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Everything posted by Soniti
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You can also 2c wyvern on reaction if he's far enough and you see him start moving. In general though, I try to either have george out or superjump over it. If he throws his projectile before doing wyvern, it will eat frog and he will be able to start pressure. Winded lobelia does a pretty good job of shutting his projectile summon down though.
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If you can get the first one reliably, it has more corner carry. You can convert it into a corner combo at further distances (from the corner) than the j.2c route. My method is to jump cancel, *immediately* input 3d, then j.a shortly after.
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I've been in the lab a bit testing superball punishes lately. Unfotunately, in order to get a real punish you need to IB it* Oki ender Kokonoe corner superball punishes No resources: IB dash throw(CH) 5b 6a 236a 6a 4b 5cc (214b) 3c 2654 damage Make sure not to throw too early or the fireball will clip you at the end. I just dash up slightly more than necessary to help my timing. 50 meter: IB 5c(FC) 2c RC dash 5b 6a 236a 5b 6a 4b 5cc (214b) 3c 3599 damage Overdrive: IB 5c(FC) dash OD 5b 6a 236a 5b 6a 4b 5cc (214b) 3c 3095 damage Activate OD right as the fireball is about to hit you and you will dodge it 100 meter and some wind: IB 5c(FC) 2c RC dash 5b j.c j.236a delay 3d 5b j.c j.236a delay 3d 5b 6a 236a 5b 6a 4b dash 6a BBL 5330 damage, (6194 if you end with 4b OD dash 6a BBL) I have some max damage routes using resources (so far my max is 7619 damage with low life OD and 100%), but I'm still trying to optimize them. I'll post them as I figure them out: Max damage Kokonoe super ball punishes Short overdrive + 50%: IB 5c(FC) dash OD 5b 6a 236a 5b 6a 4b 6a BBL 6c8d 8d 4959 damage Kill combo only, air ender. You don't need to start with any wind at all. I have three different combos for low life + OD +100%. Note that 5cc -> 5b j.c doesn't work on Kokonoe, and these are fatal combo alternate routes. They do similar damage so take your pick: Max duration OD + 100%: IB 5c(FC) dash OD 5b 6a 236a 5b j.c j.236a delay 3d 5b j.c j.236a delay 3d 5b 6a 4b dash 6a BBL 236a 236a 8d BBL 7515 damage The second 236a between BBLs needs to whiff or hit on the same frame as BBL. Max duration OD + 100%: IB 5c(FC) dash OD 5b j.b j.c j.236a delay 3d 5b j.c j.236a delay 3d 5b 6a 236a 6a 4b dash 6a BBL 236a 236a 8d BBL 7433 damage The second 236a between BBLs needs to whiff. You need to start with at least a portion of 1 wind or wind regen needs to be off cooldown at the start of the combo. Max duration OD + 100% IB 5c(FC) dash OD 5b 6a delay 5b j.c j.236a 3d 5b j.c j.236a 3d 5b 6a delay 236a 5b 6a 4b dash 6a BBL 236a 236a 8d BBL 7619 damage The second 236a between BBLs needs to whiff As always, OD BBL is super picky and your dmg will vary depending on the spacing of both you and your poles, as well as the height of your opponent when it hits. * well actually you can do 5b+d 3c(2-3 hits) BBL trade 5b 6a 236a 6a 4b 5cc, but it isn't very stable
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I dislike spending 2 wind on the 3c route on crouching characters midscreen so I made videos of alternate 1-wind combos to use: Medium distance midscreen 1 wind (or optionally 2 wind) combo on crouching characters: (2b) 5b 6b j.3d very slight delay j.a j.b 5b+d 6a microdash 5b 6a 236a dash 3c 214c dash 6a 4b dash 5cc If you only have 1 wind, just do ~j.a j.b (microdash) 5b 5cc Doesn't work on Azrael, Kokonoe, Nu, Mu, Litchi, Valkenhayn, Bullet, Makoto and Izayoi, Platinum, and Taokaka. (though note that it does work on Platinum if you are somewhat close in the corner) https://www.youtube.com/watch?v=rAqYae8Eh1M For Azrael, Kokonoe, Nu, Mu, Litchi, Valkenhayn, Bullet, Makoto and Izayoi, Platinum, and Taokaka: (2b) 5b 6b+d j.2c 5b+d 6a microdash 5b 6a 236a dash 3c 214c dash 6a 4b dash 5cc If you only have 1 wind, just do ~j.2c 5b 5cc https://www.youtube.com/watch?v=Xv5UXgAkZOY If you are point blank, you will need to use 3d instead of 6d or you will overshoot. Also, if you are playing vs Hakumen or Tager, you don't need these combos -- 5b/6b j.3b j.c works, even if they are crouching. Credit to Brkrdave for coming up with the 2nd combo route.
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To buy extra time for wind regen/frog cooldown. If you aren't low on wind or needing to waste time for frog cooldown, the 5b 6a route is fine.
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Short starter corner combos on Bang really suck because they either leave you spaced close to the corner or without a lobelia down. Anyway, a route from IOH: j.a j.b dash 5b 5cc (walk back slightly for spacing reasons) 5b 6a 4b delay 236a 3c j.a j.b dash 5b 5cc (dash) 5b 6a 4b delay 236a dash 6a BBL For a normal starter corner combo on Bang early on in the combo: ~5b 5cc 6a delay 5a(2) 6a delay 236a 6a 4b 3c If it's late in the combo, you can do this route instead: (2b 5b 6b j.3d j.b j.c) 5b 5cc 5a(2) 6a delay 236a 6a 4b 3c If you want to spend a wind you can "fix" the height and go into the normal route by doing ~5b 5cc 5b j.c j.236a 3d 5b 6a delay 236a 6a 4b 3c Also, if you just want to do a 1 pole super combo, you can actually do the normal route, just press 5b asap after the lobelia hits bang. For midscreen frog starter on Bang, you can do (frog hits) 5b 6a 4b dash 5b 6a delay 236a 3c 214c 5cc
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Max? damage 5b punish combo route courtesy of N-O: https://www.youtube.com/watch?v=dxV7-1RjoNs&t=58m40s 5b 5cc 5b j.c j.236a 3(or 2)d 5b 6a delay 236a 5b 6a 4b CT(charge a while) dash 3c(3) BBL Does 4941 damage if you end at BBL but you can tag on a couple hits during the super for the kill if you want. I tested this route with the double j.c j.236a route and found that it also works. It is easier if you omit the extra 5b but that's optional. 5b 5cc 5b j.c j.236a 3(or 2)d 5b j.c j.236a delay 2d 5b 6a delay 236a (5b) 6a 4b CT(charge) dash 3c(3) BBL Does 5285/5394 damage by the end of BBL. You need to start with 48/49+ heat. This route doesn't seem to be worth it if you are going to use Overdrive, because you have to overdrive cancel the 4b and then you aren't spaced properly at the end of 3c. It's pretty much just for a non-OD kill combo because the crush trigger adds less then 400 damage My old route was doing BBL 214a CT (frog hits but they tech partway through) as a max damage route, which does a few hundred less in both scenarios
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You can just press and hold 6b for the 5f input repeat.
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Oops, fixed Bullet. The dash 5b is easy at close ranges, but sometimes you block CA at a pretty far distance such as during some situations where they are blocking frog. In those spots, you would probably need to spend 1 wind to combo anyway and the starter proration on 6b is the same as 5b. If you are point blank, just dash 5b. In most situations you have time to dash 5b but if you are on netplay with some delay just doing a 6b punish is WAAAAY easier. I should probably note how barrier blocking changes this list because a common scenario for this is [blocked frog] dash up barrier cancel to block counter-assault. edit: done
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When baiting counter-assaults as Rachel, connecting the dash 5b is difficult at further ranges on some characters, so I made myself a list of which characters you can do a 6b starter punish on. Figured I may as well share it. Counter-assaults that can be 6b punished: Bang, Bullet*, Carl, Hakumen*, Hazama, Jin, Kagura*, Kokonoe, Litchi, Noel, Platinum*, Rachel, Ragna, Relius, Tager*, Taokaka, Tsubaki, Terumi, Valkenhayn, Mu, Nu Counter-assaults that you need to dash 5b punish: Amane, Arakune, Izayoi, Makoto Counter-assault that can only be (1f microdash if necessary) 5a punished and only on IB: Azrael * = not on barrier block
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So I didn't notice this thread until now, and I'm always looking for local competition so this seems like as good a time as any to revive it. Handle - Soniti City - Ventura Main game - BBCP/Rachel Other games - I can kind of play GG/P4/MB...
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I'd like to nominate Alpha152 for the In Real Life award. He runs the brackets at our Rebel Up locals and plays a major role in organizing them.
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I finally found the full combo from 2c CH in CP1.1 in a match vid to confirm it works https://www.youtube.com/watch?v=2b1aZq8POj0&t=1h33m11s 2c (CH) 2d dash 5b 6a 236a 3c 214c 5cc edit: 1.1 is out on consoles and i tried the combo. it's not a microdash, you go a bit further. You want them as low as possible for the 3c, so delay the 236a if they are high up.
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N-O burns wind stocks on that and during 5cc if he has excess wind and wants corner carry. He doesn't do it to make the combo easier.
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It varies depending on what you've done in the combo before that and how high up they are after 4b. Sometimes it's just a microdash, sometimes it's a substantial distance.
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My combo is specifically for when frog is on cooldown.
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I have since come up with something better. https://www.youtube.com/watch?v=myqTs_4lEzU 5c FC dash, wait until otg 5b 6a 4b delay 236b 6a 236c delay 2d 5b 6a (delay if too high) 236a 5b 6a 5b 6a BBL 4922 dmg for 1 wind and 50%. Actually you can start the combo from 0 wind and it works :o EDIT: version using 100% and overdrive: https://www.youtube.com/watch?v=ka-CaoS3daA Does 7640 for 1 wind, 100% and Overdrive (you use another wind later but you gain that wind during the combo)
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Corner combo vs Bang, credit Someonewhodied. ~5b 5cc 5b 6a delay 5a 6a delay 236a 6a 4b 3c Doesn't work if you are too far into the combo. From far distance 2b starter on a standing Bang, I had to omit 6b to make it work. (2b 5b j.3d j.b j.c ~)
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It accomplishes both.
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N-O did a corner combo from j.b fuzzy in a recent video that gives you a ton of wind regen time. I'm totally stealing this combo. https://www.youtube.com/watch?v=bEKZ3JjZu9w&t=44m29s It requires a pole out. j.b j.a j.c dash 5b 5c 214c dash 5b 6a 236a 5b 6a 4b 5cc (214b) 3c You need to delay the 236a and let them fall as low as possible after the 236a before doing 5b, but other than those parts it isn't strict.
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If the opponent isn't crouching (or happens to be Tager), you can do 2b/5b starter into 6b j.3d j.b j.c 5b 6cd j.2c 5b+d 6a (microdash) 5b 6a 236a 3c 214c 5cc That carries corner to corner. Your combo might be optimal for crouching long distance opponents though, if you are cornered with lots of wind and really wanted to carry full screen to the other corner. In most situations, the 2 wind microdash combo is enough to get them close enough to the corner.
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I'm assuming you meant 214c? Also, there are some characters which the dash 3c doesn't connect on too well. Hakumen is a good example of this.
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I'm pretty bad at this matchup but i have a couple pieces of advice: TK j.236a lobelias are nice in neutral to shut down wolf air approaches. If you instant block his mixup usually the third hit or so can be 2c'd (he can bait this but at least you get it in his head that you are capable of the reversal) Sometimes you can catch a wolf approach with TD
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I only see 51 pages. edit: jk posting this made it 52, but my point still stands that when I was reading your post it was 51.
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I think it's because it is a bit longer for more wind regen if you are low?