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So-Called-Chaos

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Everything posted by So-Called-Chaos

  1. Run up 2B>J.C etc for me mostly but you can do things like 5B>5C>J.C etc I believe
  2. GGs to GingerBred12, M-A-D yesterday and thanks for being awesome as usual. GGs to Mooglebane today, I gotta learn that adachi matchup some more because yours is amazing dude lol
  3. A good alternative if you're having trouble with the J.22C is CH 5C>2C>2D>66>214C>2B>J.C>J.2C>jc>J.C>J.2C>J.214B=4173 Not hard to do at all, the only thing to watch out for is doing God Hand exactly before going to the other side of the frozen opponent and getting Divine Vaccum instead. I could never get the timing of J.22C lol
  4. some of the combos that were mentioned in the Marg. thread so far. combo 1 (Giggles454): 2AB>214AB>2A>2B>J.C>J.2C>jc>J.C>J.2C>J.214B=3013 combo 2 (Achedsphinx): on crouchers 5A>5B>5C>236D>OMC>66>2C>2D>214C>2B>J.C>J.2C>jc>>J.C>J.2B=3833 combo 3 (Achedsphinx): CH 5A>2C>2D>214C>2B>J.C>J.2C>jc>J.C>J.2B=3186 combo 4 (Achedsphinx): 236D>5C>214214AB=4654 combo 5 (Zouf): CH 2A>2C>2D>air dash J.22C>dash 214C>2B>5C>J.C>jc>J.C>J214AB>214A>214214A=5300 combo 6 (Buttface): 5AAAAA>236CD>2C>5B>214A>214214A=4097
  5. Boss Margaret seems so scary, I hope she's not as tough as SA Liz, that was tough enough lol
  6. a couple of routes for blocked 2B in the air that seem relatively safe: J.2C>236C J.2C>J.2D>Backdash J.2C>J.2B J.C>J.2B except for the last one, these all work even when you go under your opponent and end up on the other side, which has been happening a lot to me lately lol
  7. Anyone know if Adachi and Marie are up yet? can't seem to find them lol
  8. the great thing about her block-strings like the above one, is that even though none of her normals can be jump canceled on block, she pushes opponents far away enough so that its difficult to retaliate.
  9. So I updated the wiki with some damage numbers and general attack descriptions, feel free to add or correct me if I missed something.
  10. FINALLY found a Phanta Rhei into God's Hand combo 5B>5A>2A>5B>(236236C)>(214214C)>2B>J.C>J.2C>jump cancel>J.C>J.2C>214A. does 3390, which is ok I think, could be optimized more.
  11. So I was playing a friend of mine and he made a safe-ish way for mediarahan, he did jump back dash into phanta rhei into mediarahan, don't know if it's totally safe but still nice to know, if you can combo into C phanta rhei, you have enough time to do C mediarahan, Thanks Rawkid360!
  12. I never realized how scary god's hand can be, combined with sweep and 5D, it gives some pretty cool mix up options without risking so much, I love it! edit: I like how kubo uses gale slash to get out of the corner/pressure, it's nice knowing we have that as an option.
  13. still it's better than nothing, just the j.2c is enough for now, there could be other, better routes, plus we don't need to super cancel like say mitsuru. watching kubo with margaret is pretty riveting tbh lol
  14. YES YES! all my likes! edit: looks like you can combo after DP! YES!
  15. you can use 2A>5B instead of 2B after the 214B, since 5B is too slow to pick up from the 214B without meter lol
  16. working on some combos from sweep and combos into phanta rhei, Finally found one! her sweep is actually fairly useful mid-range, becuase it low profiles, it can be used to punish narukamis who are pressuring with things like 5B in the corner but it shouldn't be used so carelessly since it's slow. here's a combo from mid- range sweep: Sweep>214B (gale slash)>2B>J.C>J.2C>jump cancel>J.C>J.2C>236C (divine wind)> 236236C (phanta rhei) does 3124! This is a REALLY good example of J.2B's potential in combos, similar to before: Sweep>214B>2B>J.C>J.2C>jump cancel>J.C>J.2B>J.214B. does 2653, but after the J.2B, you gotta wait till the opponent falls a bit before using 214B, if you have meter, you can go into C phanta rhei after the J.2B for 2898. edit: pretty sure these could be optimized further.
  17. Is 9500 considered not a lot? really wondering lol since the average is around that number I think.
  18. Yeah, other than ending air combos, I'm not finding much use out of J.2B. J.A,J.B and J.B are better for jump ins IMO
  19. Um so he was joking? I'm confused xD edit: sweep and gale slash low profiles Narukami's Zio (finally)
  20. She actually does have a few methods to deal against zoners so I don't get how she has trouble against them, sweep, AoA, gale slash (214 A/B AB) and dvine wind C version can be quite useful, especially since gale slash low profiles things like yukiko's fans and divine wind can blow through projectiles. edit: forget to mention that sweep low profiles fans as well when the invul. kicks in another edit: divine wind D version is also good becuse it absorbs projectiles before cu chulain throws his spear
  21. Finally found a follow up to J.2B. air gale slash (214 A or AB) or air divine wind (236 C or CD) but no idea how to continue from there. Also couple ideas on the jump ins mentioned before by hiroguy I believe. J.B>J.C (J.C itself is enough) is a freaking awesome jump in, you can do things like J.B and if they're expecting the J.C and you're close to the ground, you can go right into 2A for a tricky mix up. edit: also 2B first hit causes the opponent to stand on hit.
  22. trying to find combos with it myself lol. it could be useful as an anti-zoning tool if it plows through high level projectiles, I don't think it should be used as a super reversal, power slash (236236A) is better for that, and possibly like ragnarok said, it could be useful for oki, or as a way to get in. am I the only one who's been using Phanta Rhei (tornado) defensively? I've been using it when I have a narukami or sho closing in on me or when I'm being backed into the corner since it keeps the opponent in block stun for enough time to reset pressure/escape.
  23. I'm almost surprised that people are already making tier speculations, it hasn't been 3 days lol there's still TONS we don't know about margaret, fatal combos, what options we should use in neutral, frame data, possible resets and optimal damage. the reason why I think poeple are struggling is because she's definitely not an easy character, her attacks are weird, her 5A is the longest in the game, her 2B is faster than her 5A, her 2A can't be chained into itself and slides her forward, her sweep goes fullscreen but is slower than other sweeps, her 5B can chain back to 5A. and she has like 10 different air normals lol that being said, I don't really care how she's ranked, she's just too fun to not play
  24. her J.2B, J.22C and 2C can fatal, her DP is fatal recovery, I think there's more though lol
  25. after spending 3 hours in the training room, Here are some of my thoughts for day 2. J.A is not a bad jump in, at the very least I think its ok for jump ins since you can follow with 2B and 2A (although it's harder) on normal hit, it also has a nice cross up window so you can jump>air turn>air back dash>J.A>2B(1) rest of combo. 2B first hit is her fastest ground normal I think, it has a nice horizontal hitbox almost about as far Lizzie's 5A, and moves her forward so it's good for combos, I think it's a good alternative for her 5As which are somewhat slow plus it's AUB but it has less range than 5A. I'm pretty sure we're going to use Gale Slash similarily to narukami's zio car. things like Sweep, Gale Slash and AoA should be used as raw punishes, such as when Naoto's shooting bullets or when Yukari uses Feather Arrow or narukmi's zio car and shouldn't be used in neutral so obviously, could be used also in certain situations or resets, I also believe that Margaret's AoA is better than Minzauki's teleport since it has guard point and not fatal recovery. divine wind C version is awesome. her normals and cancels with them are so weird, this is the most difficult thing for me about margaret. I really think Hassou Tobi's damage is unscaled, because I had combos that went from things like 2980 to 4600-4700. her neutral is looking strong so far, she has so many ranged options. Overall I'm absolutely loving her, her combos look awesome and are so damn fun, although she's really tough to play, I'm enjoying every bit of it! here's another max Hassou Tobi or let's just say MHT lol: CH 5C>2C>2D>j.22C>2C>5C>214214A (Hassou Tobi) does 4791 edit: if you input power slash A version's input before hassou tobi, damage is 5071.
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