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Marble

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  1. She lost literally all her combo routes? I wonder exactly how much untechable time has been removed from 6C, I thought that 6C > 214A~C > 236D etc. was still supposed to work in the corner. I'm also wondering if 236D's wall stick is so short that you can't connect 6A after it. I'm guessing new combo routes might be something like whatever > 2D (2) > 214A~A > 2C > 214B~B > JD (3) > 5CC > 214A~CCCCC. Maybe with more 2Cs in there somewhere. Since level 3 JD wall bounds, it's very likely that 214A~CCCCC being easier to connect on air hit was done with the intention of making new corner carry routes. Of course this is all theory bullshit since I of course don't have access to the game. I guess time will tell.
  2. Greetings Baiken forum. I've been trying to do this combo consistently: 2K > 6P > 623P > J. SD frc, air dash > J. H > air 236K (land) > J. SD frc, air dash > J. H > air 236K (land) > 6P > 63214K~412P Now this could just be me sucking since I'm new to this game, but it seems you have to pay really close attention to your distance from the corner to make this combo work. Depending on how close you are when you do the first J. H > air mattress, you have to tell on the fly whether you need to neutral jump or forward jump to get the J. SD to connect. If you're too close/they hit the wall too low it seems like you can't connect a J. SD at all; when this happens the only option I could come up with was to skip the second rep and go straight into the ender (But I guess in that scenario you've still got them in the corner and save yourself 25% tension). I've no problems getting the 6P> suzuran ~ zakuro ender on Ino but against Justice all kinds of weird stuff happens. When I'm facing towards the corner and do 6P, 5P comes out but it hits Justice while she's behind me (at least that's what it looks like). Trying to do 6P as if I was the one in the corner doesn't connect either. Haven't tried it against other characters yet. Any tips? EDIT: After talking with some GG players, reading more of this thread, watching some match vids and spending more time in training mode I have a bit better understanding. I guess a lot of combos in GG are just more character/distance specific than what I'm used to. New question then; if I land 2K > 6P > 623P > J.SD frc, air dash > J.H > air 236k close to the corner and still have another 25% meter to spend, what should I follow up with? Or should I go for a completely different combo route?
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