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XDest

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Everything posted by XDest

  1. Yeah, all the values given on the first page use the 5C ender, as that's currently the best in terms of taunt combo damage. So, 6 taunts/4235 damage for 5B. I wonder if there's any way using more drive cancels to get more damage from 5C? I guess if there was, Kazu would've already tried it, that man knows his stuff.
  2. Hm, maybe j.B j.C JC j.B+C after the oki ender. I'm pretty sure you're at advantage when your purple grab is broken, and this will always be done right next to the corner with your opponent always at the same height. And you will always have 2 jumps and an airdash left. Can anyone think of a better ender to it other than doing nothing and waiting for them to get up?
  3. A couple things about the 'oki ender', since I can do it consistently now. - It works on any taunt loop depth. It doesn't care how many taunts you've done before it. As long as you get the taunt off, you'll get this ender. - Interestingly enough, it's not only 236236D that's comboable after it, but ANYTHING with vertical height, and for two moves. For example, j.B, j.A combo'd afterwards. Therefore, not only can you control where they'll land in the air (or if they do at all), you have all of your jump and drive cancels available to you. I've tested with j.A, j.B, j.C, 2D, 6A, and 236236D. 6C does not work, but it looks goddamn hilarious. The opponent goes to the other side of the screen and bounces off the wall. Ah well. - Of course, if you want a true ground game, the 236236D ender is always there. - The opponent has to be at HIP HEIGHT when you do 2D~C for all 5 cat2s to land. Therefore there must be either a good delay between the 214D and the j.2D~B before the taunt that precedes it, or there must be a delay between the 214D and the j.2D~C itself. Do what feels right to you. That's probably why you guys couldn't get it consistently. One would think that the opponent should be above your head to get all 5, but in reality it's the opposite. - Maxes out at around 3700 damage for 5B, and 6000 damage for 6C. Have fun with your oki.
  4. Yeah, just double tap a bunch of times until the first drive comes out.
  5. Much easier oki solution: Taunt Loop xMax -> 214D -> j.2D~C -> 3D~3 -> j.236Bx5 Does around 3700 off 5B. Lands right on top of your head, in exact range for 6A. I'm sure people can get creative with it.
  6. Probably not, drives don't seem to distinct from each other in terms of that. At that point, only the positioning would really matter I think.
  7. If I was in the corner, I'd rather do 5B -> 3C -> D~B [hit] -> Taunt Loop It'll simply be easier for the same result.
  8. 5B -> 3C -> D~B [hit] -> 5C -> 2D~6 -> j.2D~C -> j.D~A -> 9D~9 -> ... -> 3D~3 -> j.236B -> 3D~3 -> j.236Bx5 [3537] hmm.... I wonder where we can go with this. Taunt Loop test: 6C -> 66 -> Taunt Loop x8 -> 236CC -> 2D~6 -> j.2D~C -> j.D~A -> 9D~9 -> ... -> 3D~3 -> j.236Bx5 [~6250] Might be able to go on further in the taunt loop, since it works in a non-taunt combo (confirmed, it works on max number of loops). Especially with 5C. After all, it only uses 4 hits between the 2D~6 and the j.236Bx5, and they're all drives. This actually is the exact same combo damage as the normal max taunt loop ender, but it works off a lower height (236CC for example), and works outside of the corner. Probably only useful for non-taunt combos though. I wonder if we can tinker with it to add more drives in the middle for more damage? Also it should be noted, at this point you should just be doing taunt combos instead if you're actually able to pull this type of combo off instead hahaha. But this theory seems to be pretty solid. Do whatever you want -> wait -> 3D~3 -> j.236Bx5. Please play around with this.
  9. It's startup move specific. 6C caps out a around 12-13 reps I believe. 5B caps out at 6. Etc...
  10. Nope. And the only real trouble cases with juggle finishes seem to be Hazama, Jin and Tsubaki. Carl got his aerial hitbox enlarged. He's actually around the same as the rest of the cast.
  11. There doesn't seem to be a change in the amount of reps, just how strict the timing is. Tager has a lot of leeway in timing. While Noel, Jin and Hazama are really hard to get the right timing for. It's a shorter window.
  12. Got a couple questions from watching some recent vids. 1. Anyone know the notation of that weird looking 2D~C 2D~6 type combo Kazu was doing? 2. I saw Keita using 214A in a blockstring. Was it intentional or a mistake? Because it was the pillow, the second hit CH'd the opponent, and he got off a taunt combo. Oh man, haha. http://www.youtube.com/watch?v=TcoWvy4xMCQ
  13. Max taunt (6 loops + one more 214D j.2D~B before the 5C) combo off 5B with 5C ender is 4100. Triple Taunt combo with CT-like ender is 3700. Non-Taunt CT-like ender is 3400. All other non-taunt enders are 2800-3050. For the amount of consistency you'll get, this is probably the type of combo that will actually be usable online, or if your execution isn't good enough for all those loops. Or if you're just lazy and don't feel like tiring out your hands. Also, this doesn't work properly if you linked anything before the 5B. Screws with the untechable time to a large extent. Use the other types instead for that I guess. For 6C combos, anything goes. You have so much untechable time until way later in the taunt loops.
  14. The best non-taunt combo, period. 5B -> 3C -> D~B [hit] -> 5C -> 2D~6 -> j.C -> 9D~9 -> j.C -> 9D~9 -> ... -> 3D~3 -> j.236Bx5 [~3400] Heh, the ending is very familiar. It also works to shorten up taunt loop reps without losing that much damage. 5B -> 6A -> j.2D~B -> Taunt Loop x3 -> 236CC -> 2D~6 -> j.C -> 9D~9 -> j.C -> 9D~9 -> ... -> 3D~3 -> j.236Bx5 [~3700] 6C -> 66 -> Taunt Loop x8 -> 236CC -> 2D~6 -> j.C -> 9D~9 -> j.C -> 9D~9 -> ... -> 3D~3 -> j.236Bx5 [~6270] Not a significant amount of damage cut off, but you shave off the amount of loops by 30-50%. This might be a superb balance between damage and consistency. Please note that there is a HUGE delay between 9D~9 and 3D~3. Seriously. grab a sandwich, then come back and finish the combo. It's a freaking long wait. But it's still easier than doing double the amount of taunt loops.
  15. The proper input is actually: 214D -> WAIT (until opponent is at hip level) -> j.2D~B -> Taunt It's actually the exact same timing you need in CT for a double taunt combo to work properly, and not be too low below the opponent. The main BnB enders you should use are: Taunt Loop -> 236CC -> j.C -> 9D~9 -> j.C -> JC -> j.236Bx5 Taunt Loop -> 214D -> NO WAIT (Important!) -> j.2D~B -> 5C -> 2D~5 -> j.D~A -> 9D~5/9 -> 9D~9 -> 3D~3-> j.236Bx5 (Highest damage off taunt loop in general) Taunt Loop -> 214D -> j.2D~C -> j.D~A -> 214D -> j.236Bx5 -> Optional Hexa-Edge (For knockdowns and resets near corner) And for the non taunt loop stuff, use the cat2 loop to get a bit more damage in.
  16. Yeah, it always has been, unless you're in the corner. He's the troublesome case for the loop.
  17. btw, you do need the 5C 2D~5 D~A 9D~9 9D~9 3D~3 j.236Bx5 combo if you're planning to max out your taunt loop damage. It allows you to do one extra taunt and get that 6800 max off 6C. Just putting that out there.
  18. A cat2 loop combo. seems to supplement the damage for only one extra taunt. The max of a non-taunt combo from 5B is 3200, and from 6C is 4200. With 6C, just 2-3 taunts puts it over 5000 if I remember correctly, but you need at least 10 to get it over 6000. And a 5-taunt combo off 5B->6A is 3661 if I remember correctly, to get to 4000 requires a little more effort. Also, poorly online? I proved that wrong every day. Just step up that game! I'm even starting to get some double taunt combos in online. It's just that it takes a good amount of work and that dropped combos in the air spell out doom. While a dropped taunt loop isn't that big of a deal, j.2D~B has fast recovery anyways. There's a lot of times where people tech from a dropped taunt loop, just to get 5B'd back into it, haha. There's also no change in rhythm until you get to the corner. All of the non-corner is hip level, all of the corner is head level. If you have the input and timing down, you probably have half the battle done already. Just play people closer to you geographically so you cut down on input lag. You simply can't fight the speed of light, you'll never win lol.
  19. Well, the best you'll do without taunts is like 3200 off 5B and 4200 off 6C, pretty much.
  20. For Carl, try replacing j.C with j.B. That usually works a good amount of the time.
  21. I'm coming to the rescue! You're adding in an extra j.C. It's j.C JC j.236bx5. The extra j.C is for when you want to start cat2 looping. So either j.C 9D~9 j.C JC j.236Bx5 or j.C 9D~9 j.C JC j.C j.236B j.2D~6 j.236Bx5. The latter won't work off some startups. Another possible one is j.C JC j.C j.236B j.2D~6 j.236Bx5. Off a drive loop, you can do something like 5B 3C 6D~6 j.C 6D~6 j.C 6D~6 j.C j.236B j.2D~6 j.236Bx5 for around 3050. Any non-taunt combo off 5B is going to end up in the 2800-3200 territory. You're only getting single taunt combs because you aren't delaying enough between 214D and j.2D~B. Use visual cues to help your timing out. Taunt loops are a balancing act of keeping the opponent a certain height above the ground at all times.
  22. Yeah, there definitely is. Was able to get very close to the maximum with this shift in rhythm. I'm having some trouble with 2D~C D~A taunt though, they always end up too high for the taunt. Potentially, if you have the heat you can probably bypass that step and go straight to a hexa-edge or pounce super and still get knockdown. But of course the former method doesn't need heat unless you want it to. But then there's the simple fact that you're probably getting a bunch of heat from the start of the taunt loop itself. Meaning taunt > super is probably the other viable option for a knockdown if you don't have that down yet.
  23. Yeah, that's DEFINITELY not a bot. Not a bot at all.
  24. Non-Corner taunt loop: His body should be around where your crotch is. Sizable delay between 214D and j.2D~B Corner taunt loop: His body should be around where your head is, maybe slightly lower. Less delay between the two moves. If you're getting closer to the corner, start to speed up your rhythm slightly so that you can start doing the corner type motion seamlessly.
  25. So, how does the extra 6th CS2 hit in the corner come about? I've seen it a good bit when testing cat2 loop enders. It provides a good chunk of extra damage (like 300). Does it only work on the bigger hitbox characters? More testing seems to be needed here. Also if you can do something like j.2D after that 6th hit for even more damage remains to be seen and should be tested.
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