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zaeris

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Everything posted by zaeris

  1. @Arik with testing and etcetera the xx>xx>22d>6c>ct>5c>2cc>236c>5c>2c>236b>214B>22b charged is universal, I did remember kiba posting a while back but going for 5c 2c pick up is quite easy if its just 4 hits after 22d, since you just hit 5c immediately after 236c hits, the keys are> 5c>2cc>236c> the 236c here needs to be done immediately after 2cc, key one. key two, after 236c hit 5c immediately, and the rest is easy. why it might fail: adding 5a/2a then 5c>2c may cause 236b to drop because you add more time to the combo which is near max, you can use 236a to connect earlier or hit 236b>x immediately after 2c. otherwise, just skip the 2a or 5a part since its not really needed and 5c pick up is quite easy if you have enough time proration. On azarel, the combo works fine both with 5a/2a and without, standard combo, also 5a/2a required timing is almost at the last frame few frames before tech-able so at the lowest air point as possible. probably due to 5a>5c>2c lifting your opponent higher together and 236b early active frame will miss. when you need to use 5a/2a pick up in my opinion is when 2cc doesn't give you the correct height probably due to using 2b>2cc instead of 5c>2cc, because 5c>2cc on grounded opponent gives you the correct height for 236c to hit on the few last active frames giving you the correct recovery time to just land 5c immediately.
  2. its just like every other set up or tricks you may have keep them as a rarity so the mix up becomes more powerful lol, anyway I don't know how naked j236a help vs hazama it feels like you're asking to be punish. Against ragna it kinda works to stop Air dash although I feel he is quite fast and most of the time you be in a melee range neutral against ragna, is there a reason to even charge in neutral vs him.
  3. Well in general for dp you kinda need to piano the a and d since the window to cancel is small considering your trying 2 option. Although it's not too difficult and there is quite a lax timing. Probably similar to 6c Kara throw timing. You can always rc on confirm since people are likely to mash when you land very few people like to hit on aerial since you could always follow up with j214d
  4. It's always great to add OS to all your 236x/623x example although I feel like playing on pad discourage me from pressing certain combination.
  5. That's cool, looking forward to reading it.
  6. I'm just wondering if there a place I can go to read about mix up option or KD/set up. I'm trying to go back to my old roots but things have change a lot for lamba who is now nu
  7. well i wouldnt know what others are thinking but to me hitting with j214a at different hieght gives you different advantages, like say if their's hit box is higher than yours when j214 connects you will land first giving you more time. using j236 does lift you higher and leaves you with lesser untech time to follow up, however there is a great deal of untech time after 623c even if you have max proration. Anyway I can only see it being a proration thing or gaining more positive on kd besides that I dont see why you wouldnt use j236a for more damage beside the reason listed above. Edit trying to make it readable lol
  8. Even though you say you're losing damage but the mid screen combo are meh in terms of damage and it only serves as a corner carry combo so using 5a for consistency is not that bad. Of course it's dandy if you feel 5c is more comfortable. Anyway if you're playing around with it you can try 623c j214a whiff 5b 2c
  9. Just wondering if you've look at the 3cc rc 6c 22b max charge or 3cc rc 6a path
  10. Well no in general lol maybe if it kill or so. Otherwise I would let just let 3cc finish and just ready for mix up. I rather use rc for mix up but that's just my opinion
  11. I don't know if I could justify using rc for 3.3 k damage, I mean 3cc isn't the greatest move or option we have.
  12. I but would doing 214d switch sides often is what I'm wondering
  13. Well I did change the ender to 3cc or it could be 236c 224b 22b non charge, it is similar to the corner throw combo with 2 charges, 6cc tkj236dj214d Lol I've seem to write some notation funny awell.
  14. Or maybe we should fear a new ggxrd reload coming out soon with new characters lol, it always felt like that when gg gets release on console the next version is already coming out.
  15. Seems like you've just discovered how terrible tsubaki is that's her approach is terrible because she simpler loses to other charcter with a rush down type but with just better normals. Anyway my advised is closely look at her galting( revolver action) rotation possibility and you can see she does have lots of option where 6a can come after 5a, 5b, 5bb, 2b and 2a 6a and 6b have similar animation or so a friends say although from my perspective it's quite easy to distinguish.
  16. From testing just a few minutes ago you can 3c fch into 5a 2c which can be slightly hard but why bother when 3cc does a great job.
  17. Already in OD which will make you invul during the dp active frame is what I was getting at if it's theoretically possible or not to react to a wake up dp from safe jump into a land OD. Places where you can charge cancel is 5c after 3cc fch as shown in kiba OD tutorial. Although my combo was for overdrive activation invul for punishes. sorry I meant 3cc meaning both first and second part of 3cc, if its just second part of 3cc then you can just go straight into 421 d 236 d ct 6cc iAd jcc land 5c 2c into bbb. About your end part with 3c vs well cbb since it is at the end of combo the charge 22b is techable before you can land it and non charge 22b doesn't provide a good ender so I thought 3c into 3cc ender is more manageable since you would have charges from overdrive and a safe jump is better if you already have 3 charges left. Well i find 3c ender from j236d j214d to be quite easy, you do have more frames compare to 6c and 3c does have a good hit box. Edit against Jin 2d you can punish but it won't be fc kinda sad, same with 6d From owner post 5c 6c is the recommended punish if you have 50% bar already and even without 50% 5c6c starter can deal a lot of damage around 4k non super. Sometimes I find it hard to say why use 3c punish instead of a 5c, since the damage can be quite identical. Atm I'm just playing with the holes in peoples string using OD since by making them whiff they can not roman and be safe. Things that people can try Jin 6b 6d can be OD during gaps and punish with 5c and 22d for Jin 6d, wondering if you can react to Jin 2d with OD on wake up assuming it's not meaty and punish with 3c. And sometimes people do getto things like super and rc lol instead just OD during their start up which should make them whiff and free punish instead. Well if you block they will just rc and continue.
  18. I seem to have trouble with the above combo. first 5c 2c ct does that work? IAD jcc land 5c (tight) 2c > (BBB stuff here kinda doesnt combo for me) OD 3c (fc) 5c 2c 214d delay 236d ct 6cc 623c delay j236d j214d 3c ender does around 5.5k, anyways seems to be alot of resources but since its overdrive can be quite free. otherwise I would say going 5c 6c corner is better
  19. My theory is that you could react to a whiff jc because it's meaty if they don't tech jc will hit so they can't rely tch or recognized a dp motion and press overdrive as you hold back, Anyway in corner we already have simpler combo that would achieve the 5k. Still I reckon it can go higher since 5cc 2d already achieve that much.
  20. There a few variation depending on charges you have at start but it's quite flexible Have 1 charge ra start OD 3c (fc) 5c 2c 214d delay 236d ct 6cc 236c 214b 22b/d OD 3c (fc) 5c 2c 214d delay 236d ct 6cc 623c delay j236d j214d 236c 214b 22b (non charge lol) Can start wih zero charge OD 3c fc 5c 2cc ct 6c 214d236d iAd jcc land 5c 2c 236b 214b 22b/d I don't even know if it's optimal but you can get 5.2k around or 4.9k then of course you can add super to deal more but I think mugen would had been better if your going to add super. Super extension 22d fully charge , charge dash 6c 236236d EDIT: lol have no idea how to maximise 3c FC EDIT 2: meant 3cc
  21. well my idea of a punish is using 3c fatal counter instead of the 5c 6c route, because it doesnt require mugen and it can deal a sizable 5k damage costing 25 heat (ct) and 2 charges, maybe someone can figure out a decent 3c (FCH) OD combo
  22. Since we are on OD bait burst ect... I'm thinking it might be possible to OD during a safe jump if you confirm it's a dp, so safe jump will whiff when a dp is activated just wondering if there is enough time to use OD when you land from a safe jump against a dp and punish accordingly although if you block it's already a punish but an OD punish could maybe work as well
  23. Well I don't know if yrc will help dizzy, she kinda needs frc more, she already has a great okizeme game i don't think yrc will add more.
  24. In a few matches I have gotten a punish into 5c 6c 214214d and if they do burst you can just block it during mugen lol. Otherwise you also jump cancel the 6c or rc somewhere to bait burst. anyway I think OD is only usually good if you're low on Health or a full OD activation. Is 5c OD cancel worth it? I can see it kinda working but at the same time you rather just let them burst because the next chance of doing an OD combo it would likely kill
  25. Just like all dp you need to use it once per game to show your opponent you can and will use do then the mind games starts, of course you need to be good at baiting other peoples dp as well lol
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