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brainwasherdetective

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Everything posted by brainwasherdetective

  1. To start with iv found: (All 12 hits of 623C connect) 623C CS walkforwards 2C(1) 22B 66C 22B 66C -2872 dmg 623C CS 62A 2C(1) 22B 66C -2864 dmg 623C CS 421B delay jBC 66C 22B 66C -3036 dmg (Anti air 623C... 11 hits or less) 623C CS 6 22C~reload 2B jABC 66C -2880 dmg (66C def. won't link if you hit with all 12 hits of 623C) 623C CS 66 2B 5[C} 421B 62A(!) 2C(1) 22B 66C -3192 dmg (5[C] won't connect if 623C hits all 12) (Veil off, raw 623C combos. DMG assumes all 12 hits of 623C connect) 623C CS 41236D -3925 dmg 623C CS 2C(2) 41236D -4034 dmg 623C CS 22B(5) 41236D -4229 dmg 623C CS 62A 2C(1) 22B(5) 41236D - 4320 dmg You can definitely squeeze more out of the Veil Off combos, but realistically you'll never get the chance to have a whole bar at your disposal
  2. Sorry i should have been clearer, i wasn't recommending these combos, but using them to show a theory in practice involving j214C fastfall " 2A2A 5B2B 2C j[C] JA whiff ~land 5B ...(5B won't connect) 2A2A 5B2B 2C 8j~[[C] j214C land 5B 5[C] ...(5B connects, 5[C] won't though)" I used a string where "j[C] land X 5B" would definately whiff, to see if using j214C (instead of whiff JA or j214A) would give shorter recovery on landing and allow for better followups, much like the more advanced Sion CurrentCode combos. And it does work to reduce landing recovery... But the j[C] X j214C fast fall technique doesn't seem to be relevant in UNIEL, i can't find a combo where this becomes usefull. Perhaps someone else will. tl~dr : this is not Melty Blood
  3. Make sure you cancel 2C into 5[C] by inputting 5C the moment the second hit of 2C connects. Learn the earliest time you can input the jump cancel for the J[C] links, and delay the jA whiff after to avoid connecting it, so you can land 5B. Iv noticed you can use "2C 8~j[C] 214C land 5B" to negate proration effects (thanks Melty Blood Sion technology), I wonder if this allows you to combo into 5B when J[C] jA whiff wouldn't...? edit: apparently it doesn't help enough to make a difference. i tried: 2A2A 5B2B 2C j[C] JA whiff ~land 5B ...(5B won't connect) 2A2A 5B2B 2C 8j~[[C] j214C land 5B 5[C] ...(5B connects, 5[C] won't though)
  4. Not sure what you mean here, each of those strings work just fine into her usual combo routes. Perhaps you're not inputting 5[C] and J{C} cleanly.
  5. That OS works just like the one i found previously with 421B, you must have missed it. Seems the large cancel window for attacks combined with the enormous buffer gives us generous options for pretty abusable pressure against those who don't mash in gaps. Does anyone have some advice for good confirms from raw 412C midscreen? This is a route that hasn't been explored enough yet considering how StickyStaines suggests, you can CS offensively and confirm into raw 412C. The eltnum combo video from Nico shows an awesome confirm but it appears to only work in the corner. Also, reversal 623C, land + late chain shift looks like it will lead to whatever you want too. Lets get some optimal punishes!
  6. a little. a few things i haven't seen mentioned. 2C cancels on the first hit, but only on the second on block. beware with the reverse beats etc. 2B moves you substantially forwards.~ 5B2B 22A actaully moves you forwards each time you repeat it. 6B / 6[b} works as expected from MB (6B will only cancel to specials on block, 6 cancels to anything) 2C 421B 22A moves you from halfscreen to pretty close, can probably be DP'ed / 2c get shielded to punish 412 B with relative ease 421B cancels to normals on hit, specials on block. so~~ 421B can be OS confirmed with 421B 9~22A. ~slidekick+ JA on hit (leads to jABC land 66C combo etc) or on block gives slidekick into 22a
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