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GodPress

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  1. So you can, with that in mind you can do: 1A>2A/5A>5B>214B>J.B>J.C>J.6C>J.C Charge>dash>2b>5b>5c>214A = 2559/2760 or the JC>J.6C>J.C>J.B>J.214B variant for 2540. Thats cool, and here was me thinking it was terrible.
  2. I don't think too much of it outside of maybe setting up tick attempts, lack of special of normal cancels and the fact that its 3 frames slower than both 5a/2a doesn't give itself any favorable qualities. That said, I've not explored much at all and most of the time I get it when I'm trying to get 2A out of block. Your corner combo is with vorpal right? 3070 without, 3374 with. You can squeeze a tiny bit more out of it with this plonked on the end: 5A>5B>5C>214B>3C>2A>5B>6C>J.C>J.B>214B = 3101/3408
  3. I've found 236A>236C ends the combo slightly earlier than using 623A>236C and you get slightly better positioning with it midscreen by ending in 360A or [4]6A 2B>5B>236A>236C>4B ends there for 2651 where as 623A>236C allows an extra hit on the end 2B>5B>623A>236C>4B>360A for 2738 However get slightly more out of this if you're near max range in the corner and leaves you in a good position afterwards. 2B>5B>236A>236B>2C>3C which is 2915 Edit: Midscreen 2B>5B>236A>236C>J.C>J.6C>214B = 3009 Midscreen 2B>5B>623A>236C>Jump Back J.C>J.6C>J.C>214B =3016. The above combo is definitely more about preference, the difference is negligible and the 623A combo is slightly harder to perform. Edit 2: Loli-zero mentioned a good point about J.A gatling into J.6C at ranges where J.B will whiff, in these situations you can also do J.A>JC>J.6C 2B>5B>214B>JA>JC>J6C>JC>J6C>JC>JB>J.214B = 2940 2B>5B>214B>JA>JC>J6C>JC(charge)>Dash>2B>5B>5C>236A= 2879
  4. At near max range you can do: 2B>5B>214B> J.6C>3C>[4]6C = 3083/ 3387 At absolute max range you can do 2B>5B>623A>236C>4B>360A =2879/3164 Or a combo from 236A>236C or just 236C. Meterless there aren't many options at all.
  5. I do indeed, some aren't as fleshed out as Aisights currently is but: Hilda: http://wikiwiki.jp/hilda/?%B6%A6%C4%CC%A5%B7%A5%B9%A5%C6%A5%E0 (force function, throw, alpha counter) http://wikiwiki.jp/hilda/?%C4%CC%BE%EF%B5%BB (Normals) Hyde: http://wikiwiki.jp/hyde/?%C4%CC%BE%EF%B5%BB (Normals) Gordeau: http://www43.tok2.com/home/photonman/gordeau_wiki/waza1.html (Normals) Byakuya: http://www.dustloop.com/forums/index.php?/topic/8888-uniel-byakuya/?p=826647 Nanase: http://www.dustloop.com/forums/index.php?/topic/8885-uniel-nanase/#entry825071 That's all I can find for now. Edit: To further UltraDavids safejump you can opt to instead do J.C(charge)>J.B>forward dash. Brief testing showed that it was safe to all of the DPs I tried, puts him out of range for most peoples 2A but leaves you in range for 360B if they do throw something out to whiff punish. Seems like a good option to mix in with UltraDavids safejump.
  6. That sounds about right based on aisights framedata work our quickest normal is 9F startup (http://piratepad.net/V3GMVfNkvM) which means there probably isn't many areas in a lot of the stronger strings to really press and convert which inevitably leaves us in a situation as you described where we have to take more risk to recover space. That said though, it also means we can try make good use of shield during these strings to maximize effectiveness when we do get space.
  7. I might be wrong but I think only 360C and 41236D have startup invul. Wald has a bit of a rough time when he's getting pressured by Elt/Linne if you can't spot the gaps.
  8. 236B Corner combos, should also work with CH 236A instead. 236B>2A>5B>5C>3C>2A>5B>5C>236A = 3252/3573 (236A whiffs if you do the standard 214B combo) 236B>2A>5B>214B>J.B.>J.C>J.6C>land>J.C(Charge)>J.B(reset) = 3255/3415 236B>2A>5B>214B>J.B>J.C>J.6C>land>J.C>J.B>214B = 3440/3780 >214C = 3502/3845 236B>2A>5B>214B>3C>2A>5B>5C>623C>6C = 3709/4075 Dash B DashB>623A>236C>5B>J.B>J.C>J.6C>Land>J.C>J.B>J.214B = 3099/3491 100EXS cost. >J.C(charge)>J.B Reset = 2999/3295 I don't seem to be able to get much more off of the above dash combo, maybe you guys can? Using Veil Off + 200EXS and CS you can do silly things, definitely not too practical. Midscreen 2B>5B>214B>5C>J.C>J.6C>4B>360C>CS>41236D = 5440 2B>5B>214B>J.B>J.C>J.6C>Land>J.C>J.6C>Land>J.C>J.B>J.214C>CS>41236D = 5128 Corner 5C>214A>Dash B>214B>3C>2A>5B>5C>3C>J.C>J.B>j.214C>CS>41236D = 5953
  9. The Waldstein does 360C> CS> Dash B>214A> 623C > 6C I believe. I just tried it, the first 6C doesn't wallbounce but the second 6C did. Edit:I got it to work, it still exists. The timing is easy enough if you get a high enough launch and it doesn't seem to be character specific. This is how I think it works, you need to do the 6C as early as possibly to grab them at the maximum height, at this point I think the hurtbox of the enemy character doesn't collide with the boundary of the walls allowing you to loop it. In some training mode investigation it seems the sweet spot for this to occur is anywhere between 58-68frames after the initial 6C. A potato quality video I recorded displaying it still working. https://www.youtube.com/watch?v=P17k6_Z7d2U&feature=youtu.be Edit2: You can also get this off of regular 360 too, only requiring 100exs & vorpal to activate it.
  10. On your midscreen combos you could squeeze out some more damage by doing J.B>J.C>J.6C which will allow you to end on J.C>J.B for example this combo of yours: 2B > 5B > 214B > j.A > j.B > j.6C > land > j.C > j.6C > land > j.C > j.214B -- 2869 damage, 50.47% EXS Can be altered to: 2B > 5B > 214B > J.B > J.C > J.6C > land > J.C > J.6C > land > J.C > J.B > J.214B - 2956/3248 An alternate corner combo too: 2B>214A>5A>214B>5C>6C>2A>5B>6C>J.C>J.B>214.B 3364(3693) >4B 3260(3579) reset opportunity perhaps Also doing the J.C charge combo allows you to do a reset opportunity with 2B>5B>214B>J.B>J.C>J.6C>Land>J.C(charge)>Dash>2B>5B>5C>236A -2909(3127) >J.B reset -2471(2714) Using CS on his 360 you can do the following too 360A/B>CS>214B>J.A>J.B>J.6C>Land>J.C(charge)>Dash>2B>5B>5C>236A -2821 or 3545 if you do it from 360C
  11. Yup you are correct, just rechecked. Vorpal activated when I did the BnB the first time inflating the press damage. A/B press both do the same damage of 2649 to the 2661 provided by 360A, a 12 damage difference is pretty insignificant. Edit: Just so I don't fill up the thread with my crap, just meterless variations of the 5A>5B Combo with damage values. You can use 2A instead of 5A as well. 5A>5B>214B>6C>4B>[4]6A/B -2649(2911)DMG 5A>5B>214B>6C>4B>360A -2661(2924)DMG 5A>5B>214B>J.B>J.C>J.6C> J.C(Charge)> Dash > 2B >5B > 5C>236A -2782(3056)DMG >3C -2717(2985)DMG 5A>5B>214B>J.B>J.C>J.6C>J.C>J.6C>J.C>J.B>214B -2827(3106)DMG Tried to get something more off of what aisight posted earlier with 5A>5B>214B>5C, the extensions I used and the damage values off of these were: The below combo doesn't seem to work on Eltnum, worked on everyone else I tried though 5A>5B>214B>5C>J.C>J.6C>4B>360A 2792(3154) - The jump normals after 5C need to be delayed as much as possible to allow the opponent to drop for 4B. 360C 3108(3415) 236A 2800(3077) 236C 2964(3257) [4]6A 2857(3139) [4]6C 3089(3395) 5A>5B>214B>5C>J.C>J.6C>J.C>J.B>J.214B 2755/3099
  12. It is also possible to end on Sturmangriff/godpress (<4>6 a/b/c) instead of 360 if you're looking for corner carry. For example 5A>5B>214B>6C>4B>360A does 2661, with Sturmangriff it does 2649. Something for you to consider especially when confirming from 2A and 5A. Edit: Reading fail, aisight already covered this.
  13. Yes, all enders of 4B>360A work. Most likely doing it too late.
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