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Isorropia

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  1. They work with minor modifications. Tager's optimal FC combo from CS1 (which fear4 posted) still works if you omit the j.2C as the second hit (also now functions nicely to bait bursts with hold downback press 2B2C). Damage is 3708 and it builds 51 meter. Also I went and tested 360A/B combos in CS2 and here's what I found. 360A > 2B > AC works on: Tager, Makoto, Valkenhayn, 360B > walk > 2B > AC > Bsledge > Gadget works on: (no walk) Tager, Makoto, Valkenhayn, Rachel (use 5C 6A AC)(easy) Tsubaki, Lambda, Mu, (hard) Ragna, Noel (Magnetised) 360B > walk > 2B > 2C > AC > Bsledge > Gadget works on: Litchi, Hazama, Noel Can't test plat cos I'm on ps3. So basically it won't work on Tao, Jin, Carl, Arakune, Bang (Could do bang in CS1 with 360B walk 2B AC but I can't get it to hit in CS2....)
  2. ? In CS2 it's possible to do 360B > 2B > collider > Bsledge > GF For ~4.8k dmg and good heat gain.
  3. 360B small walk 2B>collider works (in CS1) on: Ragna Bang Lambda Makoto Noel In CS2 I think it works on some more chars like litchi, hazama valkenhayn....when PS3 updates I'll find out the specifics.
  4. From japanese combo vids it looks like it's better to do backthrow > 6B > 2C > collider. Just better proration, probably helps further down the line too.
  5. I thought of it as 360A > GF RC > collider > collider whiff > MTW Does that work? If not, then yeah, what's the optimal?
  6. Er, that doesn't sound so bad, if you could get the tech down for it then RC collider whiff was always a stronger mixup than RC 5D (at least from my experience).
  7. If they're magnetised, you can do forward throw > atomic collider (hold till they're in range) > continue combo. In corner (with mag I know for sure, not sure if not magged) forward throw > 2D > 2B > 2C etc. Looks pimp too.
  8. 6C prorates badly, use 5C instead.
  9. I'm 99-100% sure that in CS this physically cannot happen. Not sure about CT, but in CS (assuming they're in range) the moment they land from a jump they will be grabbed if you're holding a 360B/720. I actually found a nice setup to abuse landing frames. After 2D into corner, do meaty 5A 2B on wakeup (hitconfirm 2C if they didn't block), then after 2B walk a step then 5A, tic 360B. If they jumped after the 2B they will block the 5A in the air, and even if they're holding up will fall into the grab. Depending on height they can double jump, airdash, j.A, aerial DP, etc. But like....yeah people probably aren't gonna be looking for that.
  10. My guess is Waks is trying it out in CS1 while you're doing it in CS2....?
  11. That can't be right, back when cs2 was new I remember seeing a tager do 2 XYH 720s from neutral in a match against a ragna player, both of the 720s came out even faster than a 5A/2A buffered 720. Did you try holding down the D button while doing the entire motion? Maybe if you let it go then you can't do it unti recovery....iunno.
  12. You can -never- cancel into a command grab. Being special cancellable does not apply to command grabs for tager. Now, for 5A and 6A, what you're doing is cancelling into a jump, and then cancelling the jump into a command grab.
  13. Pretty sure he lost 4D/5D gatlings from 2C, can anyone confirm that?
  14. 360A leaves you with about 16 frames before they can move. Then their neutral tech takes 32f. Gadget tap whiff is 7+3+16, 360B is 6f startup. So if you do it with fastest timing you can have an active 360B out 16 frames before they land from a neutral tech, meaning that it's super easy to have it timed meaty on their wakeup. Too bad if that arakune was half decent he could just jump > j.C fatal/j.D CH > take the round.
  15. And litchi and mu.
  16. Works midscreen on: Bang, Rachel, Hakumen. Works midscreen but slightly harder: Ragna, Jin, Taokaka. Works midscreen but you should use j.c whiff > j.2c > 2B > collider: Tager, Arakune.
  17. Needs a j.2C in there, other combos are fine. If the tutorial is aimed at beginners I'd say thats a pretty good list, although you could easily start the collider combos with 2B/6A>2C >> collider, since they won't always be landing collider raw. Edit: Since we're talking CS2, I think there should be a grounded 5C>6A>3C combo in there somewhere.
  18. Hey, Gadget RC collider is NOT a gimmick, it's a mixup. Your opponent knowing about it doesn't change the fact it's ambiguous high/low/throw/left/right. Otherwise, there should be emphasis in the tutorial on NOT using Bsledge and 2D at fullscreen, and why sj.C all the time isn't a great idea either. Gotta teach people how to play patiently.
  19. Gadget RC mixups. Lots of them.
  20. I....what...I don't even.... There's not really anywhere to go with someone who believes 6A could beat arakune's j.B, even on a theoretical level. >.>
  21. 'Also, Mashing out of ASledge (-2) is reasonable' I'm not sure, but axis might have been referring to (if 5B >5C combod) you could do something like 5A 5B 5C Asledge, and on -hit-, asledge is something like +6. Or maybe he wasn't referring to that, iunno. >.>
  22. That's a design philosophy that doesn't quite hold up. If your combos don't do good damage, what is the threat? You land a small combo, and 'set up [a] situation where he can catch the opponent in a grab' and your opponent will....jump. Duh. A universal truth about grappler characters is that they cannot land a grab (offensively) until they prove they can win the round without using it. If your opponent will die in 3 throws, or 7 combos.....they'll just opt out of the throw every time, you need combos to do damage.
  23. The most reliable way is to make sure you do the collider whiff as soon as humanly possible. You want to press the button just after they start falling from the apex of their bounce (keep trying till you figure out the soonest moment you can do it). Then abuse advanced input by holding the 6C, makes it a lot easier to do.
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