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TheHitmarkersPro

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Everything posted by TheHitmarkersPro

  1. I made a post about this literally 6 posts ago on this thread on the same page Just S-Hold(hold down A) it until the meter reads SP and then let go near the end for guaranteed Shiden on 1st frame. For manual input, only A or SB version works, s-hold does a vers
  2. Just do 236B/C+D > 5/2B > j.C > j.214A > 5A > 5C > 2C > 214B (> CS/Shiden), more damage and easy to do. Also if you're going to try to do command grab reset use 236AB since it's actually kind of viable then because AB is much faster than B.
  3. In the corner you could probably just use [2B > 5C > 214AB] x N and get slightly more meh damage while still juggling them like an idiot Didn't check fyi
  4. What do you feel the best ways to get in on heavy zoners like Yukiko or Yukari are? I sat in the corner just breaking Yukiko's persona until i could move in for a combo or two, but it was a horrible matchup in my eyes until I got in.
  5. That's not a feint because the move still comes out, a feint is initiating an action of some sort and abruptly stopping it. Try something like 5AA>5B>5C > 2C > 236D in the corner as a blockstring, or try to find where Hama uses it here, because I actually found it in my watch history from like a week ago https://www.youtube.com/watch?v=-Fe5a50lvsg&list=UUyV9c57z3v5Ot5d4PklDxeA This guy's gdlk anyway so watching this won't do anything bad for you. EDIT: 236D is +10 according to frame data, you don't need [D] i believe.
  6. I watched Hama use 236D for pressure in the corner off a long range 2C in a set i watched him play, so that doesn't sound too bad of a time to use it. By feint you mean 214, correct? You can use off a sweep delayed, 214C(Although 669 is better), any blockstring ending in 236A, etc. Look for good spots for it.
  7. I find it inconsistent on netplay, I can usually do them in training/local play.
  8. You can A/SB shiden her Magarudynes(super) on startup, just do the super as fast as possible and you should get a free counter hit. A being shorter range obviously and Sb being near fullscreen. That's all I've got here.
  9. Had a great day of games today with Shadow Narukami, landing these SB combos is great especially off a Ch 5C into SB. GGs to all I played, and there was one notably strong Adachi I played although I can't remember the name, gg to you although you only played 2 matches :/ Also, finally got my yellow crystal, bye bye light green :P
  10. Solid combo man, much easier than the ZC routes for almost the same damage!
  11. GGs to all I played today, but damn playing against Minazuki is a snore after every person I play constantly choosing him. A lot of one and dones though :/
  12. 5B > 5C > 236CD > j.c >j.c > j.236b > omc > falling j.c > 5c > 236B > 5c > 236a > B x 5 is really wonky at the sweep > 236CD. The training dummy wouldn't play it back properly and it felt inconsistent unless point blank, but the combo do 4135+poison damage incase you wanted to know. The rest is fairly easy.
  13. Probably has to do with the proration, 5B isn't the best starter if you're using that, and this game doesn't have CP-style hitstun deterioration so I'm not sure. I was able to get about 5k off 5B starter almost corner to corner with 100 meter that I posted earlier, Probably possible to get more optimal routes, but 5B is pretty limited past that. I don't do raw 214D because if it's blocked I have to blow 50 meter or eat a fatal, not worth it imo, I wouldn't bother learning stuff like that
  14. S-Hold once you input 214214C until the meter reads SP and let go and it does it on first frame. Easiest way possible, guaranteed.
  15. I actually just assumed it wouldn't connect off 214B. I feel kinda stupid now lol thanks for clearing that up for me
  16. Wow I didn't know that :o Aoa followups just for damage then?
  17. Just putting it out there that if you do etc >236A > 214 midscreen you can do falling j.2B as a cross up w/o airturn and on hit do j.2B > 5B > 5C > 214C to reset pressure. You could airturn j.B but this is more discreet IMO
  18. Easy and optimal 150 OMB combo is (5B) > 5C > (236A >) 214D > 214214C > 236236A > OMB > 214B > 2B > j.C > j.214A > 5A > 5C > 2C > 214B > 214214C W/5C starter it's like 9.2k~ i think, 5b is around 7 or 8 iirc. Raijin enbu is mainly for swag combos imo, if you have it use it but just doing cs issen cs omb is easier and more damage. FC 214B combo I use, works from slightly behind P1 start and closer, awkward in corner if youre really close - Fc 214b > dash 2b > 5C > IAD j.B > 5C > IAD j.BB > 5C > TK 214A > 5B > 5C > 2C > 214B (> Issen/CS) - 4.1k meterless Anyways for the 236236B(1) > CS > etc stuff, that's more of a Shadow Yu thing, because the amount of meter you need makes the damage not that worthwhile. Shadow Yu uses this to get 3 supers w/o using all of the sb meter. For 5C punish combos you're probably better off using the routes posted earlier in the thread, that Bill307 posted. CH 5C > dash 2B combos do incredible damage for 50 meter and in the corner meterless. It isn't worth using your burst unless you're using it to win the final round IMO, so I'd learn better meter usage because bursts are rarer. FYI you can confirm Raijin enbu off a CH corner throw, idr the damage but it's around 5-6k i think Corner CH C+D > 2/5B > j.C > j.214A > 5A > 5C > 2C > 214B > B+D(1) > 214214AB > commands, doesnt work on the shos iirc or it's really tight on them.
  19. Sniper super = ? Do you mean 236236a/b or 214214a/b
  20. Same here I play on pad, I never use AoA but barely get 15-16 on ultimax. Its kinda tricky tbh
  21. I really hate putting so many hours into the lab and having it crumble to the hands of laggy online play. GGs to whoever I played tonight, cba to remember names unless it was a long set. My narukami plays like shit but i'd be able to write a guide on this guy I know so much, I just do so shit in actual matches :/
  22. Ok thanks, because I couldn't get it out earlier i had just been doing 214D > OMC > 2b > j.c >stuff because it wouldn't work, will try after class. EDIT: 2OMC 14B seems to work really well for me, thanks.
  23. For the second combo I believe you need to delay the j.A and j.C as much as possible, it's kinda weird to do in some combos, because izanagi kinda hovers a bit. I use a safer OMB combo because 5D route always drops for me and delay IAD route is the same issue. Try this one? 5C > 236A > 214D > OMB > 214B > 2B > 5C > 214AB(can do 2B > 5C > 214AB x2 on fatal) > 2B > j.C > j.214A > 5A > 5C > 2C > 214B (> B Shiden/CS) - a lot easier but i don't remember the damage on it, also uses 75 if you use the super. On a side note, does 214D > OMC > 214B work? I haven't hit it once and i've tried it over 20 times, even didn't work on fatal. Am I doing something wrong?
  24. Midscreen 5B/C confirm for damage not using OMB, works from around -3 and closer. 100 meter. (5B) > 5C > (236A>) 214D > 236236B > OMC > 214B > 2B > j.C > j.214A > 5A > 5C > 2C > 214B With 5B starter - 4954 With 5C Starter & 236A - 5976 With 5C Starter - 5756 EDIT: You can use 5B instead of 2B after 214B, for ~20-25 more damage. 5C & 236A starter w/5B does exactly 6k. EDIT 2: 5B + 236A don't allow enough untech time for 214B > sj oki so don't do both.
  25. Time to hit the lab!
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