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MiraclePizza

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Everything posted by MiraclePizza

  1. Probably going tonight.
  2. Ending your combo in Thor actually gets you corner push and more momentum too than if you ended it it Revolver Blast. If you had 100 meter you can tack on more damage with a long range Fenrir after your Thor if it means killing them.
  3. Neutral air tech can be suspect to command throw traps, but technically it is still one of the safest options since Noel really doesn't want to deal with gadget finger either. Conversely, if he does a quick collider release aiming for a command throw trap then you can forward/back airtech to actually get away from him since the momentum from magnetic pull will hurl you to the other side of the screen. Of course, if you don't want to play his guessing game here then you can always just play it at gadget finger, which still isn't a bad choice or anything since you still have ways to be obnoxious against gadget oki.
  4. 3B 6C will never fail you.
  5. Hit the 66C and/or 4D low to the ground by delaying those moves but whatever you do don't delay the d.6C. About the j.C combos, I actually thought about including a j.B/j.C jumpin combo section but they're really almost the same thing as the 5A combos except with more damage but more situational. I do want to include them one way or another though, because the way those combos start should be pretty similar in CS2 as well.
  6. So on a totally random note, accidents in training mode have led me to believe that j.4D is much easier to time as a D cancel into a grounded drive than j.D is.
  7. Added some stuff including the double positive prorate combos off corner 3C and corner throw. That 22C reset combo is just there for shits and giggles because it's the only way I can think of to get a 22C combo starter lol. Edit: Aside from catching a roll with it.
  8. I kinda want to go later but it feels like a lazy day today.
  9. Too many people, line gets too long HOWEVER since my stick's pcb apparently burned out just now I will consider going.
  10. You can't really be blamed for dropping combos on a laggy setup. Like someone's sig said before, there's always something on which you can blame your failed execution! Dropping easy as shit Noel combos just made me sad still.
  11. What makes Optic viable is that usually when you use it, you have some space between you and your opponent so most characters not named Bang or Ragna can't always conveniently go with a braindead punish on Optic's startup.
  12. Interestingly enough, I just found out today thanks to Chiizu that there's a d.6C variation from 6B starter that does the most damage out of any other 6B combo that I know of so far.
  13. I don't think it's possible to do 66C after a j.D d.4D Bloom and if it is, it's ridiculously hard. From my experience it'll only miss on Hakumen though (and maybe Tsubaki or Arakune or whoever else has a douchy hitbox, works on Hazama). The best CS2 combos will probably be these combos and the 22B 6D combos lol assuming they didn't mess around with the proration too much. Nice. I didn't know air hit d.5C comboed into d.6C at all.
  14. No, I agree that once you get used to it it's not bad at all and that it can be a more stable alternative on certain characters depending on how you hit your 6B/3C in the corner. It will never build more meter than optmized Haida loops do though, but will sometimes do 100-200 more damage which is good in its own right. Also, I added the quirk to the combo thread mentioning that, afaik, the optimized aerial hit d.6C combos will not work on Lambda at all without omitting the d.2D. Corner combos off 6B or 3C should always build at least 50 meter without fail anyways.
  15. The non-Haida d.6C combo off 3C I listed builds 60 heat and does 20 (yes 20 not a typo) more damage. HOWEVER, the variation you posted is afaik the most damaging off 6B at 4238/58. 200 damage for 2 less meter is a pretty nice deal.
  16. I can probably shoot for around 8 or so then if I decide to go.
  17. The optimized d.6C corner combo does slightly more damage and gains about the same amount of meter. However, it's miles harder (IMO) and can be unstable on certain characters without omitting certain parts of it which makes it pointless to do in lieu of the normal corner combo on those characters so be careful with those.
  18. I'll think about going tonight. What time?
  19. I find it impossible to combo after the 236B, as they're simply too far. If you think about it, even 236A (6)6C is more strict than a lot of people give it credit for at longer ranges.
  20. For that combo just do the d.5B after d.6B instead of at the end. D.6D d.5B is actually very difficult on characters that you already need to delay d.5B on anyways so there's almost no reason for you to do it on those characters nor in the combo you listed. In any case, vs Lambda and Tsubaki, remember to delay your d.5B in your combos or the 2nd hit will outright miss.
  21. I actually didn't know how that whole "fuzzy low" thing worked until I ran the tests with Noel yesterday. Always did seem wierd that you'd somehow fail to low block while crouching since the exclamation mark should only appear if you're trying to block at all in the first place. At least that's not a mystery to me anymore lol.
  22. 5C 2C is airtight even if you're only close enough for the 2nd hit of 2C to make contact. What most likely happened is that they blocked the 5C crouching and didn't attempt to block the 2C crouching. While this game may have autoblock for continuous blockstun, you'll still unblock if you block the wrong way (obviously) but you can also get unblocked by a low if you weren't crouching (read: not just crouch blocking). So what happens in the end is that if you blocked 5C crouching and weren't holding 1, 2, or 3 by the time the 2C came out, you'll get hit by 2C while still stuck in crouching state. The same logic applies if you were standing as well, but that situation is already more intuitive so that definitely doesn't need any explanation. Just know that it's impossible to get hit by 2C in crouching state if you blocked the 5C standing and vice versa. It looks really wierd because even though you'll be crouching you'll still see the yellow exclamation mark as if you tried to block crouching... while already crouching, but if you look at it the way I explained it, it does make sense in the sense that you technically blocked wrong and thus getting the exclamation mark to appear. On a different note, I think it's time to start practicing those 22B 6D combos
  23. You have to do dash 5A after the j.C to get the 6C to not whiff.
  24. Edit: Going for sure sometime before 8.
  25. I just meant for 5D -> d.4D. Of course there are plenty of other ways to avoid various reversals and reversal-like options during your drive strings, but I was just focusing mainly on characters punishing you after blocking a 5D and what 5D -> d.4D will and won't work against (and a few things with Assault Through as an alternative I guess).
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