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Corbenik

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Everything posted by Corbenik

  1. I just wanted to make a quick post about the 720 shortcut for those of you having problems with it. Instead of doing two full rotations, do one full rotation, a quarter rotation, and end at either 6 or 4 depending on which direction. For example, 214789632146a or 236987412364a. Made my 720's much more consistent. Thanks Haitian for telling me about it.
  2. @Prototype909 I agree with just about everything you said except that I don't really think her combo execution is particularly easy anymore and the 6d 2d 50/50 can be pretty useful. Also that's an extremely helpful OS and I'm going to be practicing it when I get home. Seriously, I really appreciate you sharing that. I've been thinking of trying not charged 236a > something like 5b as a way to make it safer versus dp, but I'm not sure if that would actually be helpful.
  3. Midscreen will look like 2b 5b 5c 5d 623b/42136c/623c. Counter hit is going to be basically the same. Corner is a little more complicated. If you start the combo with less than two heat, you'll want <starter> 5d 42136c 5a 6b j.c j.d 623b. If you start with two heat, your basic combo will look like <starter> 42136c 236d 6c jump cancel side switch j.d 623c 5c 5d 623b. If you start with an a attack always do that into the first combo I listed (5a into 5b 5c 5d or 2a into 2b 5b 5c).
  4. I must've just been dropping the combo. Thanks.
  5. It looks like omitting the j.c leads to better damage for anyone that you can't 6a, 236[a], and j.c in the same two heat combo. Take out the j.c and you can do 6a 236[a] for everyone that I've tested except for makoto on her 5d, 2b, and 5b confirms. 6a starter gives 4954. Probably going to be using this combo as my main two heat cycle in the corner, as it's the most I feel I can get without getting character specific. Overall combo is <starter> > capture > followup > 6a (except on makoto) > 236[a] > 6c jump cancel side switch > 5d > 623c > 5d > 623b @Nyaa as with everything I think that combo drops on Makoto if you use the 3c. Still does 5.5k if you 236[a] > capture though.
  6. This is just speculation, but I think the snapchance change is meant to make players use the 5dd route to push opponents to the corner more often, instead of pretty much always going the snapchance route. Outside of 6a range (to me) implies outside of dash 6a, but it would really surprise me if the followup wasn't comboable just because that seems to be the idea with all of her heat spending followups. At worst it's probably a short starter like cutting shear. Maybe 3c connection? No idea on j.d. On a side note I think not charged flint shooter does a lot more damage now, from the vs naoto match.
  7. Hopefully I'll be in tonight. Gonna try to finally get ram's combos down.
  8. This might've already been posted but a lot of japanese players are choosing to omit the j.c from the regular version in favor of the 6a 236a connection, which seemed to work on Makoto off of a 5c starter. I'm not sure how well it would work off of anything else, but I plan to lab it today. Brought the damage up a lot though.
  9. I can work with that. Can they generally be combo'd in to?
  10. Probably would use 2c plus the afterburner frame advantage for heat and oki. Alternatively 5d might combo off 5b. If afterburner is faster it might have an advantage special canceling off of 5d as well, whereas before they could technically mash out. Disagree on the red lock disadvantage thing, I'd much rather be able to full screen punish than reset pressure, especially with the command grab addition to her arsenal and resetting pressure at the cost of heat led to very little damage. I'm less concerned with tiers and more concerned with evening out her currently lopsided matchups matchups. Do we know what her exceed is yet?
  11. The 2b 5c drop isn't particularly uncommon, but I'm assuming the tweet he linked was from testing other than that loketest match. Shouldn't it still combo into 5b?
  12. Do we know what her exceed is yet?
  13. You know, CF Bullet is a lot like unlimited Bullet now, just without the extra distortions.
  14. Arcsys has a tendency to mix buffs with nerfs. On a slightly different subject, I kind of wish they'd focus less on flint shooter's range and more on its speed. I'd love to see a faster moving non charged version and a slow moving charged version.
  15. I'm wondering if they're keeping the two heat -> two heat corner combos with the no heat loss on block. I mean, that buff is just huge.
  16. I'm not really sure they'll give her more damage, or at least not much more. If damage was kept from 1.1 her 2.0 combos would all be doing a lot more, but they scaled it back. From what I can tell they're not all that interested in changing that aspect of her play.
  17. Also when they say slower do they mean the circle expands more slowly or her attack once launched moves more slowly?
  18. Thanks for reporting. Where are you seeing these changes? Any changes to her movement?
  19. Sorry, late night for me and I need to sleep. Some things I noticed were the not teching blue combos thing from the rachel, and not really knowing the bullet matchup. When you're being combo'd hold a or b or c to e,regency tech out at the first opportunity (and then block as quickly as possible). For the bullet matchup, her drive is chargeable which increases it's radius and will eventually red lock. When it's red locked she's plus, otherwise she's minus. All of her drives cancel into a command grab, which will reposition you or set you up for ideal oki. When you're in the corner and they do the run forward command grab as a combo ender the follow up is likely to be that same move, which is unblockable so you just want to either not tech immediately or crouch, as that's a common reset and it only affects standing or jumping. Feel free to contest bullet in the air because her air normals suck. Gg's to who I played and sorry for leaving so soon.
  20. That sounds great, thanks.
  21. Sorry I didn't show, I couldn't seem to join the lobby or properly search for it.
  22. Her heat level two dash is actually quite good, and if they're in the air and you're on the ground you can do some pretty great cross under stuff. If you're in the air you really can't do much and Bullet's air options kind of blow. RC isn't really important for maintaining heat like it used to be. I've found myself with a lot more meter, which I'm honestly not sure what to spend on. Maybe more guard cancels. Yeah, I'm pretty much netplay only. I've been thinking of going to ultra arcade, but I wasn't really sure if there were enough anime players to justify it. Can't really go to Austin much.
  23. There are a lot of changes I'd like to see, but even with just this one I'm pretty happy.
  24. Like I said, I know a lot of it is me. And by that I mean most of it. But that side switch in her two heat corner combo takes some pretty precise timing, which isn't a problem without lag. Sent from my iPad using Tapatalk
  25. It's Cornenik91. Thanks.
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