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Danke

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Everything posted by Danke

  1. It's more than worth it to do 3c 6dc dp without 2dc, not only do you gain damage but also the ability to end in 2dc for oki with is notably stronger than slide vs a multitude of characters.
  2. I'll mm day 1 BB for a billion dollars, or if it's flameice I'll do 1 dollar with 1 to a billion odds.
  3. The auto combo does 214b instead, and I've personally been unsuccessful attempting to get double mortar after 214b ab. If its possible that's cool but in my experience 214a is infinitely easier.
  4. to do the midscreen mortar loops you want to actually do 5aaa then manually input 214a instead of pressing a 4th a.
  5. 6dc should hit the center of their body, other wise 2dc wont hit right, delay 6dc after 5c and do the rest as fast as possible.
  6. Delay the fireball after 5da
  7. Might be char specific I'd have to check it out, the followup 5aa is almost definitely char specific, but anyway make sure you are pressing 6 and not 3, was a problem I had at first. Soemtimes a small delay is necessary.
  8. 6c does insane blockstun, you can confirm into either sonic boom on block(safest option), any drive you want, or 2c for max damage. 6c, 2c, 5c, 5da, 6dc, 2dc, B boom, 5c, 6dc, 2da, cancel, 3c, 6dc, super. I'm just saying there's no reason to autopilot a response, the more you lock yourself into a drive stance the more predictable you become the easier it is for the other guy to blow you up.
  9. My combo does 6904, that one does less and is assuredly easier due to the very tight late 2c5c link in the 2da version. There is no reason to be suboptimal.
  10. In the corner you are looking for 6c link into 2c which works on CH or air hit. 2da as far as I know is never optimal.
  11. Turns out for 6dc counter hit and 6a rc 6c starters using my midscreen to corner combo you can use 6b5c instead of 3c, even though it wont work in 5c 2db rc combos.
  12. If you do 6dc and then cancel it on block into 5d stance then then do 5db, you will grab them but be unable to cancel back into a 6d stance as you never technically left rekka state. As for the other point, yes you would do 1DD which os's either down or neutral stance depending on which has already been used in these situations.
  13. midscreen: 5DB>2D6C>[4]6A>Dash 5aa>j.A>j.B>j.C seems optimal here as the 2dc hits way too far for b orb oki to be a good idea.
  14. Because sometimes you might not have 6d left, like after 6dc 5db. Also, optimal midscreen combos give much better corner carry and damage, you are crippling yourself massively by doing that combo especially with a character that relies entirely on getting to the corner.
  15. 5DB>j.4DD>5B>3C>6DC>2DC>[4]6B>5C>6DC>2DA>Super 5028DMG to this combo you can add a 3c after 2DA for 5130. 5C>2DB>rc>5DC>2DA>6DA>5B>3C>6DC>2DC>[4]6B>(2C>2DB/5C>6DC>Super) 5120DMG/6240DMG you can do 6c 6dc super instead for 6263(i swear there are situations when 5c 6dc super does more than 6c but I can't remember a specific one, any event might as well test the two every time) 6DC CH>6C>6DA>3c>6DC>2DC>5DA>[4]6B>5C>6DC>2DA>1DD>3C>6DC>Super does 6073 . works from a little farther than starting positions 6DC CH>dash 3C>5DC>2DA>6DA>5B>3C>6DC>2DC>[4]6B>6C>6DC>Super does 5795 and words from all ranges the above does not, however I believe the side switch is character specific. EDIT: this side switch with the 3c before the 5dc seems to work on the characters the 2db rc 5dc did not but I have not tested everyone. with this in mind 5C>2DB>rc>3C>5DC>2DA>6DA>5B>3C>6DC>2DC>[4]6B>6C>6DC>Super does 6206 and side switches the characters that 2db rc 5dc does not With this in mind, unless we find a character that cannot be sideswitched in said way, between these two combos we should be able to corner off all 2dbrc and 6dc ch starters. 6DC CH>6C>6DA>[4]6B>dash 3C>5DA>2DA>6D4D>3C>2DB does 4055 and is a theoretical alternative for those we can't side switch, but I'm not sure how character specific it is. If your opponents back is literally in the corner 6DC CH>3C>6DC>2DC>[4]6B>5C>6DC>5DA>66>3C>5DC>6C>2DA>6DC>Super does 6362 2DA rapid is a route i want to look into, including situations where you just autopilot some airdash normals, that move is way too unsafe to throw out right now without meter. Also 6c anti air sideswitch combos for when we are too far to corner carry.
  16. Let me know if you need any assistance with testing.
  17. The goal is to fuzzy them so that they can't crouch in between, normal jumping forward after a 2db a orb in the corner times it pretty well. I assume you could do it off an airdash as well, if they are getting hit by the j.b during a late airdash trying to block low ur best best is just to autopilot into 2a, you aren't going to get any double overhead low airdash mixups with kagura except maybe against Haku and Tager and even then there are much better corner options.
  18. My combo with 2db rc 5dc appears to be character specific, I just finished school for the year so in the coming weeks I'll probably be able to grind and test stuff out before starting work. I want to make sure we get rid of clutter lol.
  19. 5C>2DB>rc>6C>6DA>6B>5C>6DC>2DC>[4]6B>5C>6DC>2DA>1DD>3C>6DC(>[2]8C/Super) rather than this, 5C>2DB>rc>6C>6DA>3C>6DC>2DC>5DA>[4]6B>5C>6DC>2DA>1DD>3C>6DC(>[2]8C/Super) does more, forgot how much and am not near my game. If you are too far for this to corner carry 5C>2DB>rc>5DC>2DA>6DA>5B>3C>6DC>2DC>[4]6B>(2C>2DB/5C>6DC>Super) is the max I've found. Between these two combos, you cover all ranges, rc 6a will corner carry from around 3/4 screen which is nice. It would appear 6c ct is his new optimal corner punish unless someone can find something off 5c. Max range 2c counterhit still goes into 6da but it doesnt seem like there is much damage potential there, will really have to spend the bar to rc for big damage unless someone can find something. Optimal off Stinger if it can corner carry appears to be 6c into the combo I listed above, but I'm still trying to find an optimal side switch for when I'm further away. New 2da is pretty garbage for regular pressure but if you have meter it kind of confirms itself into mixups which is cool I suppose. j.b>j.a is a nice fuzzy, going to be a staple of his mixup even if j.a is a shitty starter. Finally, I couldn't seem to get 5DB>rcOD>3C>6DC>dl2DC>5DC>[4]6B>6C>dl5DA>2DA to work when I tried it, the boom would never hit for all the hits and 6c would whiff, so I'm wondering what the timings are. Once I'm back near a copy of the game I'll try to remember what else I found, I think most of the corner routes are fairly optimal but I think there's a lot to learn midscreen.
  20. That does indeed work. Could you test if counterhit 2c still combos into 6da, and if so at what ranges?
  21. I am picking up Arakune and learned all his precurse stuff but don't know the noation for any of the post curse combos, I know it's basically one loop but im not sure how I go about starting it. So from say a 5d curse in the corner into slow cloud, what buttons would i hold/ what combo would i do if i were to go for a 4b or j.c there.
  22. In the current game if 6c was 2f faster he could most likely link it off of 3c crush trigger but with the new 3c knockback height that probably won't work. In the end yeah midscreen combos are probably wrecked damage wise but as long as they get corner carry I guess it's not the end of the world. More worried baout if 2da is actually super unsafe on block, if that's the case he's probably too bad offensively to get anything done.
  23. Level 4 attack on a crouching opponent is 21 frames of hitstun, the move is currently like +2 on hit from what I've tested in game(don't trust the frame data at all) so it will become +4, you are way off unless this move is non standard attack level (I hope you are right)
  24. Biggest buff is c recovery, really really nice, both overheads are nerfed though and it seems like he literally gets nothing off counter hitflash kick anymore though. Intereseted to see if 5dcs change will let him use it in combos off 5b that don't involve a running start? Seems like his damage will be similar in the corner with some optimization and around 500-1k lower midscreen depending on starter.
  25. LOL no boom after 2da? If you can't combo off it while staying safe with stance cancel or something he lost overhead only to have his other overhead become an unsafe gimmick.
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