (heavily delayed)>J.Zaneiga>6A>66.5C>6C>66.5C>2C>4D.A>tk j7D~delay~D>jCx2>jCx5>j214B DM: 6296 5C>3C>Houtenjin (heavily delayed)>J.Zaneiga>6A>66.5C>6C>66.5C>2C>4D.A>tk j7D~delay~D>jCx2>jCx5>j214B DM: 5997 (easier) 5B>5C>Houtenjin>j.Zaneiga*>6A>66.5C>6C>66.5C>2C>4D.A>tk j7D~delay~D>jCx2>jCx5>j214B DM: 6063 5B>Houtenjin>j.Zaneiga*>6A>66.5C>6C>66.5C>2C>sjCx5>5C>2C>sjCx5>j214B DM: 6300 (easier) 5C>Houtenjin>j.Zaneiga*>6A>66.5C>6C>66.5C>2C>4D.A> tk j7D delay D >jCx2>djCx5>j214B DM: 6407 5C>Houtenjin>j.Zaneiga*>6A>66.5C>6C>66.5C>2C>sjCx5>5C>2C>sjCx5>j214B DM: 6837 (extremely unstable) 5C>Houtenjin>j.Zaneiga**>CT>66.5C>6C>66.5C>2C>4D.A>tk j7D.D>jCx2>djCx5>j214B *This is execution intensive and is done like this: 214D > delay > 66.C, it's difficult to time at first. You must do Jasetsu as soon as possible. On his JP voiceset vs Ragna, the timing for this is right after he says the E in HoutEnjin! You are hitting them with Zaneiga are nearly the last possible moment. Fortunately, J.Zaneiga launches them way higher so it's still high enough for 6A afterwards. Regular Zaneiga would fail at this however. **This one must be super meaty. New meterless midscreen routes: DM: 2914 - HG +20 5A > 5C > 3C > J.Gashou > 66.5A > 5C >jCx5 > 66.5C > 2C > 4D~delay~D > jCx1 > djCx5 > j214B DM: 3851 - HG +27 5B > 5C > 3C > J.Gashou > 66.5A > 5C >jCx5 > 66.5C > 6C > 66.5C > 2C > 4D.A > tk j7D~delay~D >jCx2 > djCx5 May be possible to get another hit on that jCx1 on the 5A starter, but the Hiren keeps whiffing for me. However, due to the new untech-calculation system in BBCP it may be possible if you input everything as fast as possible. Every single microdash is required in order for everything to work. --- This may be the end of jC loops. In optimal routes you simply use it once as part of the combo (which hardly constitutes a loop in my book) ---- I've uploaded my CP Combo Primer, I hope you find some things you haven't seen before: Yes I know this is a double post but it's highly relevant and useful to the thread so I beg your pardon mods.
  19. Gashou's hitbox was nerfed pretty hard in CP. It can get low-profiled by lots of people's 2As now. Doesn't hit as large of a hitbox in the air either. But I wouldn't consider a 7F no-invuln startup move a DP anyway.
  20. Not much is different this time around. Never try to pressure him with a blocked Ouroboros cuz he'll just 5A you every single time. Zone him carefully and approach when you land a good Ouroboros, preferably one that hits him or hits his block while he's in the air. Tager can never airdash or doublejump so if you hit his block in the air with Ouroboros he always has to fall back to the ground. You can use this moment to setup your next chain. For this same reason, Jakou is usually pretty safe on Tager so long as it hits his block at least. Not much he can do afterwards to punish you unless he's really close. Combined with the fact that his jump is super slow and obvious, you can get a lot of mileage out of Jakou during neutral in this MU. He can surprise you with j2C if he's above you, which can be a real pain to AA on Hazama sometimes. Recommend you never try to AA this if you can help it. Instead just zone the crap out of him. Hazama doesn't like GF oki and never will. You have to block, even if you don't like it. If you expect a gimmick or a throw is coming do your best to avoid it. Don't ever be afraid to CA to get him away from you. Always end combos with Jabaki and Jakou. Don't go for routes that end with Hiren or Ressenga. Hazama has no desire or need to oki him at close range so we don't want these setups.
  21. I don't see what your problem is with this. That's actually like really good oki seeing as you can 5A a roll on reaction and get a crouching confirm as well. It isn't like CSE where you'd get a launched hit.
  22. Yeah, my experience is that actually this MU isn't too bad for Tager. One of those odd MUs where Tager just has the right tools to circumvent stuff that other characters can't.
  23. Jakou has always been blockable with barrier in the air. It'd been broken as all hell if it wasn't.
  24. BGs to people who stop the moment they win because they're afraid of rematches (you know who you are)
  25. CH 6A > IAD > jC > 2C > 5C > 3C > 6D > 236D > Orochi DM: 2928 - HG: +49 (-50) Extremely experimental non-CH 6A stuff: 6A > jump forward > jCx3 (falling) > 6A > sjCx3 > djCx1> jD DM: 1652 - HG: +15 It's an extremely bizarre combo but it does actually lead to better stuff than normal routes.
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