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sanshiki

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Everything posted by sanshiki

  1. 5B2D5C there's no trick to it. Just slip in a 2D in between 5B and 5C.
  2. I meant that I was expecting more to her mission combos. I can do the level 3 1 wind j.2C thats why her mission combos are really stupid. They didn't even include her 6-7k throw combo in her mission mode.
  3. When I saw the combo counter say "Silpheed 2+D" after BBL I lost all respect for whoever decided on the Rachel combos.
  4. Tried console at my friend's pad. Rachel has the shittiest mission combos EVER. To land the 1 wind lvl3 j.2C you have to sj.8D and j.2C either when the lightning super ends or right afterwards, depending on the opponent's launched height. Use that as a visual indicator.
  5. Hehe this just in from yours truly. true windless 5C fatal into super 5C fatal, 236B, 5B j.B, delay j.[C] j.C air Iris, dash super edit: its midscreen btw. Sweet thing is you can do whatever you like after the super since you haven't done anything that prorates heavily yet, not even a 5CC (repeat proration).
  6. 5CDC 214A (lambda falls flat) 2A 5A (1 hit) (george spasms) 236A, 3C iris 3C. Its 2a 5a yeah. Pretty ass. Its just a bit better for meter gain and wind recharge anyway. edit: just a note, gotta wait for Lambda to go into perfect OTG state so you don't pop her off the ground miles into the sky.
  7. That combo works only on Jin, Ragna or Tager because 5CDC pushes them further away, Do a light dash before you 3CD, thats all I can really say. I've already figured an alternative to Lambda by the way. Its amazing what people come up with when they put their minds to it.
  8. I hate Lambda for midscreen combos. With other characters I can do some iteration of 5CC 214A 3C 236A 3C iris 3C set pumpkin at least. What I do is just 5CC level 2 j.3CD dash 3C set pumpkin. What do you guys do?
  9. 22BBBC at the start.
  10. 6CD optimal jC whiff land cancel is +6 frames on block. :P
  11. There's a weird combo involving 214A j.D cancel in the corner. If I punish a DP, I can launch with 214D, 6C j.C > j.236a > j.214a, j.D cancel, OTG j.C, land 236236C. Does 3961 damage with 1 gauge and 50% heat. It doesn't combo if I try it from any starter that prorates worse than 5B 22D or 5C 22D ie. 5BB 22D won't work for the above combo. So Tsubaki can't combo this off 2B or 6A starters either. I suppose if you want to back off and charge meter for matchups like Tager/Ragna this would be better than the 1 meter 50% heat mugen combo. Or if you didn't have enough meter to activate mugen at the start. Looks flashy at any rate.
  12. Its not a semi corner or corner combo. I've already tested the combo and it only works midscreen. Here's an example. "nowhere near a corner" damage variant off 4 charges starting with an unblockable 22D... And just for kicks the dummy's Jin. 22D 6CC sj.9C 8j.C j.236D delay j.214D 2C 214D 2CC 236236C super. Does about 5.4k damage. edit: shrug 5300+ damage actually.
  13. ... The part where Tsubaki "9sj.C 8dj.C, 236D delay 214D, dash 2CC" is a midscreen combo. Its more likely to fail in the corner because Tsubaki can't maximize 214D projectile break properly at double jump height there. Its a useful combo if you want to blow gauge to kill, or work people into the corner while attempting to max damage.
  14. It does work on Jin. Space your dj.C and delay your 214D to break the projectile after opponent bounces off the floor. Should work the same way for everyone else.
  15. Here's something even madao doesn't know. Crouching links: 6CD(j.C whiff cancel land) 5B (used 5A but 5B actually works) CH 6CD(j.C whiff cancel land) 5B etc (works standing also) Fatal counter crouching links: 5C fatal [ 6CD(j.C whiff cancel land) 5B ] x N wind ---How this works: 6C has forced landing recovery. You simply cancel the landing recovery into the startup of j.C so you can combo. ---6C is airborne (basically beating lows) on first active frame. 6CD gets you into their face in certain situations where they are footsie-ing with sweep or slow ranged pokes. ---Now you can combo from 6C on crouching and enjoy better proration off even on standing 6C counterhits (5B is better than j.C proration wise) Learning something new everyday. Hehe.
  16. The noel just panic burst and killed himself, that's all. Still quite funny though.
  17. you sound pretty confused. j.B delay j.C will result in a missed combo. If you have any delay, it'll be after the relaunch 5B. ie. 6A 5B delay (j.B) j.C 2D j.2C. 5B has more stun time than it seems, so you can play around with heights on your first jump cancel: Delaying your jump, normal jumping, super jump, j.B j.C or j.C variant. All you need to do is just to hit the correct height for the j.C then muscle memory 2D j.2C. Make an effort to have clean joystick execution. hit j.C with the stick at neutral, slide it to 2, hit D as your umbrella hits, 9jump (at this point the 2D wind affects your jump nicely) j.2C as late as possible given your j.C stun. It'll be good if you study up on her frame data so at least you know how things actually work and combo into each other.
  18. Once you start getting the hang of the j.C 2D j.2C loop its really easy. Practice on a single character first like Jin or Ragna so you don't screw your timing trying all the variations on other characters AKA Hazama/Tager/Litchi whatever. I like the 236B j.C dj.C iris ender. Safer than etc XX j.236A anyway.
  19. 236236D is a 5+0 invincible super. Like order sol's level 1-3 tyrant rave but bad damage. Its alright to reversal with since people are already using gauge to CA. Good thing is that they have to outright bait it. They can't RC or block on reaction since its 0 frames after freeze.
  20. Its legit. But I suppose you don't have arcade/hacked pc to play CS on. Its really much better to stay away from TD to combo when you're already in the corner. BBL combos are stronger since you get 1 wind lv3 j.2C (which hits for 2k before proration) set ups off of it. Plus you'll rarely corner a guy with 4 wind stocks anyway, which BBL isn't constrained by. The only time TD should be used is to punish slow projectiles, whiffed pokes, and hitconfirm combo off random Iris or CH lobelia that is too far to air combo with.
  21. If you get a throw into the corner with 100% heat that's 6.5k damage. Secret Japanese combo to share. throw 3C9D BBL lv3 j.2C 214A 5CC (2nd hit only, frog activates when opponent hits floor) lv3 j.2C 236A dash 3C 3hits 214C 6A BBL lv3 j.2C 214A 5CC (2nd hit only again) 5B OTG (frog activates) 236A dash 3C BBL lv3 j.2C 214B 3C 214A its actually a 150% heat 3 wind combo by the way. If you start off with like 5B3C9D thats 7k damage. Or since its a back throw you don't even need to spend wind to launch the opponent higher.
  22. Don't forget the sword iris after the double j.cs. You have to land first after sword iris to pull off the BBL.
  23. If I landed a clean 5B it would be at least 3.7k-4k damage done. It looks nice but it isn't an improvement over the existing 5B 5CDC, 236B 6A7D 1 rod+BBL super into double iris/FC j.2C etc. EDIT: To perform the lvl 2 j.2c in combos, hit j.C~2D double jump forward for a split second, j.2c. If you did it right Rachel will get a nice smooth jump arc and drop a j.2c deep into the opponent's sprite.
  24. Perhaps this should go in the CS Tager thread since its more relevant to what you're going through EvilWolf.
  25. Jin's game becomes exceedingly strong in the game where his abare from 6c loops can net 2x more damage than his bnbs midscreen, or abuse 236D/6D guard primer mash. Therefore a good Jin that wants to abuse that will move towards options that will bring you there. Take a scrubby example like: You knock down Jin in the corner. He roll techs out and has at least 25% heat. He is likely to use 623D to try sucker punch you into a big combo. Once you've played enough Jins like that, you can even the field by always being on the side where he has to deal with bad damage bnbs and actually have to work twice as hard to get you to the corner. After getting past this, alot of specific matchup information comes into play. Watch out for 2D antiairing your midair lobelia summon. He has to predict it so don't make it too easy for him to get into the right range. Punish ice projectiles with reaction j.236B. Mostly anything else is commonsense. I've got some tricks here. 5C 2D, 5C frame trap can be beaten by IBing 2D and using 5BD to punish 5C's range. eg. 5BD counterhit 3D j.B j.C 5B 3C. In fact I'm starting to use this recently since I was annoyed how I never did have range and was stuck with bucketfuls of wind meter while under pressure. After you've done it once or twice Jin will think twice before using the same old mixup again. This also works against max range Jin's 6D. Don't overuse 2C it tends to clash at the ranges Jin likes to throw his pokes. Backdashing against Jin is also a bad move. His moves have meaty frames throughout. Either decide if you want to hit him, gtfo via jumping, or block. I find that people tend to treat Jin like a nerfed version of Ragna. Don't. Respect his large attack range and be more aware of what he can or cannot do at any point.
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