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Everything posted by NeonCrusader
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The only tricky part with that combo imo is the TK j.236A+B, and that's really only because 5BB has such low hitstop, so you have to do the jump cancel a lot earlier than one would be used to. You actually don't have to dash 2C either; in fact I like just doing a standing 2C instead to make the combo a bit more burst safe. In that case you delay the 236D~]B[ cancel from 2C in order for Maragi to properly connect.
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afaik wolf break is only possible out of 4D and 7D. The new instead overhead is just a right-off-the-ground w.jC
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So I guess the new instant overhead option in wolf form is jC? Still pretty fast, isn't it >_>
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[CP] Valkenhayn Video Thread (Updated 19-12-12)
NeonCrusader replied to GenoWhirl's topic in Archive
http://www.youtube.com/watch?v=6vtOYjtq2ck&t=7m50s 2 matches vs Plat -
[P4A] Yukiko Video Compilation & Discussion (Updated 2/11/13)
NeonCrusader replied to pktazn's topic in Archive
Oh, forgot to post this here >_> http://www.youtube.com/watch?v=qEt800wJ9r0 Short video I made showing off some stuff with OMC Agi. -
Wow, everything got shuffled around with the newest tier list. Definitely did not expect Teddie at A tier, and weren't some people saying Elizabeth was S at some point? I should probably follow this game more lol
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Tsubaki floorslide lasts that long? o_O
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I'm playing around with CH Enma combos and trying to find a way to get more damage off of the CH without using any more meter. Is there anything currently known that is better than: CH Enma, falling j.2C, land, j.B, j.2A, ad j.B, j.A, land 2C, j.2A, ad j.2A, j.C or CH Enma, falling j.2C, land, 2C, sjc j.B, j.2A, ad (delay) j.B, j.2A, j.C the first of which provides more corner push and just a tiny bit less damage, the second of which seems to be the max damage I can get out of this.
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Hop's just Hakumen's dash forward. Juggle probably refers to (5A/5B/2C) > jB j2A > airdash > jB jA > etc
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Wolf backdash cancelled into air command grab was the trolliest anti-air ever.
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[CSE] Valkenhayn BBCS2 > Extend Changes/Discussion Thread
NeonCrusader replied to OrionXElite's topic in Archive
I heard that Eisen also had its landing recovery significantly increased, but at the same time it's able to be cancelled with C dashes on landing now. Any confirmation of this? -
[CSE] Relius Clover General Discussion "Family Man Extraordinaire"
NeonCrusader replied to Solex's topic in Archive
What's his astral against Tsubaki supposed to be a reference to? Looks like she's just praying. -
What exactly would it take for Mugen to be on the level of, say, Almost Becoming Two, as far as usability goes? I hate Mugen being the only more or less useless install in the game.
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3C 236A probably will combo, if only because 3C is special cancel-able now. My main concern is that with 2C's untechable time being reduced, 2C 6C is now normally impossible on air hit (doesn't matter if it was even 1 frame reduction since it's currently 2C 25 untech and 6C 25 startup) unless they made 6C faster. Heck if they reduced it enough 2C 6B may be impossible on air hit. Though, this is only a loketest so I guess it's a bit too early to freak out about anything haha.
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Corner combo 2A, 2C, 6B, 3C, 2C, 6C, TK j.214B~5D, [Konigx4, B ender], 7C, j.B, j.B, land 5D, 5B, 2C, sj.D, j.AA, j.B, j.A, land 5B, sj.AAA, dj.A, j.B. 4016 damage, 71 meter gain. After j.B, you can delay j.214B. This keeps them in the corner regardless of their tech option, you get 2 more meter by forcing them to block it, and you have pretty nice advantage after landing. EDIT: You can end with [w] j.A(delay)A, j.B, land 5B, j.B, 3C, j.B instead of [w] j.AA, j.B, j.A, land 5B, sj.AAA, dj.A, j.B if you want to straight up knockdown instead of the [w] j.214B corner lock. Only does 5 less damage, and not much less meter gain either.
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[w] 5B, j.DB should be done as quickly as possible; no tricky timing on it. You have to evaluate whether or not 5B's untech time will carry over into j.B, though, since proration may make it impossible. In general, I find it easier to do [w] 5B, j.AAA, dj.DC, which does a bit less damage but does get you that nice falling j.C trap thing. I'm almost 100% sure that there is no situation where proration makes j.C, Konig Flug impossible, though at extremely low proration (and I mean beyond the auto-tech threshold low) they may be able to tech the second hit of Konig. Sturm does more damage as an ender, but generally you need a good proration starter to get a good combo into it. Otherwise Konig Flug enders are much much easier and present themselves far more often.
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Speaking of [w] j.214A/B, what exactly is the SD on it? It definitely seems at worst neutral on block. Oh, and I saw an extended combo ender in some match vids a few days ago. Rather than: ... [w] j.B, j.B, 5B, j.AAA, dj.DC the player ended with ... [w] j.B, j.B, 5B, j.A(delay)A(delay)B, 5B, j.AAA, dj.DC Seems to work tacked onto the end of just about any combo other than things starting with really low proration ([w] 5A and the like).
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a-cho stuff http://www.youtube.com/watch?v=CgPXk_Ceew4
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About 236B(1), 623A, 2C, j.214B, AD j.2C, 2C, sj.2A etc etc The opponent often ends up too high for sj.2A to land whenever I attempt this; do you have to delay something in the combo to make them fall a bit so that j.2A lands?
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Tried looking for this info, but couldn't find it anywhere: How many frames long is a dash cancel? Is it specific to each character (or move), or is it a universal value?
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I may have missed if this was already posted, but here's a meterless 2C corner combo. 2C, 6B, 236C~D, D, j.214B, land, 236B~D, j.A, land 5B, 236B, j.236B, j.236A, 5C, j.B, j.B, land 5D, 5B, 2C, j.D, j.B, 3C, j.A, 5B, 2C, j.D, j.Ax3, dj.D, j.C. 6.3k damage. If you rise as high as possible before dj.D and input j.C immediately, you can force a neutral tech by inputting j.C as you fall.
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Schwarz Jagd is bonus proration? Thought it was positive p2 like how gold bursts are in CS2.
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I was thinking about the possibility of this earlier but didn't get a chance to try it... double schwarz jagd combo, maybe. (corner) 2C, 236B RC, 2C, 6B, 2C, TK j.214B, land 236B~5D~j.A, 5B, 236B, j.236A, j.236B, 5C, j.B, j.B, land 5D, 5B, 2C, j.DB, 3C, j.A, land 5D, 5B, 2C, j.B, j.B, j.C.
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Didn't see this posted in the combo thread, so... FC 214D~B(2), 6D~A, 6D~D, j.Cx5, (land) 4D~A, 4D~D, 623D, dash 2B, 5C, 2C, 4D~D, j.B, j.Cx2, j.Cx5, j.214B. 3.8k damage FC 214D~B(2), 6D~A, 6D~D, j.Cx5, (land) 4D~A, 4D~D, 623D, dash 5C, 2C, 4D~A, 4D~D, j.B, j.Cx2, j.Cx5, j.214B. 4.1k damage forward throw, 6D~D, j.Cx5, (land) 4D~A, 4D~D, 623D, dash 2B, 5C, #j.214B. In any of these, the first hit of the first j.Cx5 set must whiff, otherwise the other 4 won't connect properly. Haven't gotten this to work on Tager because of how damn big he is, ironically. EDIT: Double 6D possible on the FCs; editted accordingly.
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I've only gotten it to land on Tager and Rachel. I may just have been doing it wrong all this time, but it seems like it only works on those two.