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chzchan

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Everything posted by chzchan

  1. After a 2B cross under on the opponent's neutral wakeup. Delayed after 5BB if the opponent doesn't barrier. My absolute favorite is after a 2D charge cancel of 5C because it just works and I don't know why. In general, using 2D instead of 5D as a charge cancel just makes command grabbing work more often for me.
  2. All of her normals that aren't 5A/2A. Also the 214X series happens to be air unblockable. I used to use a gimmick with 6C before that took huge advantage of people not using barrier in the air but it no longer works. Also 6C rips and tears through barrier. Sucks that it is no longer jump cancellable on block. One of the best places to set up a CT reset during a combo is after 6B during a combo out of 6A because 6B moves you forward and has 19+2 frames of hitstun which means the opponent will have 9 frames to react to the 30 frame startup crush trigger when they come out of the 21 frames of crouching hitstun they'll be in while you cancel into CT.
  3. I started in CSE and at that time I didn't even know about DP whiff routes because it was my first time playing fighting games. I guess I've just been unlucky lately. Ah well. Oh another thing I have been noticing is that more often than not when I do the 2BB cross under, the followup hit will not autocorrect and you will do it in the direction you were facing before crossing under even though the opponent is behind you. I don't know what is causing this because I could mash on 2BB as much as I wanted back in 1.1 and it would autocorrect 100% of the time. It doesn't really matter too much since I usually just do 2B > Command Grab because of the perfect spacing, but it was just something that has been bothering me along with the burst punishing shenanigans.
  4. I'm urging my Hakumen buddy to practice doing just that (along with conventional Hakumen). You know, super scary Mugen pressure and whatnot, then having the skill to do as many specials as possible and still input 632146C at the end.
  5. The only real strategy you should be learning is how to survive a round in bad matchups long enough to get 8 stars so you can go Mugen, blow an overdrive, and take the risk to close distance and go crazy for a short burst of time. Hopefully you'll be able to open the opponent up with enough time before Mugen ends to get in enough specials even after a so-so confirm to drop 3.5k on top of any amount of damage you were able to do. Probably ridiculously inefficient, but hype as hell and I'd imagine it would instill fear into your opponent no matter who they are.
  6. Starting to get angry that people bursting right during the 623C > j.236A(dw) part of the combo doesn't send Tsubaki flying back because of 623C's invuln and instead sits me right behind the opponent that will recover before I will. It has started happening fairly often now since the DP whiff route is just core to combos now.
  7. I haven't been feeling that concerning buffering inputs. I have been feeling it when I do a combo slightly slower since it makes the 2CC > sj.C drop sometimes. I do my IADs the cheating way, so I definitely know that the buffering doesn't do anything. I do 4123696 to do an IAD which makes me super jump as well instead of doing a real IAD with 96.
  8. 214D > jcc22[D] Happened to spot Kinpika and Pikuri talking about going from 214D into a non-followup version of 22[D] midscreen by jump cancel canceling just like what is done with the 214D > CT stuff. Tried it out.
  9. Alright. I just accidentally CT'd after an air throw into 3.8k midscreen and it was really surprising.
  10. Has it always been possible to do Air Grab into Crush Trigger?
  11. Okay thanks for clearing that up. I guess it was all in my head. Better spread the word.
  12. You win this by blocking and punishing her fast overhead during her pressure and using moves that get favorable trades on her because of her actually awful hitbox structure. She can hit from a farther range away than Ragna and she does a ton of damage, but it is hard for her to stay on you midscreen and her mixup isn't that great. Her amazing backdash and ridiculously safe reversal super make it actually hard to stay on her, especially midscreen. One of my buddies picked her up, but I feel like I need to fight her a bit more before going into any depth.
  13. One of my friends has trouble doing 236236 the way he used to as well, but then other people I have talked to say they haven't had to adjust to anything. This is probably because they have been doing perfectly clean inputs already.
  14. I'm still pretty curious about if input buffer or input shortcuts have been messed with at all. I thought earlier that the input buffer has been reduced and though I still have some trouble doing the 632146, I have been getting mixed personal feedback on it from a lot of people. Is there a way to test this?
  15. 1.25 Charge Corner Oki Well, here it is. I hope that this helps out in some way because it has been working wonders for me. Still basic, but I am going places with the concept, especially since adding charges to Tsubaki's combos does not dramatically increase damage, so I feel more flexible with how I spend them. Non-followup 22 is just an amazing way to end a combo in the corner.
  16. The reason that 5A2C is no longer a thing is because there was a global reduction on air untech time for nearly every characters' normals. I too have trouble online because of these new combos, but I am adjusting accordingly and coming up with new dirty dirty tricks.
  17. 236C IAD Fake Crossup Gimmick Oki Test Trying some more things out with 236C. This trick is heavily dependent on character height and actually doesn't work against Tsubaki. This is just a test for now, but damn gimmicks are fun this version. Still need to mess around with it on other characters, but it hella works against Ragna. I think it works midscreen as well, but is hard to time to get it to happen and may allow them to crouch under j.CC after they neutral tech. It's like I'm really playing Azrael. Oh whoops, I guess Ragna can use 2C or 2A spam to AA it. Welp, gimmicks are gimmicks. Probably should add that to the real video later on along with the fact that it does hit crouching if they just hold downback without hitting a button. Maybe put in a bit about the reverse knockback effect since it can happen on a regular hit as well and it puts the opponent at the perfect spacing to get command grabbed when you hit the ground. May as well move this here too. 236C Crossup Gimmick Oki Test Here's just a quick thing I was trying out. It is not complete as a trick yet, but it has potential since sj.C will hit crouching opponents. I plan on making a full video of it later along with the 1.25 charge ball corner oki I am currently working with. Passed it to Spinoza and he's going to try it out. It has huge flaws at the moment if you mistime it. Just like everything else, it only works on immediate neutral tech and loses to everything else. I think it catches forward rolls in blockstun but I'm not too sure yet. It can be easily AA'd, especially if the opponent has an AA that is a 2X input instead of 6X because of the crossup. It loses to the few DPs I have tested it on (Tsubaki's and Ragna's) but it actually makes Bullet's whiff since she doesn't move forward and it is slow. I should try it on Jin's and Mu's as well when I can. Best thing about it is that it beats out most immediate 5A mashing because of the spacing and movement of sj.C if you get 236C to hit the opponent at max height. It is beat out by delayed 5A on wakeup, but if they mash 5A immediately on wakeup, most 5As will whiff, even good AA 5As like Hakumen's. If you get the super jump correctly timed, it will beat a lot of stuff, but, again, I need to test it some more. Might try IAD j.B/C as well since the spacing looks nice and I think it may work better.
  18. Oh, well the delaying thing is all you, but the first time I tried looking into near-ground 2C to get 22 to get max knockdown was after I saw that Errol posted. Sorry about that. I'd say I guess it isn't unstable anymore since you just need to delay the 2C correctly in order to get it to work. It is a great way to get a ground ender that doesn't let them tech in the air.
  19. Yeah, Errol made a note about that before, but you'd only be able to get a 3C out of it in the corner. 5CC > 623C > j.236A(dw) > 5C2C > 214B > 2C(delay) > 236A > 214B > 22 > 5D > 3C I'll try it out in a few other super prorated combos that will not allow for an air ender since the max untechable time is actually pretty long.
  20. 22D keeps me out of grab range and has no gap when used after 5B, but I just really don't know what to do. I guess it has been keeping them from jumping/mashing because netplay. Any tips besides run away?
  21. Fighting Tager is ridiculously hard now. I have been mixing in 5B > 22D and 5B > jc> etc. since 22D is +2 on block and I stay away from 5B > 6C when he has OD stocked. I have tried doing Mugen just to do 5B > 22D for as long as I can even though it seems like a waste.
  22. I have so far never pulled it off in a fight. Still working on it.
  23. They still stem from the DP whiff route, but here. This one isn't too difficult. Gets you half a charge mid-combo as well, but the damage difference is only ~100 when compared to the non-Konan loop version of the 5BB5CC starter combo midscreen. [] 5BB5CC > 623C > j.236A(dw) > 5C2CC > j.CC > j.236A > j.D > j.B > dj.BCC > j.214A [3124 DM]
  24. Yeah, sorry for not clarifying, though I think it was originally about just raw 236D. You can't do 5C2C on Makoto regardless. The difference between 236A > 214D and 623C > j.236A(dw) > 5C2C > 236D > 6CC routes is like 400 damage which is quite a lot.
  25. Oh wait really? Oops I guess I did frame data wrong for 2C. I guess a lot of things just lost untech time then.
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