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Kcin

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Everything posted by Kcin

  1. I did some testing so I tried holding A and 1 to see how long it took her to crouch and it took like 3ish+ frames for her to start crouching after the recovery. Its like being in a block stun state before truly being back to neutral, but since it IS neutral OD can still be activated. OD seems to be the only way out for any character period, othewise the next best bet is to eat the minimum damage or hope they input BHS too slow.
  2. In the Nu scenario she can run up and hit her with any low during the active parry for a free hit. The other ones are safe though
  3. To also follow up on that, I learned from stargazer about the route not working in mirrors(this also happens against carl as well). He told me about using 5B>5C j.c>etc. If you don't want/need to mirco dash just to get damage or corner carry as an alternative. I'm also not sure how common this is but the 2D(2)>2D(3) route on bullet seems seems to always send her forward cause of her hurtbox, and no matter how close I am i've never gotten the route to send her back over me.
  4. my biggest worry is the j.B untech time. If it's bad enough that we can no longer jc j.D, we could potentially be losing rejump combos and jc OD entirely, or making them even tighter to execute altogether. I think the note on CT hit might be on raw hit. The current stun is so long you can taunt > OD > 2D/3C etc..., run them from midscreen to a corner/jump over them and run them back, pick them up and still red beat a solid 4k combo and can end with a 5D for oki still. (orb oki wouldn't be safe if you push the damage though). As for 6B, I pretty much share Gazer's thoughts. I hope it's not being changed for the reason he stated, and I hope that this change can benefit us somehow. Personally, I'd wish they buff the parry to be full invul once it's activated until you return to neutral, and make space counter safe on block. I think it's stupid that when it's activated by, let's say a projectile, or anything detached, I can still be hit low and will be CH'ed while I'm stuck in the parry animation, getting no payoff or safety for my risk. Then from the moment we start the counter we've lost the little upper and mid invul we had. If the smack doesn't connect, I'm now open to being mashed, or punished for successfully anticipating my opponents' attack. Maybe I'm asking too much with that, but I'd feel more inclined to utilize it if I'm risking giving my opponent a free CH if I mis-time to move.
  5. GGs to everyone in the pjs stream sat morning 430am-10am. Hondo_Ayano ran the room almost 2 straight hours, and it was an eye opening moment for just how good I'll really need to get if I ever want to bring my Makoto or Kagura to a real tournament scene. if anyone's up for some matches, I'll be on for a couple hours before going to sleep.
  6. I'm at work currently until roughly 9am in 3 1/2 hours if there is anyone willing to play when i get home. i'm wanting to fight very strong players in offense because i feel i get opened up when i'm being overly respectful and can't trust myself to properly get into a counter-offensive approach. I'd also be up for recording or streaming and mic chatting as well to get live criticism on my playstyle for makoto, plus tips on making my kagura stronger from people who play them extensively as well. Random info: wired online conn in ohio, and pad player Edit: i'll probably be arriving home close to 10 so i may not be on till 10:30 or so
  7. It CAN be air barrier blocked if they're cocky enough to just do it outright. If you're like me and horde your burst for OD clutch combacks, doing OD 5D should hit as an FC that you can convert to a full combo without the need to RC, giving you a comeback 6k+ with 100 meter and enough OD time.
  8. Here's some of the combos I had came up with that day. I only focused on recording shooting star combos because it's the most plausible one I'd see anyone landing in a match I also throw a few OD combos rather than showing the break shot, lightning arrow combos, or variations excluding lander. http://youtu.be/scbZxqoHvJU
  9. So over the weekend i was playing around with combos off FC shooting star, break shot, and lighting arrow. Well my goal was mostly just seeing if there is ANY way landing blow can have an application in combos and found lv can link off FCs if used reasonably early in the combo, and that you are able to link 5A, B, or C(somtimes needing a micro dash), and keep the combo going. I started feeling as if i found a use for the move and tried alternate routes subbing the 2 hits with other attacks then finishing out identical to the lander version. About a day later after dwelling on this i realized there really wasn't a true reward for this as i noticed my other routes delivered all the same results as far as placement and such, and the only thing about the lander route seemed yo be able around 200 more damage overall. I'll upload video of the combos and such but i'm wondering what opinions of this are in general.
  10. Hello everyone, this my first post on DL but I've lurked around since around CSE wanting to know what changes happened to her after CS2. Reading the threads here have helped improve my play style and mindset when struggling on matchups and getting damage when I need it. I want to thanks you guys for that. Well as far as Mu and Plat I can only get the last hit of PF to miss if I hit the 6C at a far range away. Anytime I 5D with enough time to get close enough to just PF, it means I have enough time to 6C them that close as well. Lately in my matches I find myself only using 5D > 66 > 6C > PF as a finisher if I'm carrying them to the corner and I can kill them with it, or during certain CT combos and A confirms into kills. In the corner I tend to autopilot off B corner confirms with 2/5B > 5C> 6C > 214A~C > 236D > 6A > 2D > 2C > 214A~A 6A, j.B > j.D > 5D > 66 > 6C > PF and that does about 4.7k. I tend get OD happy so with 100 meter I'll usually opt to after 2D > OD(< 80%) > DP > BBS > 5D > 214A~D(66 > 6C for jin/valk) > PF for 6.2k. If I'm going for CT replace 214A~A > 6A with CT > 2B > 5C, that puts me around 5.1k. Most situations is 3 of the 4 (5D, j.D, 2D, 236D) on bad starts into PF, all 4 on good starts, and 2D/5D > 2C > CT > PF when I don't have combo / have the meter to burn
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