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Colpevole

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Everything posted by Colpevole

  1. nah, you don't sound like a noob at all, especially not if you're trying to do the real confirms and combos only 2 weeks in. Also, someone with the power to do so needs to update the original posts with all the new confirms and stuff, some of those combos there are old and outdated by better things.
  2. oh man, it's DC... I heard you were switching from the best character in the game to not the best character in the game (aka: from Mitsuru to Chie)... not sure if I agree with that but w/e. Anyway, on topic I'll probably just do both at this point, I don't see why not.
  3. hmm, why 5A > 2A instead of 5AA after the j.BB? I feel like 5AA would push further and end up doing more damage.
  4. Alright guys, I'm thinking of making a big matchup guide (strats, what to look out for, etc) for Chie in the next few days, but I want an opinion. Since I'm not 100% on every matchup yet, I'll probably periodically update this, but I want to know, would you guys rather I post it in a document like pastebin or whatever it is, or post them individually in the matchup threads? I know the matchup threads haven't been updated in a while, so I'm leaning on separating them and putting them there, but I'm not sure if people even pay attention to those threads anymore. Thoughts?
  5. odd delays in the timing of j.B... is it in that combo vid? I think I did it on the winterbrawl stream in casuals, I could look for that clip if you need it
  6. The combo is (starter can be 2A, 5A, 5B or even CH 5C dash 5A): starter, 2B, j.BB, j.A, j.C, 5B, 2B, 2AB. Timing is odd, but if you start with 5B, you can actually do two reps before going into sweep.
  7. when I said etc, I meant the full fatal combo so: 214C (FC) > 5B > 5C > 2D > 5C > backdash 5C > backdash 5C > backdash 5C > dash 5B > 5C > 236B > 236B > 5C > 5AB for 5k and about 45 meter gain, or if you do 214C (FC) > ... > 236B > 236B > 5C > dash 5B > 5C > 214C > 236236D for 6.7k.
  8. So guys, real quick, Chie can get a lot more damage + corner carry + still get oki off her AA 2B if it's counter hit. Pretty sure this hasn't been posted yet since I didn't see it in the few recent pages I checked (don't feel like going through all 16 pages of the thread) and it's not on the front page. Anyway, for the combos, the first one is: AA 2B (CH) > 5C > 236B > 5B > 5C > j.BB > j.8D > AOA > Oki setup 2nd one: AA 2B (CH) > 5C > 236B > 5B > 5C > j.BB > j.8D > 236B > 236A > 236236C and finally, the one I saw Kirisame do in some video (more corner carry than the first one, but weaker oki, aka no "PROTECT ME TOMOE!"): AA 2B (CH) > 5C > 236B > 236B > 66 5C > 66 > 5A > 5C > j.8D > j.B I'm too lazy right now to go test the damage on them, so I'll probably update that tomorrow or something with actual damage values.
  9. Alright, I'll throw some 214C FC knowledge your way Chie players! Well, first off, the Narukami thing I was talking about is just that: punish Narukami DP in the corner at the peak of his DP with 214C, it'll fatal and since he's so high up you'll have enough time to just dash up off the fatal and do the 5B > 5C > 2D etc etc normal 214C fatal combo meterless. You can select to end with 5A+B instead of the super ender if you want, since the combo itself builds about 45% and this will give you great oki since normally this will mean the next hit will kill due to comboing into God's Hand. Technically, you can hit Aigis's DP with this too, but this is rather hard and unlike Narukami's it doesn't ensure you'll be super cancel safe. You can also SMP with this, and it can do a ton of damage if you're already sitting on about 30% meter and a burst. 214C against Narukami/Aigis DP (or jump back buttons, since people love doing this vs Chie too), dash 5B > 5C > 2D > j.BB > dj.C > OMB > (slight delay) 236236D > 2A > [5C > 236B > 236B] x3 > 5C > 236B > 236A > 214C (You can omit the 214C and just go into another God's Hand if you have it). You can do AOA after the second Rampage Skull Cracker too if you want tons of damage AND knockdown, although this will probably put them into awakening and I don't see much of a use for this over just going for damage because of that considering the resources you've already put into that combo anyway. First time really posting combos and stuff, so I hope this is all somewhat clear. Edit: I forgot something, oops. The anti-Narukami DP punish timing changes a bit on instant block, you have to walk back a small tick in order to get it, or he'll cross you up, land and probably punish you. Just something to be aware of.
  10. I'm guessing something different since I've been working on the same stuff myself (for example you can punish Narukami's DP in the corner with 214C fatal combo meterless. It builds about 45% meter and does 5k + oki setup, and is 100% Ziodyne safe) which I was going to post after Winter Brawl, but I saw Mo the Hawk was working on a video for that stuff already so I held off. If it's alright with him, I can post some of the stuff I've found here.
  11. Glad to see some new people, sad I couldn't come but it looks like it's entirely possible to work this tourney back to a solid 15+ people showing up each time! Good job everyone!
  12. Next semester Rutgers will help you revive GG in NJ, don't worry Roku!
  13. I MIGHT have to skip this one actually
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