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Posts
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Rhyllis
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PSN
Rhyllis
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I believe double heat up combos is definitely a buff she needed, or rather getting more opportunities for heat up in general. She made due before because she doesn't spend meter as fast as some characters, but needing to rapid cancel for 2-Heat combos never seemed right to me. She still has a weakness, but a character like her typically always will. I definitely don't feel like she's even close to being the weakest character in BB though! Very happy with her in BBCPEX.
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In the corner, you can do CH 623B > 6B > 623C > 6C > JD for 2434 and a heat up level, but you may have already known that. Otherwise what Nyaa pointed out and CH 623B > 6B > Miquelet Capture/Snaphance Fist are your only other options I believe (for 1516 and 1595 respectively) CH 6B midscreen: CH 6B > 5C > 3C > 5D > 41236C > 5A > 5B > 6B jc > JB jc > JC > JD > 623B = 2855 and double heat CH 6B Easy: CH 6B > JB > JC > Land > JB > JC > land > 6B > JB > JC > JD > 623B = 2462 and one heat CH 6B with your back close to the corner: CH 6B > 623C > 3C > 5D > 41236C > 5A > 5B jc > JB > JC > JD > 623B = 3104 and double heat CH 6B with 2 Heat: CH 6B > 623C > 623D > 6A > 236[A] > 6A > Overdrive Cancel > 2363214C = 5742 and one heat Countless other combo paths depending on situations, but those are a few anyway.
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Interesting to know! So have to handle Miquelet capture a bit differently than Cutting Shear. Thanks for the information.
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Shh! Don't tell people about the Drive > Afterburner > Serpentine Assault gimmick! I'm saving that for a tournament!! I wonder what the frame advantage is from drive --> Miquelet Capture? I feel like I've gotten safe jumps similar to cutting shear by doing it in the corner (If I know I can't combo after it)
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Ah of course. To clairfy I meant for mid-screen damage when doing the Miqeuelt follow up in double heat. I don't think you can do much except super (except on counter hit, as you've pointed out) in this version of the game, unless you're in Overdrive and keep the heat levels for the extra mobility anyway. I did try to do the Tager combo on Rachel, but I didn't have any luck unforutnately. Would have been a nice surprise if it had worked! Also didn't realize that counter hit Miquelet follow up causes a small wall bounce if you're mid screen. I was able to air dash J.C and convert into a combo for really great corner carry. Couldn't get as much damage as in your clip doing it this way though.
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Yes, you're exactly right Shin Oni. Your combo was the one I was mixing up with another combo I had in mind. Requirements: 2 Heat/46% Meter/Reasonably close to the corner. 5[C] > Guard Crush > 41236C > 236D > 6A > 236A > 6C > 2B > 6B > JC > JD > 623C > 3C > Overdrive > 2363214C - 8366 Damage and 2 Heat. 6963 damage if you do 3C > 5D > 623B instead of the overdrive super ender. The combo I was mixing up with was: Requirements: 2 Heat/42% Meter/Reasonably close to the corner. 41236C > 236D > Guard Crush > 6A > 236A > 6C > 2B > 6B > JC > JD > 623C > 3C > Overdrive > 2363214C - 7859 Damage and 2 Heat. 6472 damage if you do 3C > 5D > 623B instead of the overdrive super ender. I like the above combo for doing the Miquelet Capture trap/setup. An absurd amount of damage for them teching normally in that situation.
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Nice! I did not know that about Miqeulet Capture. I was pretty sad with its in this version, I felt less rewarded for countering someone with it by going through their projectile. This changes my opinion greatly.
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For corner FC 5[C], the combo I found useful was.. (I believe you need 49 or 50 heat to do the combo from start to finish.) 2Heat/50% Meter 5[C] > 41236C > 236D > 6A > The 25 Meter/Guard Crush thing > 6A > 236A > 6C > 2B > 6B > JC > JD > 623C > 3C > Overdrive > 2363214C Leaves you with two heat, and I believe it does 8200-8300ish damage. Not home at the moment, so I can't recall for certain. Also not certain the 6A before the guard crush ruins the combo or not! This version of Bullet is too fun.
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I believe this combo only works on Fatal Counter, unless 2.0 Bullet is quite different. Although I suppose you could also do it in the corner. Are you making sure your efforts include one of these two conditions? If so, one of the challenge mode combos for Bullet involves the timing more or less. I feel it's actually easier in 2.0, so if you just try that challenge for awhile and let the demonstration play a few times, I bet you'll get it quick!
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The last match vs Amane was fun to watch, especially the hectic ending.
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If I had one heat and was in the corner, I would rapid after 5D (giving me two heat), 5C, 3C, capture, D,6B, air capture, 6C, jump, J.C 6B, J.C, J.D. retains one heat and corner and does lots of damage. Mind you, the above combo may have to go 6C, J.D instead, I forget when they fall out of the combo. Edit: Now that I'm home, and assuming I understood the topic correctly.. One heat, 50 meter, corner 5D, Rapid, 5C, 3C, Miquelet Capture + D, 6B, Snap Hands Fist (Air Grab), Dash, 6C, Jump, J.C, 6B, J.C, J.D = 3794 damage, 1 heat level, and corner, and builds 15% meter (-35% total after rapid). One heat, 50 meter, corner off 5B starter. 5B, 5C, 5D, Rapid, 5C, 3C, Miquelet Capture + D, 5B, 6B, Snap Hands Fist (Air Grab), Dash, 6C, J.D = 4414 damage, 1 heat level, and corner, and builds 19% meter (-31% total after rapid). If you're in the corner and don't want to spend meter/don't have it.. 5D, D, 6B, Miquelet Capture 5B, J.B, J.C, 6B, J.B, J.C, J.D is 2615 damage and 18% meter. But you'd get 1.1k damage just for doing 5D, and have level 2 heat saved up for your next hit. Hopefully that helps!
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XBL Rhyllis Canada, NB.
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Wanted to main Nu in CT because I liked her character, but she was too strong, and zoning isn't really my style anyway. Picked Bang because his nails, Fu Rin Ka Zan and Bumpers all seemed interesting to me. In CS, Bang became too strong, and Lambda was more balanced and a bit better close range, so I swapped. Currently playing her, but my wait for my real main is almost over. September will be a wondrous month.
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Wanted a character that was very low on the tier listing and had a lot of unique things going for him/her. Enter Bang, with his nail limit, his bumpers, his 4 different nail attacks, his Fu Rin Ka Zan requirement, and an amazing personality. Now Bang is currently one of the best characters in Continuum Shift! Life is cruel.
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I just may not have played any super Taokaka players before, but I always felt this match was pretty even. Taokaka has her 2A (which to be honest I never noticed to be a huge annoyance) and high damage combos (Or maybe not, since I hear she has a lot of difficulty comboing Bang), but Bang has higher health and, in my experience, far better rush down skills. I think the best Taokaka I've played is probably Herald o headys. Does he post here much by any chance? He's got great ground pressure.