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CageRedfield

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    Cage-Redfield
  1. I have a question about a combo in this video at around the 1:28 mark https://www.youtube.com/watch?v=ZrtxJ5BBjg8 what is Izayoi doing after the DP rapid cancel? I'm having a hard time following up with mode switch -> 2c 3c etc. Just got into the game so sorry if this seems obvious or w.e. nvm, microdash 2d after rapid seems like it's the answer
  2. I get the exact same result using j.P, hits when Ram does a neutral crouch but doesn't hit when she crouch blocks. Even doing this setup on Pot gives me the same result. I'm not sure if I'm just screwing up the timing or if it was tested against the training dummy set to crouch only on wakeup.
  3. https://www.youtube.com/watch?v=xK26CpHiIeg i'm getting this issue when performing this setup. Am I messing up the timing, or did you do this like I tried to, with the dummy set to crouch and block after the first hit?
  4. So I'm not sure if this was ever mentioned, but you know how in the auto-combo, the 7th hit is an automatic A Sonic Punch? I've managed to get the 7th hit to be an A Hook. The timing is very awkward, you have to delay 4A so it doesn't register the A input as the rest of the auto-combo. The visual timing is, like, inputting 4A while he's landing from the last DBZ-esque hit in his auto-combo. I'm gonna try to hammer out getting a full combo from this, hopefully this changes our issue of having low damage on a multitude of characters when using auto-combo as a starter. EDIT: This might not work on all the characters and can probably be better than it is, but I got something that works on the Sho's at least. 2nd EDIT: works on everyone that makes the auto-combo -> 4B 8B 4/6D 2C/6A/B whiff. 5AAAAAA 4A 8A B+D, 2A+B xx 236A~6A/B does a teensy bit more than the combo that ends in 2C, but doesn't really give Aki favorable positioning (proation is so far gone at the end of the combo that the Corkscrew enders just send them to the opposite side of the screen with no time for you to dash up).
  5. I'm not sure if I'm missing something or if this isn't possible on Yu, but I'm really struggling to link 5BB into sweep.
  6. The last few posts in this thread are super great for someone like me that JUST decided on playing this character. Also, since there isn't a combo thread yet/it hasn't been mentioned whenever someone talked about this combo route; here's the list of characters you can use the Auto-combo -> 4B 8B 4/6D 2C/6B route on Yu, Marie, Rise, Chie (the timing for the corkscrew is different compared to everyone else, making it a little awkward), Ken, and Naoto. If I'm forgetting anyone, lemme know. EDIT: Liz and Margaret, but for them, you need to delay the 8B a bit.
  7. found some incredibly basic combos 2C 2D dash up 2C xx 214D = 2392 meterless 2C 2D dash up 5B 5C xx 214B xx 236236A = 3018 50 SP this character is so weird and awesome
  8. Not sure how good this might be but Any juggle combo that uses the 5BB 2B 5C 2C route allows for a safe hop or a free 236D in either the midscreen area or in the corner. If they delay tech, you have time to recover from 236D/the hop and punish or pressure them afterwards. If certain characters wakeup and reversal with a stationary DP/reversal super, they get counter-hit by the magatama and you're in the perfect range for 5B conversions. You can probably setup a SP eye, make them block and detonate it if you want to use it that. EDIT: So SP Eye setups off this are only possible in the corner and aren't guaranteed. Doing something like 5BB 2B 5C 2C xx SP Eye, dash up 5AA 5B 5C 2C xx Detonate SP Eye (as a blockstring) has a really tight window for them to reversal out, but it's still possible.
  9. So it's possible to combo off of throw midscreen with OMC, but I'm not getting much damage without having to be in awakening/spending 100 SP combo I'm doing: Throw, OMC on 5th hit of throw, 5BB, 2B, 5C, 2C, 5B xx 236A Not sure if there's anyway to optimize this or if it's even worth it to OMC off throw midscreen, but I thought it might be something worth noting since I've come across a lot of situations where I throw-punished something and couldn't quite kill/wasn't close enough to the corner to get the wall splat.
  10. So I'm not sure if I'm dumb or if this is actually the case, but it feels like the time it takes to tech is longer/shorter depending which weather is used in 236236C/C+D. Like, it feels like you have no time to set anything up after Level 2 Rain but Level 2 Snow (depending on how long it takes them to get out of ice) grants a free 236D or sweep xx present. I supposed the best to set stuff up with be Level 2 Cloudy since they're shocked, but I really don't like having to look out for reversal/rolling away. Keep in mind, this is all with 236236C/C+D used at the end of a combo. I doubt it changes much if you somehow hit them raw with the super, but it might and it probably doesn't matter.
  11. For the combos that use: 236A(2) -> OMC -> followup, is that 236A two times or are you just OMC-ing on the second hit of 236A? Also, do we have a combo that works on Adachi/Liz/Shos/Yukiko, or are we stuck using that really small combo on them (talking about the basic hitconfirm into 236A xx weather change super)?
  12. Mainly the 421B -> 6 combo and the 2B 2C J.[C] combo.
  13. I'm having a lot of trouble catching backdashes on wake-up as Elt. My brain defaults to the meaty 66B xx J.214A or doing 214B to try catching them and I end up dying for it. Any tips?
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