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kiunch

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    kiunch
  1. I have question about 3C, 22C, 665C or 665B. I just cannot do it, is there a trick to this? Even inside a small combo, where there is only a short running distance (like 5A/2A > 5B/2B > 6A > sj.C > j.D > d.6B > d.5C > d.6B > 22C~66 > 6C > 6B > 22B). My character would just run into the enemy floating body and stop. I pretty sure I canceled the 22C into 66. Do I have to release the 66 quickly into 6C (666C)? Cancel the built int 22C-66 with another dash? I tried everything
  2. Does anyone know the invincibility of Noel's drive? Especially 4D and 5D. Does 4D have full body invincibility or something? Been a while since I play, and got destroyed by drive spamming Noel. I tried both low sweep and jump attack and both got countered by 4D. Any tips on countering drive spamming in mirror match will be nice too.
  3. I found that for corner 3C combo, this is easier to do, tested on Litchi/Noel/Ragnar: 3C, 22BBBBBBBC ~66C(2), 6C(hit mid body), 4D, d.6C, d.2D, 623D, 6C, j.D(small jump), d.5B, d.5D, d.5C, 236D (4886)(6074 with super) After j.D I feel that d.5B is easier to land than d.6B, d.6B always whiff for me.
  4. B narrow range? C longer recovery..... less loop? Good bye 6k corner combo? The 2C to 5C made it easier to hit confirm RC 5C into 3C... hopefully...
  5. Talking about Noel, reminded me that 9/9/10, tomorrow is the Japan Amusement Machine show, where they will display CS2, we should all pray for a real balance patch.
  6. OMG I recognize your PSN. Stop beating me with random characters online ggs tho, really. --- On a related topic... what basic tager rule.. can someone kindly point them out?
  7. Rachel section has one, so why not.
  8. I was in training mode trying corner 3C and throw combo on first post to different characters, any suggestion/comment will be great... -Most of the cast- as listed in the first post, 3C/throw to 22C, 66C, 4D, 236D, 6C, (22B, 22BC, 6C)x2, 5D, d. 5B, d. 5C, SJC. D, 6D, 236D, fenrir works perfectly with little effort. -Litchi, Ragnar, Bang- On the 6C after 236D, and the 6C after first 22B, 22BC loop, make sure to hold forward slightly before pressing C, so Noel walk a small step forward before 6C coming out. If Noel doesn't do a step forward on both of the 6C, you can only do 1 loop, 2 loop if you see her step forward both time successfully. On throw, it is easier to just Throw, 22BC, 6C, 22B, 22BC, 66C, 4D, 236D, 6C, 22B, 22BC, 6C.... finisher It does a 50 less damage than doing 2 loops after 236D, but it is very easy to connect, doesn't require to step forward. -Carl, Hazama, Tsubaki- For throw, use the same combo as the one for litchi. For Tsubaki, just do the normal throw corner combo, but only do 1 loop, she is not worth it. After 3C I have problem connecting 2 loops after 236C, so I used 3C, 22C, 66C (delay), 4D (delay), d.6C, d.2D, 623D, 66C, J.D, (d.6D), 4D, 236D, 66C, finisher. This combo is hard to do on most of the cast because d.6C has a very tricky timing, but for some reason the timing is easy on Carl, Tsubaki, and Hazama. Since they are hard to do loop in the corner, especially online, this will be a safer combo on them. I also didn't test anything for Tao, I ran out of energy. ------ For finisher, after 2 full loops, it is easier to do 6C, JD, 6D, d.6B, d.5B, 5C, 236D, fenrir For characters like Lambda, somehow she can tech after d.6B, so you can try, 6C, 5D, (slight delay) d.5B, d.5C, jc J.D, 6D, 236D, fenrir. It really doesn't matter which order you do those loops, or which finisher you use, at the end of the combo, every moves will only do like 50 damages each. ------ Another topic, anyone ever tried to play wake up game after combo fenrir at the corner? I tried 6a after fenrir, then cancel into 6C, 6C will hit if they don't barrier block, it worked a few times for me.If they know to barrier block, just JC the 6a and throw them. Most of the time they will neutral tech and 6C will whiff (is it depended on character hit box?), but the second gun hit of 6C will get him. I also had a tager forward tech, and then 360 me while my 6C whiff........
  9. After gadget finger, I seem to have success to use jump instant 4D to avoid most of the tager stuff, even the AA throw (magnet will pull you to another side of the screen). I think it will get counter by tager's spamming 5A, and tager can alway wait for you to land to another side so he can slide or 360 you out of that super slow j.4D.
  10. Thanks, took me a few days to got those combo down. I also managed to do the corner 3C, 22C, 66C, 4D, d.236D, 6C, Haida x2, 6C, 5D, d.5B, d.5C, jc jD, 6D, 236D, fenrir. Now just need to practice enough so I can pull it out at a real match. I have another question about this combo tho, 3C, 22C, 66C, 4D, d.6C, d.2D, d.623D, 6C, jc jD, d.6D, d.4D, d236D, 66C, 5D, d.6B, d.5B, d.5C, d.236D, fenrir.... This combo is hard, I tried on Litchi and Lambda. For Litchi, I delay 66C -> 4D as long as possible, and slight delay from first 4D to d.6C, I managed to get to all the way to 66C, 5D, d.6B... the d.6B part at the end will alway whiff no matter what I tried, I even tried delay the 66C before the chain. When I use it on Lambda, the first part, 3C, 22C, 66C, 4D, d.6C, d.2D, d.623D, lambda will alway tech out of d.623D after d.2D, I tried to take off d.2D and just went d.6C to d.623D, but then at the last part I ran into the same problem as litchi. Am I missing some key timing in this combo? The damage is really nice, and the only hard timing is the drive 6C part...
  11. Is there a good corner combo for Noel except for the one in the first post and mode 9? Especially for 3C, non-counter 6D, 2D, I alway find myself hitting opponent with those moves at corner, but can never get a good combo out of it. I can't do Haida loop really well, the training mode 9 loop is doable for me like 40%... is there any with little to no loop?
  12. In the story Hazama mentioned that Noel replaced Tsubaki place. If Noel weren't here, Tsubaki will be with Jin, and Tsubaki will eventually die and changed Jin to the way Hakuman is now. Since Noel exist in this timeline, perhaps Tsubaki will live after all.
  13. I have trouble using this combo, only had chance to use it against bang. After 2b 6c (bc) 6c 22c, my 66c can never be connect (it turn blue if hit), it seems 22c hit bang way too high on the air, it take too much time to fall down and land on my 66c. is there some kind of delay within 2b 6c (bc) 6c 22c? Or my 66c too slow?
  14. I'll be here this weekend afternoon, let me know when you will have time.

  15. Oh shit son. im EC, are you available on the weekend at all?

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