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Ourozama

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Everything posted by Ourozama

  1. Sorry my bad, didn't know that 6A's bonus proration doesn't affect the combo again. Thanks! - Someone uploaded two videos on what Hazama could do in 1.0 and what he couldn't do in 1.1 anymore. Ver 1.0 http://www.nicovideo.jp/watch/sm23550442 Ver 1.1 http://www.nicovideo.jp/watch/sm23576950 The choice of music is great for reminiscing too.
  2. You've to mash 6 times or more just before the second stomp starts. Thanks, didn't know 2C > 5D works.
  3. Wow, I didn't know about this. By the way, I just tried super jumping once and it works too.
  4. Corner Throw > Lv 1 22C > 5B > 5C > 5D > 6D > 236D [3207 dmg] [63 Heat] or B Orochi ender [3868 dmg] Corner Throw > Lv 2 22C > 3C > 5D > 6D > 236D [3176 dmg] [62 Heat] or B Orochi ender [3837 dmg] Corner Throw > Lv 3 22C> 5B > 5C > 3C > 5D > 236D [3341 dmg] [47 Heat] or B Orochi ender [4002 dmg] Lv 2 22C...
  5. Sorry my bad, I just tried it and the cpu either techs after j.Cx1 or j.C > j.Cx5 causing Hiren to whiff so you're right about omitting j.7D Re-adjusted the route after watching the videos again. 6A > Houtenjin > J.Zaneiga > 6A > microdash 5C > 66 6C > 5C > 2C > 4D~A > jB > jC > d.jCx5 [4107] Agreed. To top it off, sometimes people mistimed J.Zaneiga and 50 heat is lost. You can always go for J.Gashokyaku but considering the dmg nerfs and such, you tend to lean towards route which gives more dmg.
  6. For Midscreen Houtenjin, I saw Hasegawa (That blue Hazama) from gamechariot doing 6A > Houtenjin > J.Zaneiga > 6A > microdash 5C > 66 6C > 5C > 2C > 4D~A > j7D~D > jC > d.jCx5 [4000+ dmg] You've to 6A at a certain height in order for mircodash 5C to connect I think. Will update after I double check.
  7. That's great! Thanks! - Btw in case anyone was wondering, the jC loop is just jCCCC delay jC. I don't think jCC delay CC is applicable anymore... could be wrong though. - Ok I just tried the 1.0 corner Houtenjin combo 5C(2) > Houtenjin > 214D~C (S) > cross under 5C(2) > 6C > 5C(2) > 2C > Jakou > 5C(2) > 2C > jCx5 > Hiren and problem is that the cpu just tech after the jCx4 or something. Can anyone kindly comment on this or am I doing it too slow? I tried omitting some normals out and it seems that we need to use 5C(1) for the cross under or just before Jakou, and omit the last 5C: 5C(2) > Houtenjin > 214D~C (S) > cross under 5C(2) > 6C > 5C(1) > 2C > Jakou > 2C > jCx5 > Hiren. [5708 dmg] or 5C(2) > Houtenjin > 214D~C (S) > cross under 5C(1) > 6C > 5C(2) > 2C > Jakou > 2C > jCx5 > Hiren. [5669 dmg] 6A starter gives [4330 dmg] and [4358 dmg] respectively so using 5C(2) first then 5C(1) seems the way to go.
  8. So the JPN ver got the patch first. It seems you've to opt out the jC before jC5 in some combo as your opponent seems to be able to tech just before the fifth jC hits. Probably the nerfed untech time doing its job here. Also for Ressenga(S)>5C>3C>214D~B>5A>5C>2C>4D~D>jC>d.jC5>hiren ender works for 3081 dmg. I believed in the previous version you could squeeze in 7D after 4D but it doesn't work anymore since if you try to jump cancel the jC, you won't be able connect the d.JC5.
  9. Just saw this today. 13 sec mark http://www.youtube.com/watch?v=dJxGuCsTpuM Fenrich did 2B>2C>5C>dash 2B>2C>5C>6D off a 6C(3) rapid. Not sure if it works on Arakune only but guess we'll find out tomorrow.
  10. Oh! That's a weird requirement. Thanks!
  11. Hi, I need help with the input timing of 22C after 5D in this corner combo: stuff>DID>5B>5D>22C. Either my 22C appears too late or it doesn't even come out.
  12. Ok thanks. Guess I'll just have to grind on that mashing.
  13. After months of playing.. I just realised what I thought was Lv3 22C was instead Lv 2 22c all along. And now it's crucial to do Lv 3 22c in 1.1 for midscreen combo. I tried mashing C before the second stomp but it's either I'm doing it too slow or it's a pad button problem. Any tips?
  14. Stagger pressure with 5A/2A/5B. e.g. 5A>5B>5B>etc, 5A>5B>2A>2A>2B>etc. Delay gatling e.g. 5B>delay 5C/2C/3C, 5C>delay 3C. DP beats this cleanly though. Mixup e.g. 5A/5B/5C/etc beside 3C>stance overhead/low, 5A/2A/5B tick throw or cmd grab. Also change your gatling options occasionally e.g. 5A>5C. 5C/2C into 5D>236D to catch ppl off guard or just 5D into chain followup for chain mixup Ends blockstring with 236D or 2C jump cancel to be safe. Use stance mixup when they starts respecting you.
  15. A couple of things you can do is when you're chaining in, input j.a/j.b early to slow down/stop the momentum. This causes you to stop at a certain distance and block before your opponent (depending on the timing of your input) and allows to you to bait DP/anti-air/5a. You can also do 5D~D/B/C then midway through do another 5D~D/B/C. Try not to use 5D~C alot to approach since it can be easily mash out of. 5D delay D is also good too when you're in the air or 4D~D quickly to approach real fast from quite a distance catching him off guard. At close range, if your opponent like to 5A your 5D approaches, you can try doing 5D and just before it touches your opponent, hit A to retract your chain. This causes his 5A to whiff and if your spacing is right, this allows you punish him e.g. 3C into Houtenjin stuff. One last thing, just be mindful of your chain stocks.
  16. Try j.CC delay CC. The other way to do it is j.CCCC delay C. If you feel that 5C doesn't come out in time, you can always go for 5B. You've to input 214D~66B in quick succession. Btw, if you do it too late you will notice a dark-green aura/mist appearing. The microdash before 5A is only needed if you feel that your 5A is too far to connect.
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