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zdravkelja

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Everything posted by zdravkelja

  1. I tied on Ragna and Bang and it works... Sometimes you can't connect 5B after j.C, but you can do 5A.
  2. You don't have to do enma to get close. Just hop and cancel it with jump.
  3. OMG, noticed another mistake in Hotaru combos. Some combos are possible only on fatal. You cannot link 2C > j.2C and 2C > tk.Tsubaki after normal Hotaru, only on Fatal. Also added one combo. It was 1am, I was half asleep at that time. I'm messing around in training mode, i'll probably add more stuff.
  4. I played it whole last night. Combos are a little bit harder. I don't like that Renka>Kishuu>6C, you have to charge 6C a little... But 7k with 5 stars in the corner I can do almost all Hotaru dashes. The only problem is Renka>Kishuu>hop>2C>tk.Hotaru>airdash j.2C.. Do I have to land or not before airdash? It seems to me I have to do it before landing, but looks almost imposible.
  5. C moves aren't faster, I also thought they were but they aren't.
  6. I have made mistke regarding one throw combo. Throw can't be folowed up with 5C
  7. My mistake, I forgot that Tsubaki is just j.214C
  8. That heat gain :8/:
  9. Finnaly something new for Mugen... Some interesting stuff but there isn't much difference in terms of damage.. And after this I think it is confirmed. Corner loop with one rep has 2 j.2As in the end, loop with 2 reps has one, excluding specific cases.
  10. Just for variation :P The difference is like 500dmg at most. And some combos are a little bit easier to do than others, easier adjustable for burst bait, etc... Thing of preference.
  11. Thanks for clarification, I still haven't played him enough to notice everything, I was just testing combos on friends PSP. I totally forgot about magatama nerf I'm sure I saw somewhere that C moves are faster... Meh..
  12. Oh, his damage is very good, he can still get over 6k with 5 stars. And his 2-3 star combos are stronger now. In corner of course, everyone is nerfed midscreen. Actually, the only thing I don't like is that j.D nerf, everything else is great. I'm not sure why Hakumen has dropped on tier list. Midscreen combos are nerfed for everyone (and Haku can still get 5k midscreen), his C moves are faster, 4C special cancelable. Hotaru is nerfed on normal hit, but there is hardly cases you would use normal Hotaru. j.D and Renka proration (and you can still get good damage with Renka) are the only real nerfs for me.
  13. Yeah, I posted video in Bang video thread in which one orange Bang is doing that bumper stuff in real matches...
  14. Meh, I don't even have them. Still can't get past that Unlimited Haku and I don't feel like spending money on them
  15. Yeah, I'm not a fan of that shortcut stuff, but it's work in progress for now, it's easy to change. Corner loop for example, sometimes you have to do j.2A twice, sometimes once, etc... LOL, yeah
  16. Some tk.Hotaru stuff: Midscreen: (2) tk.Hotaru -> iad j.2A -> j.C (5C > 3C) (5) 5C -> Renka(1) -> Kishuu -> hop -> 2C -> tk.Hotaru -> iad -> j.2C -> 2C -> j.2A -> ad j.2A -> j.C (5C > 3C) - big, big corner carry Fatal (2) tk.Hotaru -> iad j.2C -> 2C -> j.2A -> ad j.2A -> j.C (5) tk.Hotaru -> iad j.2C -> 5C -> Renka(1) -> Kishuu -> hop -> 2C -> j.2A -> ad j.2A -> j.C (5C > 3C) Midscreen into corner: (3) tk.Hotaru -> iad j.C -> Gurren -> Corner loop (1) (3) tk.Hotaru -> iad j.C -> Gurren -> hop -> 5A -> 6A -> 5A -> j.2A -> j.2C -> 2C -> j.2A -> j.2A -> ad j.2A -> j.C -> 5C -> 3C (mix of juggle and corner loop) Fatal (2) tk.Hotaru -> iad j.2C -> 2C -> j.2A -> ad j.2A -> Corner loop (1) (5) tk.Hotaru -> iad j.2C -> 2C -> j.2C -> Tsubaki -> ad j.2C -> Corner loop (1) (5) tk.Hotaru -> iad j.2C- > 5C -> Renka(1) -> Kishuu -> 6C -> hop -> Corner loop (2) (5) tk.Hotaru -> iad j.2C -> 5C -> Renka(1) -> Kishuu -> Corner loop (1) Corner: (2) tk.Hotaru -> 6C -> hop -> Corner loop (2) (2) tk.Hotaru -> j.2C -> 5C -> Corner loop (2) (5) tk.Hotaru -> 6C -> 5C -> Renka(1) -> Kishuu -> 2C -> Corner loop (2) (EDIT, added non fatal combo) Fatal (EDIT, possible only on Fatal) (5) tk.Hotaru -> 6C -> hop -> 2C -> tk.Tsubaki -> hop -> Corner loop (2) (5) tk.Hotaru -> 6C -> hop -> 2C -> j.2C -> tk.Tsubaki -> ad j.2C -> Corner loop (1) - a little stronger than previous (8) tk.Hotaru -> 6C -> hop > 5C -> Renka(1) -> Kishuu -> 2C -> tk.Tsubaki -> hop -> Corner loop (2) - over 7k (8) tk.Hotaru -> 6C -> hop -> 2C -> j.2C -> Tsubaki -> ad j.2C -> 2C -> j.2C -> Tsubaki -> falling ad j.2C -> Corner loop (1) - a little stronger than previous edit: lol, added dashes before >, you seem to like it, it's easier to c/p now :P
  17. Forgot to add, maybe you should fix that airthrow > midair Tsubaki... If I didn't know, I would understand that as throw than falling Tsubaki. Throw should be canceled with Tsubaki before he hits with the elbow.
  18. Not to change it too much. I don't want Overture clothes weapons and stuff. Also, keep FRCs, SB and other advanced stuff. New character off course, Raven and That Man I hope, and at least one completely new character. And Justice and Kliff, they don't have to be tournament legal. Story mode to finnaly move on. More about outrages, more about Sol-That Man, more about everything.
  19. At the begining and at 27:50 onward. Orange Bang using some interesting combos in corner. Like 5A > 5B > 2B > 6C > j.623B > dash 5C (pushes them back in corner) > C nail > dash 2D > j.4C > j.C > bumper. It seems you can extend standard corner combo air ender using bumper with another air ender for 500 more dmg. and some other cool stuff http://www.youtube.com/watch?v=caUptqvrQxg
  20. I think that corner loop (2) doesn't have that delayed j.2A at all, not just in the combo i wrote.
  21. http://www.youtube.com/watch?v=iJJ8pI7mzRs&t=35m2s Purple Bang vs Hazama and Tsubaki. FRKZ action.
  22. Ok than Throw combos (corner off course): (0) Throw/backthrow > 2C > j.2A > j.2C > 2C > j.2A > j.2A > ad j.2A > j.C > 5C > 3C (3): Throw/backthrow > 5C > 236B(1) > 623A > 6C > hop > 2C > j.2A > j.2C > 2C > j.2A > ad j.2A > j.C > 5C > 3C Airthrow: Midscreen: (1) Airthrow > j.2C > 5C > 2B > 214A > hop > 5A > 6A > 5A > j.2A > ad j.2A > j.C [5C > 3C] (2) Airthrow > j.2C > 5C > 623A-A > j.2C > 2C > j.2A > ad j.2A > j.C [5C > 3C] For meterless, need confirmation if Airthrow > falling j.2C (or j.B) > 5A > 6A > 5A > etc works. Probably does. Corner: (0) Airthrow > j.2C > 2C > j.2A > j.2C > 2C > j.2A > j.2A > ad J.2A > j.C > 5C > 3C (3) Airthrow > 63214C > ad j.2C > 2C > j.2A > j.2C > j.2A > j.2A > ad j.2A > j.C > 5C > 3C (3) Airthrow > 63214C > 6C > hop > 2C > j.2A > j.2C > 2C > j.2A > j.2A > ad j.2A > j.C > 5C > 3C - I think another j.2A > j.2C > 2C could be added, than second j.2A in the last rep should be omited. Also, should be done closer to ground (5) Airthrow > 63214C > 6C > hop > 2C > tk 214B > j.2C > 5C > 2C > j.2A > j.2C > 2C > j.2A > j.2C > 2C > j.2A > ad j.2A > j.C > 5C > 3C - crazy damage All combos with 63214C involved work close to corner, around one screen distance (lol at the explanation ) Mugen: [236B(1) > 41236C(1) > 623A] x 4 > 236B(1) > 41236C(2) > 632146C Probably not the only one, but probably the most effective one.
  23. I've been doing super jumps after 2C since CT :D Can someone confirm if this combo works: something into > Renka(1) > Kishuu > 2B > 5A > 6A > 5A > j.2A > ad j.2A > j.C
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