Jump to content
Dustloop Forums

grimlock

Members
  • Posts

    13
  • Joined

  • Last visited

  1. AH! I suppose a few to start the thread off wouldn't be a bad idea. When I form a block string, I try to leave as little room as possible for my opponent to do anything. I don't have very many good block strings, but here is a start to the topic. A,B(2), 6C, Ice Blade A: In between the second hit of B and 6C there are only a few frames frames on standing block where the opponent can act. A well timed move like Inferno Divider, Violent Ice, or something else with the correct attribute or invincibility can interrupt this consistently, but it feels like the window is very very tiny. Cancel 6C into Ice Blade A asap and it feels vulnerable to the same things listed above. Ending this gives you a +1 frame advantage. WOO. In either weak spot, it seems like the opponent does not have enough time to react appropriately, but prediction could screw this over. A,B,C,D: Eh. This one is pretty good, but I can never think of anything to follow it up with. It feels like if you dash cancel ASAP you are still at a frame disadvantage sooo . . . . /shrug. Following up with Ice blade of any sort, and your opponent can jump right over that to score a counter blow. Any suggestions for safer follow ups? If someone neutral techs ( i don't mean standing up ) in front of you, there is good opportunity to force someone to block a 6D which leaves you with a +12 frame advantage. Usually the distance forces me into using B(once), C, D, but I believe there might be something better to follow up with. And thats all I have for now.
  2. A thread to discuss block strings, frame traps, gimmicks, tricks. SHTKN MOD MESSAGE: This thread may seem disjointed for the few page or so, but that's because I merged 3 threads into one.
  3. yersss, as far as i know, jump installing was used as a way to alleviate the following: Super Jumping takes away your ability to do another air jump in GG unless you are Chip. Since we can always jump again after a super jump in BB, as far as I know there is no jump installing technique.
  4. I decided to pick up one of the basic characters, either Ragna or Jin. I liked Jin better because in Rpg's, my favorite elemental magic usually has some form of ice.
  5. According to frame data, characters have 27 frames to escape from !! throws. That is plenty of time to react and escape.
  6. One legit ground combo ( Jin being on the ground ) is 6C, 2D. You can build from that pretty well into a ~3k dmg combo easily. When the opponent is next to a wall, 6C will also link into any D except 2D. The most useful IMO is 6D. And i forgot this one. If you can pull off a 236C from a decent distance and hit, move to the appropriate distance and 2D or 5D can combo. 2D is the easiest and (safest / dangerous) because it can be done from further away and also leaves you with a +4 frame advantage if its blocked, but if whiffed. . . .you'll have some problems.
  7. Sorry for the triple post, but its to clarify the strange freeze burst behavior after a long combo finished with 623D. 1. Ryokoalways, you are right it is the computer bursting from the freeze just in time to eat one to the face. The second hit of 623D is instant or barrier block only, thus without those enabled, the dummy takes the hit. However, I don't think you can get lucky enough for this to happen because it seems to me like the computer bursts out at a godly speed. I used the recording option and tried to burst out and get hit like the computer, but it never happens. Heat counter just darkens, and the second hit of 623D just adds another hit instead of starting a new one. 2. After 623D and hitting the ground, the dummy has plenty of opportunity to tech out but for some reason it will not, leaving it vulnerable to continued combos. Against an opponent whose freeze recovery is the same speed as the dummy's, these two points together give the illusion ( or slim possibility? ) that you have created an impervious reset combo.
  8. After using the first hit of 623D, it freezes, then the dummy pops in the air. Delay the second hit till just as he would burst from the freeze, and it will hit without the dummy blocking or teching through it. He then gets buried into the corner and any following hits will be count 2+ on the heat meter.
  9. I think you might be getting the wrong idea about the whole reason i posted. Its not to create combos. I wanted to let people who are creating/practicing combos know that when using 623D properly, it appears that you can link into a brand new combo without giving the dummy a chance to tech out. However, this is not the case, and just some goofy behavior on behalf of freeze recovery and long combos.
  10. Give it a shot. The combo doesn't whiff at all, even with all settings enabled. And the second hit of 623D is not fully charged, not even close.
  11. I tried busting out manually vs my recorded Jin and the heat meter never resets, no matter how quick I bust out. If you are interested in trying what I am talking about, heres an easy combo to work with: 6D, DC, C, JC, j.B, j.C, j.D, C, 623D, (delay the second hit till right about when they burst), then into whatever. Being next to a wall helps the follow up. But I have tried this numerous times and have never been able to replicate the effect, like I said, no matter how quickly I shook out of the ice.
  12. It doesn't happen very often, but Jin's 5D and j.D are good against Tager's 2D. Though I doubt a good Tager would use 2D as an offensive approach, if he does or you fish for it, 5D is good if used preemptively or are just outside of the range of Tager's 2D. You can also use the same idea with j.D as long as you have enough time to jump over the raging red cannon ball of a masterfully magnetic man. Note on this tactic: Be wary of the power of magnetism!
  13. Hello all! I found something weird about dummy freeze recovery. Perhaps new, perhaps old, but it might be important to know when practicing combos in training. If its too long, there is a summary at the bottom of the page. Use 623 D as a part of a combo and delay the final hit. Connect just as the dummy bursts from the ice and it will reset the heat counter. You can then follow up into 632146C or, if you are close enough, D, 6D, etc. Since the heat resets, damage proration is down way low, so combos deal tons of damage post 623D. To say the least, abusing this glitch correctly can kill the dummy with as little as 50 heat used and granting it no chance for escape. <.< >.> This sounds way broken. Long story shorter, I used training recording and let the computer Jin do its thing. After the first hit of 623D, I tried to get out of the ice as quickly as possible ( successful? Dunno ). No matter how quickly ( or slowly) I shook out, the heat meter never resets and I teched out and made the Comp Jin miss the follow up combo. ?.? I says to myself. Shortening Further: After playing around with training options, the 623D heat reset "glitch" is triggered by freeze recovery enabled. Don't know why and I don't know if it is able to be replicated in actual gameplay, but if it is, it could be a host for the absolute cheapest combos that I know of for Jin. If there is anyone out there who can explain why the training dummy behaves how it does, that would be sweet. However, I consider the glitch to not be worth attempting in actual gameplay. SUMMARY: In training, with freeze recovery enabled, using 623D in the middle of a combo and delaying the final hit will cause the heat counter to reset and grant you massive damage for an untechable follow up combo ( yes, all escape settings are enabled ). To my knowledge, this does not work against live opponents. Using the delayed 623D will never reset the heat gauge and opponents can tech out of follow up combos no problem. The heat gauge reset only happens with dummies that have freeze recovery enabled after a delayed 623D. Weird. O.O ...... whew. DonE!
×
×
  • Create New...