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iFaiska

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  1. . http://www.nicovideo.jp/watch/sm24118751 there is one VO combo at the end, you do need chain shift. http://www.nicovideo.jp/watch/sm24383202 There is another here too at the start. Dunno if they are any good. have to see if they are usable with 100 meter and stuff.
  2. "Senaru's Combo"(infamous 22a counter in corner) can be done without the need of a counter hit. We do however, need a very good starter (5b/5c/5[c]/3c), and at least one Enhanced Bullet. The 5b meaty one is really good, since you can delay 3c quite a bit for frame trap(hitconfirm purpose) and still get the combo running... If blocked you can 3c, and if 3c is blocked too: 22a. We can also do some tricks with 5c: half charge it for frame traps, or delay it a bit after 5b. Corner (All combos registered damage with one Enhanced Bullet, no Vorpal, no VO) 5b, 3c, delay sj[c], delay dj, falling jb, 236a(enchanced), 5b, 5[c], 421b, 6, 2a whiff, 22b, 66c, 22b, 66c, Reload. Damage: 3339. 5c, 3c, delay sj[c], delay dj, falling jb, 236a(enchanced), 5b, 5[c], 421b, 6, 2a whiff, 22b, 66c, 22b, 66c, Reload. Damage: 3508 3c, delay sj[c], delay dj, falling jb, 236a(enchanced), 5b, 5[c], 421b, 6, 2a whiff, 2c(1hit), 22b, 66c, 22b, 66c, Reload. Damage: 3451
  3. Just be careful of doing it when doing the 236b wallslam combo. The ultra will miss. I was doing the "2c, 4c, ultra" before i saw your post(the the difference is only 13 damage, but is a up nonetheless). "236b wallslam combo" variations: All in Corner 236b(Slam), 2c, 5c, 3c, 623a, 3b, 214a, 214b, 3b, 214b, 2c(if you 236b the ultra will miss), Ender/Summon. 5c, 236b(Slam), 2b, 3c, 623a, 3b, 214a, 214b, 3b, 214b, 2c(236b, ultra will miss), Ender/Summon. j214b, 2a/5a, 5c, 236b(Slam), 2b, 3c, 623a, 3b, 214a, 214b, 3b, 214b, 2c(236b, ultra will miss), Ender/Summon.
  4. 2c, 236b, ultra.
  5. More findings about tkj2c. (I found the record dummy[Duh!!], so i could test for myself and get more acurate informations, i guess i was a bit to hasty to judge) I guess i forgot one option in this "mixup"(or 2 if you count "counter mash option", but i have pointed that before). "Raw tkj2c, land , 2a", this option will actualy hit if the opponent don't change def after tkj2c. The "same side" version will hit if the opponet try changing guard direction, the "behind" can be guarded both sides, and the raw tkj2c into 2a, will hit if opponent don't change guard after tkj2c. In summary: Tkj2c, j214b(same side) -> Can only be guarded if you mantain guard initial direction, beats low profile mashing, can be mashed by most characters 5a, can be reversaled after tkj2c(have to guess the side though), shield can mess j214b timing. Tkj2c, delay, j214b(behind) -> Can be guarded both ways, beats low profile mashing, can be mashed by most characters 5a, shield can mess j214b timing, can be reversaled after tkj2c(have to guess the side though). Tkj2c, land, 2a -> Will hit if opponent don't change def after tkj2c, can be mashed, tkj2c punishable on shield(they have to guess will not j214b though), can bait reversal if you don't 2a and just guard. I guess this covers the main options. The only reliable way to counter this mix is to do a fast 5a after tkj2c, it will beat any of those 3 options, the others punishers, while they might work, they are very risky(have to guess sides, overhead and baits) since j214b is one of Orie best starter combo. So, we still have that one more option tkj2c, j214a(don't delay it), wich will beat mash and get you a counter hit j214a. (still sucesptible to reversal after tkj2c)
  6. You're absolutely right. I just tested with a friend online, and he said if you don't release back, you will be safe... for both options of landing (i was hoping the "behind" would be a true crossup... no dice), i got him with it a few times in matches after the test. His feedback: It will only work if you think you should(as often happens since tkj2c will make you land behind then) change guard direction and release "back", you will get hit. But like Psykotik said, if you know it's comming it's easier to block. It's more or less a gimmick, still good to know.
  7. Yeah i know, i was talking about the mixup. Watch out for 5a mash, j2c into j214b isn't even a true blockstring. If you're having this problem, you can do the "same side version" and change j214b for j214a to get a counterhit. Was going to add this bit, but forgot it midway. You don't have to worry about j2c hitting or not, since like you said it's doesn't combo. What i said about properties changes, i was referring about the pushback. Edit: This is what i'm talking about, "same side" -> https://www.youtube.com/watch?v=cPwziF-kxnw#t=2m36s This video have both version of the mixup. -> He only does the "same side" version, with is kinda weird. The seth player got hit a lot, maybe it's really a true cross up even if it is the "same side" with if true... will be very, very nice. I will post the "behind" when i find it. Edit(Again): About the properties i was talking about, it only happens if they block tkj2c AND you're running, you keep momentum and most likely land behind. ( if you want to do the "same side" mix, make sure you're not running, or you'll always land behind).
  8. The only requirement is that the opponent have to be in crouch state. (You can still crossup then if they are standing, you just have to delay quite a bit the j2c after you jump ,but i don't think it's that good) Anyway: *Do a fast tk [9]j2c and you will crossup, as soon as the j2c hit do a j214b, you should land in the same side you "started". (I think this j214b can be guarded both ways can only be guarded if you mantain guard initial direction ). *Delay just a bit the tk[9]j2c(or the tk[9]j2c into j214b cancel) and you should "true crossup" and land behind the opponent. (i think this option, the opponent have to change his guard for the j214b, don't need to change guard direction at all). Easy Confirm ->...land, 5A or 2A, 5C, 4C, jB, ,jC. j214A, 623A, 5A, 3B, 214B, 2C, Ender/Summon OBS1: this combo will only work if the j214b hit the opponent, but if the j214b is guarded, you can maintain pressure. Damage Confirm ->...land, 5C, 2C, 4C, jB, ,jC. j214A, 623A, 5A, 3B, 214B, 2C, Ender/Summon OBS1: land, "gap", 5C. this gap is susceptible to some reversals. Hit the training room, put your dummy to crouch state and be happy. (check both guarded and unguarded tkj2C, i think properties changes.) ========================================================================== PS: Whoever posted the Chain Shift, 236 combo, you have my thanks.
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