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Ctrlaltwtf

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Everything posted by Ctrlaltwtf

  1. His pressure during blocking honestly seems really bad to me. No overheads and you can't jump on blockstrings. He has some good uses for resets during actual hits though with j2C. You can actually combo j2C on 236A on a standing opponent, so delaying it gives you an instant overhead and a reset at the same time. Outside of actual hits though this character feels incredibly weak. Frame traps are cool and all but really not very good once people are used to them. I would gladly trade a bunch of mid frame traps for some actual mixup.
  2. My Veil-off wears off way before I can do the 2C>IW. I'm even doin the full activation. Is there something I'm missing here? Did you mean 22B? Cuz I get this on 22B DM: 5041 (no vorpal) 5467 (vorpal) Veil Off>22B>623C>jB>jC>j2C>2C>236A>236C>5A whiff>2C>6C>IW The best part is you can do 22B>Veil Off and still get it easily. You have to go as soon as possible though so no room for hit confirming (there really shouldn't be with a 5k combo though, honestly) New Corner Veil-Off Combo Route: DM: 4686 5B>2C>5CC>jB>jC>j2C>2C>236B>214B(full hold)>236C>Chain Shift>Veil Off>2C>IW Not only does this do a good chunk more but it's also super easy. They're so high in the air you no longer need to walk backwards to Veil-Off properly.
  3. Here's what I got that seems reliable: 5B - 4278 damage 5B>2C>5CC>j8.B>jC>j2C>2C>236A>236C>Chain Shift>(walk back) Veil Off>2C>IW Lots less damage, but super reliable 5C does 4208 5C>2C>5B>jB>jC>j2C>2C>236A>236C>Chain Shift>(walk back) Veil Off>2C>IW
  4. This does 3278. You must've had GRD vorpal on.
  5. More combo quirks: Nanase: On certain routes the j2C can actually whiff. Example is 5A>5B>2C>5C>jB>jC>j2C if you're not point blank at the start. She has quite a few problems with longer range confirms and jumping attacks. Thankfully this is usually remedied with a 5CC or a 5BB. They move you forward enough to compensate. Try doing a long range 5A confirm combo on Hyde then on Nanase and you'll really appreciate the difference. Eltnum: Combo enders just like to fail on her, including 236C and 214C. Even on C confirms sometimes. Make sure to really delay 623B so she's low enough for it to work.
  6. I know, that's why I posted it lol. I just found a slightly more optimal route though. Seems like 5CC is not preferable to jC So: 5B>2C>5C>jB>jC>j2C>2C>6C>236A>236B>623B>236C for 3336 Another random combo tip: You can jump backwards during lizard moves to give yourself a fake wall quicker (stretching the screen to fullscreen). Jumping forward, inversely, will mess up your combo enders because the Lizard won't reach a "wall" 236C never seems to work on A confirms, but 214C works great. 5A>5B>2C>5CC>jB>jC>j2C>2C>6C>236A>236B>623B>214C for 3137 Also you can do 5A>5C>2C>delay 5BB instead for 3161 but not sure how I feel about that for both blockstrings and the fact that 5B whiffs at long range on that route. All things considered I don't think 24 damage is worth the risk.
  7. 5CC > jB > jC drops on Linne. The jB>jC route does seem to have better proration at times. I think GRD vorpal through my numbers off in training and I got confused. Random combo tips: Whenever you do 236B>623B>ender make sure to give the 623B a bit of delay to ensure follow-ups work, including 236C In order for 236C to land it's last hit on a 5B confirm, you need to drop the jC and do it like this: 5B>2C>5CC>jB>delay j2C>2C>6C>236A>236B>623B>236C On 2B you have to give up 2C as well, which means vs Linne (and possibly others) you're required to use the jC>jB route. 2B>5CC>jC>jB>j2C>2C>6C>236A>236B>623B>236C If you're trying to do IW off of 236A on a launched opponent, make sure to delay both the 236A so they fall, and the IW so they fall backwards a bit so they don't fall backward out of it's active box. This seems to be an especially difficult thing with Linne (she's just problematic with everything, basically) Has anyone found an optimal combo route for IW? I know 236C is way more economical but sometimes damage is all that matters. Of course there's also Veil Off combos which I haven't experiment with much yet.
  8. I have a 3-man room going.
  9. Yeah 41236D is universal and called Infinite Worth.
  10. Here is a new combo route I made using some findings in this thread. Currently most optimal thing I've got. Corner: 5A>5C>2C>delay 5BB>jC>jB>j2C>2C>236A>236B>delay 623B>214B (hold) DM: 2678 The cool thing is, at max range the 5B can whiff but the 5BB will still connect.
  11. Seems to be some combo instability on Linne. Namely 236B after a 2C. Good to know: Chaos' Infinite Worth is basically Hazama's Mizuchi; it autotargets the floor where the opponent is. So it's a great anti-zoner tool for neutral. I have no idea if it has invuln or anything like that, but it's pretty fast regardless. You can easily end a match by landing a 236A at fullscreen then comboing into it as well. It can work on 6C too if you manage to snag someone with that during neutral. Important: Make sure to hold the A button during certain combos to ensure the lizard continues to walk toward the opponent. This means he'll be in range when you need him. He walks -really- slowly so it's important. Combos: This has melty-style normals so you can freely gatling between any of em so long as you haven't used them before. Make sure to use your heaviest hits whenever you can. Good example is on his air loop. I see jB>jC>j2C>2C but you can do jC>jB>j2C>2C in this game and it's more optimal.
  12. I'll have to remember that. Seems like a good option.
  13. Damn, oh well. I figured it was too much to hope for. Still, instant j2C is not bad. I haven't really figured out how to get the Dummy to block shit properly yet so I can actually tell. Has anyone figured out 22B and why it's not always consistent? It feels like sometimes the attack comes out far too late for oki. It's worth noting that 66C causes some kind of weird soft knockdown. Not sure if we can abuse this for crossup gimmicks or if it's techable or anything. I've never seen another move like it. My experience has been that Chaos simply doesn't win opening gambits. Best to just focus on backing off and getting spaced properly. I'm pretty sure Grim Reaper is very - on block.
  14. A Canceling Whenever you land a lizard hit, you are allowed to gatling into any normal or jump cancel so long as you haven't used that option in the combo yet. This is essential for combos but also really useful to act as a way to reset Chaos quickly to neutral instead of being stuck in recovery. When you land a hit such as 236A, quickly push 5A or 2A depending on which one you haven't used yet. This can be used for surprised overheads or tick throws.
  15. The most glaring flaw I'm finding is the lack of an anti-air. No DP is sad but makes sense. But you're seriously weak against people just jumping in all day. Lizard moves can be used to AA but generally have to be used as prediction rather than reaction. Good spacing and setting up walls of AA with the lizard seem essential to keeping your opponent out. The only normals you have that truly hit upward are 5BB and 5CC. Which, for AA purposes, are a complete joke. If you have time to input it though, your dashing B is the same as 5BB and can sometimes work. This is the best BnBs I've got so far, and it's a great basis for his combo theory if you want to start experimenting: Keep Lizard Close to Chaos 5A>5B>5C>236A>j2C>jC>5B>5C>2C>236B>623B>214B (oki. hold fully) Move Lizard Close to Enemy 5A>5B>5C>236A>j2C>jC>5B>5C>2C>236B (and hold) Close range oki ... > 2C > 22B > B+C
  16. I have a 3-man lobby up right now.
  17. I am, but not for long. Been playing for a while.
  18. In this situation, he landed AC with his back in the corner. This means he can go straight to 6C. So if he comboed another 6C, it would have SMP and drop the combo. What's nice about 2D though is that it will apply more magnetism. That factor alone makes it a tool worth considering. The damage isn't so suboptimal to outweigh that benefit in some situations. The thing is, jD+5D will also give you a ton of magnetism so it doesn't matter much. For instance if Tiku had wanted damage he could've done this: 5C>6A>2C>AC>6C>ASledge>5C>6B>jC>jD>sjC>jB>jC>GP for 5272 Trying to use 2D in this combo causes GP to whiff which screws the whole deal. If your facing the corner though, you should use other routes for both BSledge oki or just damage. Here's the BSledge oki route for facing corner: DM: 4532 5C>6A>2C>ASledge>5C>6B>j2C>5B>jC>jD>6C>5D>BSledge This is what it would look like with 2D DM: 4372 5C>6A>2C>ASledge>5C>2D>5C>6B>jC>jD>6C>5D>BSledge
  19. I am in Arcade Lobby
  20. This is what Tiku does best. The safe jBs in neutral and the 5As. Tager 5A will beat Gustaff, and a lot of Azrael's other options, it's fast enough that it's unlikely you'll get caught by his 5C as well. So long as you approach with some Barrier first it's basically impossible to intercept you out of safejump jB. It has amazing hitbox and active frames as well which can actually hit Azrael behind you sometimes if he tries to go behind you with a dash. Tiku usually gets a bit more hardread-y when he wants that last hit, and it costs him a bit in this match. He does get a backdash with 2D but that's an insanely risky option in this MU. Azrael sucks at midrange. He may have some long pokes but he doesn't usually get crap on them if he isn't close enough for a 3C or weakpoint confirm. Keep him spaced. Don't give him easy access to his close-range normals if you don't have to. You definitely have the mid-to-long range advantage in this MU especially if you get magnetism. Look at 28:45; he lands a blocked 5D and a blocked Spark Bolt, then backs up. He doesn't walk forward. This is simple yet super important and will help you be a good Tager and a good fighter in general. Because he increased the gap, Azrael had to use some kind of risky movement option in desperation. In this case it was a forward dash that ate Sledge. Again, look at 30:18. Super important here. He's got Azrael in the corner but watch how he plays. He did eat a CH Gustaff unfortuantely, but if that Gustaff wasn't a CH Azrael wouldn't have gotten anything good. However once Azrael gets in Tiku has a much harder time a loses the round.
  21. 2D just isn't optimal though as far as I've found.
  22. Your summaries are both correct. Unfortunately you can't really without some stun proration first, but it doesn't matter because you can still just do 5A>recover>Standing 720 and it's still really fast and useful. You can ever buffer during 5A so long as you take care not to hit an up directional and jump on accident. The reason is because VTC has to be kara cancelled so fast you're literally required to purple throw in most circumstances if you go for the jumping setup. The exception is obviously when you've reduced the stun proration so much like in that vid.
  23. 5A > 8 > 360D (backwards > 360C You could always kara cancel Voltec into 720, but you weren't allowed to do it if you gatling into Voltec. This way I'm fake jump cancelling into Voltec so it doesn't count as a gatling, then immediately kara cancelling it.
  24. I went and threw him into a Buster but he just shrugged and laughed. Said something like "It isn't hurt. Because Tager is very weak haha"
  25. GGs TD, kijea, and several others. So hard to play the Litchi matchup online after grinding it patiently at EVO lol
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