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TwoFiftyFive

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  1. The first post lists 7 different combos starting with 3C...I tend to use the 3C9D, 6C, j.C, etc ones.
  2. Couple of questions... BNB: Uses 1 wind, 50% heat gauge: 5b (6b) 5cdc 214a dash 3c (3 hits) 236a dash 3c (1-3 hits) 632146c 214a 3c (1-3 hits) 236a (frog hits) 214b {3c (3 hits) [214a wind oki]}OR{3c (1/3 hit(s)) 22a 3c (3 hits) [214a wind oki]} 5335 damage/5443 damage I can't get the frog to hit after the super portion of this. I'll super, frog, then 3C to 236A, but george just hops around uselessly, waiting to trigger. I'm pretty sure that I am not letting the 3C go on too long, but it seems like maybe they are too high up when the super hits for the frog to trigger, and he hops around waiting for the body to drop down closer (I am practicing on Hakumen, btw). Any idea what I am doing wrong? And some non combo specific ones: In your two standard air combo finishers, the second goes right into the j.236a after the dj. I usually do a dj, j.b, j.c, 236A. Is there any reason you omit the extra b and c after the dj? Granted, I usually don't do combos as lengthy as the ones listed here, so maybe they can tech out too fast by the end...and I also tend to start with just j.b, j.c, dj, not j.b, j.a, j.b, j.c, dj. There was I combo I used to practice that went 5b, 5b, 5cdc, 236b, 22a or super, and it worked fine in training when I had all techs/rolls/etc set to enabled, but for some reason NEVER worked online. Everyone always rolled out before the 22a or super hit, even though the combo number in training mode never went grey. Any idea what that's all about? Anyway, thanks so much for this, it has helped my Rachel game IMMENSELY!
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