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Ctrlaltwtf

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  1. I'd assume "distant corner" jabaki optimal would be: DM: 3770 (easy) 5B>5C>3C>Jabaki> jb j6D~D > 66.6A > 66.5C > 66.6C > 66.5C > 2C > 4D~A > 66.2D~D > jB > jCx2 > jCx5 > j214B DM: 3943 (harder) 5B>5C>3C>Jabaki> jb j6D~D > 66.6A > 66.5C > 66.6C > 66.5C > 2C > sjCx5 > 66.5C > 2C > 2D~delay~D > jCx1* > sjCx5 > j214B *2 hits may be possible with godly fast comboing. Basically identical to my houtenjin route with a few corner-specific alternations to chains. It's actually better than up close cuz of 6A Working on the cross-under version at point blank range now. Got this with Houtenjin, strong feeling it can be better. DM: 5806 (super easy confirm) At this point the combo is actually suboptimal so why do this to your combos, get better at confirming! 5B>5C>3C>Houtenjin>J.Zaneiga>crossunder 5C>6C>66.5C>2C>Jakou>5C>2C>tk j214B> DM: 6168 (easy confirm) 5B>3C>Houtenjin>J.Zaneiga>crossunder 5C>6C>66.5C>2C>Jakou>5C>2C>jCx2>jCx5>j214B DM: 6340 5B>Houtenjin>J.Zaneiga>crossunder 5C>6C>66.5C>2C>Jakou>5C>2C>sjCx5>j214B DM: 6695 5C>Houtenjin>J.Zaneiga>crossunder 5C>6C>66.5C>2C>Jakou>5C>2C>jCx2>jCx5>j214B DM: 3939 Gasaishou>5C>Houtenjin>J.Zaneiga>crossunder 5C>6C>66.5C>2C>Jakou>5C>2C>jCx2>jCx5>j214B Unfortunately, crossunder 6C doesn't seem possible anymore. You have to use 5C. Hazama just doesn't want to turn around for me. The combo starts getting pretty hella stun prorated towards the end. Jakou seems to have really bad stun proration. Regardless, it's still optimal over the non-Jakou version. Important: Due to the new "Starter" system in BBCP, Gasaishou no longer really counts as a combo starter by itself. Therefore, 5C is optimal after it before Houtenjin. The next hit after Gasaishou seems to be what applies the "Starter" rating. If you try to do combos with just Houtenjin afterwards, they will have terrible proration compared to using a 5C first.
  2. After an air hit FC j2C you are able to go straight into CT I believe. FC also allows 6a>6b. I'm not home right now so I can't test anything but if you watch that vid you'll see a bunch of FC j2C routes that you can probably adapt somehow.
  3. Short answer: no. Long answer: Hell no.
  4. Finding some seriously nice cross-up gimmicks due to jC's new untech times. Just looking for good combos to lead into them and I might make a vid for them. basically it's just: .. > into jC loops > jC x4 > 5C > jCx4 > 5C > low-to-the-ground jCx5 > j4D.C (misses) > meaty crossup on enemy They can't air tech this. ----- Also, new combo routes (posted them in the combo thread too) DM: 5814 5B>3C>Houtenjin (heavily delayed)>J.Zaneiga>6A>66.5C>6C>66.5C>2C>4D.A>tk j7D.D>jCx5>j214B DM: 6151 5C>3C>Houtenjin (heavily delayed)>J.Zaneiga>6A>66.5C>6C>66.5C>2C>4D.A>tk j7D.D>jCx5>j214B Welcome to Big Boy Damage 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.
  5. For the most reliable combos you pretty much always go straight to 3C ASAP. Even 6A can fuck up your spacing at times. That's why I put some "easy" versions of combos in that vid that are more reliable.
  6. From the combosmithing I've done 6A actually feels like the optimal follow up. It has reverse proration. But I haven't had time to seriously grind the crap out of Haza combos yet. I suspect the ultra optimal route may be Zaneiga>6A
  7. Uploading a basic combo video primer now that incorporates your FC stuff (albeit optimized, FC j2C in the corner goes all the way to 5.8k! ) I forgot to put in the air hit version though, but wasn't too concerned. People can figure that out based on the other one's lol When it's done uploading it'll be here http://www.youtube.com/watch?v=4q8Ox3O6IpM&feature=youtu.be (it was no where near done when I posted this link, but I gotta go to bed now so figured I'd post it while it uploads) Sledge is fucking amazing for combos now.
  8. Charged CTs deal more damage to the Barrier gauge when blocked.
  9. Sadface. Just let us know when you get a Wednesday lol. I'm only available on Tues/Wed for the rest of the year pretty much and probably for a bit in 2014.
  10. 5A>3C>Alsedge>5A>jA>jB>delay>jC>sjA>jC>jD>Gurren Punish You have to be relatively close when you confirm it, but that's pretty normal for Tager's combos. If you apply any other hits after the 5A confirm, it won't work. Easier to confirm, but significantly less damage combo is 5A>5B>5C>6A>3C>Gadget Finger
  11. Just found this: 5C Houtenjin 66 6A 5C 6C 5C 2C jCx5 5C 2C 4D.D jCx5 j214B [DM: 5996] HG +29 Net -21 Which led to this naturally: 5B 3C Houtenjin 66 6A 5C 6C 5C 2C jCx5 5C 2C sjCx5 j214B [DM: 5599] HG +27 Net -23 Seems silly to spam jC loops instead of this. -- 5B In the Corner 5B 3C Jabaki 66.5C 6C 66.5C 2C sjCx5 5C 2C 4D.A 66.2D.D jB jCx2 djCx5 j214B [DM: 3621] HG+26 In all these combos, the sjCx5 in the middle of them has to come really late. I don't mean just the delay in the jCx5 I mean the very first hit comes out about 1/3 into the super jump, not right away.
  12. I would like to also point out that there is an "Auto-Match" feature in the Arcade Lobby menu that is completely impartial and indifferent to your feelings. This can cause a lot of the stuff you are all saying. If you want a regulated loser-out lobby or private sets thankfully we still have Player Matches for that (and they're way better than ever before!). Admittedly at this stage in Netplay it's a bit weird trying to find a NA Player Match Lobby due to the fact that nearly all of them are JP and the NA ones aren't always noticeable.
  13. GGs Takanub, other people in the Arcade Lobby. Gonna take a break from CP for the rest of the night I think. Been playing the game nearly nonstop since release.
  14. You can't have everything in life
  15. Lol at first I thought it was land 10 ouroboros hits. This'll make the challenge more fun actually knowing what it is now.
  16. I didn't mean regularly on a weekly sense lol. I meant regularly as in "when we do casuals, they're on wednesdays"
  17. Well let's hope they keep giving you Wednesdays.
  18. Salty bets for junk food. You want the delicious zingers you must earn them. The 20th would be great for me. If we could do these regularly on Wednesdays I could attend them all the time. Not sure how convenient that is for Shar/Nemesis though.
  19. I was SO mad lol. I should upload the replay.
  20. He already dodged me the moment I got home and returned his request for a match. It truly has begun.
  21. His 5B and lots of his other normals are really good at snagging your backdash. Don't rely on it too much to get you out of trouble. Due to his link-based nature he really doesn't care too much if he whiffs; he'll just keep comboing/pressuring as if it never happened.
  22. You build Heat smacking Nirvana with D moves just fine. Never miss a chance to 5D/jD her when Carl uses her too much in neutral.
  23. Haku-men's "Gurren" is translated as "Crimson" too lol. Crimson Meteor makes perfect sense to me, especially when you see Tager land it at the top of the screen.
  24. 1. Finishing them off after a Houtenjin with an unburstable follow-up. This is especially effective for Hazama because he gets to use OD in neutral, which gives more time than OD canceling into it. 1. Doing combos after 3C 1. Setting up Orochi (it benefits massively from it) 1. Use point blank chain stuns to set up CT and Jakatsu Gashou 1. If you're in neutral, your chains will have huge blockstun. I think it may even be possible to perpetually lock someone in blockstun doing this. 2. 5B 5C 5D (point blank, not in OD) > Instant Orochi 3. The AI has always been better at trolling than anyone. ---- With regards to OD Orochi. I tested it and it's "actual" damage is about 4050 (instant) 4.7k (S) when in OD. Ow. This is because they're constantly being drained by the OD ring. Also, it IS possible to pink throw Orochi and it's very possible they won't be expecting the chance to throw break and be preoccupied inputting jump/DP etc. People are somewhat used to the fact that they're fucked after the animation starts. i.e 5B > 63214(D)6D for instant orochi
  25. Turn this: 6B (FC) OD 623B 5B 5C 3C [5D 236D | 4.6K and 40 heat] –or- [22(CxN) | 4.9K and 14 heat] Requires 50 heat. Into this 6B (FC) OD 623B 5B 5C 2C 6D 236D | 5043 Damage and 49 Heat | Requires 50 Heat (Net Heat: -1) Evidently 2C > 6D is possible on FCs. Alternate ender: ...6D > 66 6C more damage, significantly less Heat. Only use it when you're already maxed or if you're desperate for damage. DM: 5162 HG+32 (-50) Note: I tested these with the Dummy having 0 Heat at the start and 100 Heat. OD Fuuenjin does even more damage the more Heat the enemy has. 100 Heat 100% HP OD Fuuenjins 5B > OD > 5B > Fuuenjin [DM: 5909-6490 & Meter drained] Enemy meter drained ~53 or =12 whichever is higher 6C (FC) > OD > Fuuenjin [DM: 6562-7240 & Meter drained] Enemy meter drained ~53 or =12 whichever is higher Basically you want to use Fuuenjin as soon as possible on whatever confirm you get. Scary easy 100 heat damage.
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