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aeonphreak

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Everything posted by aeonphreak

  1. I take back what I said about this combo not being match practical. Now that I've had more experience with it, its alot easier to understand where the links need to be. As you mentioned earlier, the corner carry is important. Simultaneously, if one fails to delay one of the inputs long enough, the combo can be salvaged with the old bnb of: CH 3C > 2B > Gurren > HOP 2C > J.B > J.2A > AD J.B > J.2A > J.C With enough experience, you can totally tell if you delayed the inputs long enough to complete the combo. If there's a doubt, combo can be salvaged. And yeah, surprised this wasn't mentioned already.
  2. From my experience in working with these, they are very strict. With that being said, for combos such as: 236B1>623A>2C-DOWNED>JB>delayJ2A>ADJA>JB>2C>sjJ2A>ADJ2A>JC=3645 and CH3C>2B>214A>66>2C>JB>J2A>ADJA>JB>2C>sj J2A>ADJ2A>JC=3217 It is extremely important that the initial 2C>JB>J2A be delayed as long as possible. If every input of these isn't delayed as long as possible, you won't even have a chance. I consider the top combo as being match practical as there is more leniency. The bottom combo I don't consider match practical because if any section of 2C>JB>J2A fails to be delayed as long as possible, the combo will drop. Compared to the standard BnB of CH3C>2B>214A>66>2C>JB>J2A>ADJB>J2A>JC, you net an extra 250 damage. Risk not worth reward IMO.
  3. Cool. Let me know if you want any help with it
  4. Yup. After 623A, it's a TK hotaru. Just try not to do it too fast or else you'll just get 5B. With Bang as the dummy, the timing is lenient.
  5. I see what you're saying. I finally got the whole thing to work, but I have to use JB>JA>5C to get 5C to connect; its like when I do JA>JB, the character is always too high for 5C to connect. I'm not sure, but i think that the completion of the second 2C>JB is distance to corner dependent to hit because sometimes i get JB and sometimes I don't. JA>JB will work off of downed 2C. As you mentioned, pro tip-DOWNED 2C(wait for opponent to hit ground after 236B1! or else it'll never work. height will always be off lol, yup 236B1. i swear old renka notation is embedded in my brain, haha. edited my above post
  6. I like the combo, but it seems to have issues. First, I can't get the last JC to connect. If I superjump the last 2C>JB>J2A>ADJ2A>JC section, I whiff JC because haku's too high. Whereas, if I standard jump the last 2C>JB>J2A I can't get J2A to connect because haku's too far away. Considering the character is grounded with 5C, there wouldn't be any other adjustments you could make. Would need a vid reference. Also, this combo is character specific. During this section: starter>236b(1)>623a>2c>j.b>j.2a>air dash>j.a>j.b,>5c>2c>j.b>j.2a>air dash>j.2a>j.c>stuff if get to corner You'll have to go either JA>JB or JB>JA depending on the character. I think most characters would need JB>JA as I only got the former to work on tager, lol. The more stable thing one could do would be: 236B1>623A>66>2C>JB>delayJ2A>ADJA>JB>2C>sjJ2A>ADJ2A>JC=3645 Its not as optimal in damage, but alot more stable.
  7. Yeah, seriously. We should at least produce a thread listing optimal combos and typical BnB's. Entnervt posted some good stuff on p.54 of this thread. Thats what I've been referring to and working off of since I haven't touched this game for roughly a year. Currently, much of the combos listed seem quite optimal. I would think just gotta go through it, revise, and make additions as needed with optimized combos. I'd be willing to help work on this.
  8. Presuming my tests are accurate, this forward version becomes a practical option against the cast which the top combo fails to connect on Throw > Renka(1) > 623AA > falling j.2C, 2C > sj.2A, IAD j.2A, j.C (4292 damage)
  9. btw, isn't this character specific? i couldn't get this to work on arakune, ragna, taokaka, litchi, and tsubaki.
  10. I see the utility in this. Just got it, thanks.
  11. Gurren > 5c? Is this notation correct?
  12. I was messing around with this: Throw > Renka(1)-Enma > bj.2a > ADb j.2a > j.2c > 2c > j.2a > AD j.2a > j.C Opponent is able to tech before you can connect AD J2A So I guess you could do this: Throw > Renka(1)-Enma > bj.2a > ADb j.2a > j.2c > 2c > sj JC=4075 Or if ya get opponent into corner this: Throw > Renka(1)-Enma > bj.2a > ADb j.2a > j.2c > 2c > sj j.2a >JC=4227 Might as well stick with the forward version, unless you're going for corner positioning.
  13. You're right that these do nearly the same amount of damage depending how you combo into them. Lets take these as an example: Airthrow>falling j.2C>2C>sj.2A>AD j.2A>JC>5C>3C=3245 (corner) Airthrow>falling j.2C>2C>sj JC>falling j2A>JC>5C>3C=3200 (corner) Sometimes, you may have difficulty getting the JC in after the AD J2A in the uppermost combo based on what character you're executing this on. So if there's any doubt as to whether you'll be able to complete the top combo(and you're close to corner), just execute the bottom one to be safe. I believe its just character dependent.
  14. Indeed I did-Off using corner hotaru as your starter with 2 stars. Nonetheless, thats hilarious. I was gonna say, if someone eats a full charge 6C in the corner, they deserve 7K off 2 mags, lol. But thats not even full charge 6C.......good stuff! 5 frame window for 5A.
  15. Its definitely better to use what you've listed. You just may not be able to based on the distance between you and your opponent. If you're too far from your opponent when you hit confirm 5C, the combo you listed will whiff. Not to mention if you're very close to your opponent who's in the corner, throwing out a 5C may present a chance for you to get counter hit. 5C>214B>2C>j.2A>j.C>214A>5C>3C=4341 This combo's is useful when you hit confirm 5C at just inside its max range with your opponent in corner. Now, if you hit confirm 5C with your opponent in corner at max range 5C, the safest thing would be to do emma loop (assuming 3 stars or less) because this (5C>214B>2C>j.2A>j.C>214A>5C>3C=4341) will whiff. Its all distance dependent
  16. lol, caught one more. 2, 1) TK Hotaru (corner), 5C, 2C > j.2A > falling j.2C, 2C > sj.C, falling j.2A, j.C, 5C, 3C same as: (2) Hotaru (corner), 5C, 2C > j.2A, falling j.2C, 2C > sj.C, j.2A, j.C, 5C, 3C (4807 damage) Thanks Mac!
  17. Mac: Not sure if you noticed, but there's a couple double entries in the hotaru combo list. (6, 2) TK Hotaru (corner), 5C, 5C > Renka(1) > 623AA > falling j.2C, 5C, 2C > j.2A > falling j.2C, 2C > j.2A, IAD j.2A, j.C, 5C, 3C (7019 damage?) (6, 2) TK FC Hotaru (corner), partial charge 6C > Renka(1) > 623AA > falling j.2C, 5C, 2C > j.2A, falling j.2C, 2C > j.2A, IAD j.2A, j.C, 5C, 3C (7136 damage) The above is the same as the following listed below(which is better notated). The above damage totals are also incorrect. The below damage totals are the ones I verified with my earlier post. (6) Hotaru (near corner), 5C, 5C > Renka(1) > 623AA > falling j.2C, 5C, 2C > j.2A, falling j.2C, 2C > j.2A, IAD j.2A, j.C, 5C, 3C (7016 damage) (6) Hotaru FC (near corner), 6C (Lv 2), Renka(1) > 623AA > falling j.2C, 5C, 2C > j.2A, falling j.2C, 2C > j.2A , IAD j.2A, j.C, 5C, 3C (7138 damage) Btw, for the bottom 6 combos in the hotaru section, they can all be vid referenced at this link. http://www.youtube.com/watch?v=yam65DRc1sk Thanks for your work with all of this Mac. Best you can get off corner hotaru with 2 magatama is 5K, so those combos Full auto referred to are great for 2 magatama. Of course for optimization, one should try to complete the 5K version as full auto mentioned(5089 vs 4807). I'll take 5K for 2 stars any day. Of course, with 6 magatama it is feasible for you to get 7K damage with corner hotaru. However, 6K damage with 2 magatama is impossible.
  18. Sadly no. Based on my calculations and experimenting in training, his main blockstrings that were easy to read & IB and catch from CT are now safe. Such as: 5B>2B=safe (Its pretty much guaranteed if you see the 5B, that the 2B is coming. In CT, it was easy to IB and catch, but can't do it anymore ) 2B>2C=also safe Here's what i got thats unsafe: 2A>2A 2A>5B 5A>2A 5A>5B 2C>623B This includes what Ryoko listed earlier also. Compared to what could be exploited in CT, these are harder to IB and catch. Thats all i know thats unsafe...............
  19. Damage inserted above. Obviously, you can great damage of off these! Have fun with practicing the execution tho, took me awhile to do em all. lol.
  20. No problem Btw, I edited my post above. I found that if you try this combo at max range 5C, it'll whiff. So its usefulness is if you hit confirm 5C just inside the max range for it with your opponent in corner. If you get max range 5C hit confirm, best to do emma loop (assuming 3 stars or less) to make sure you can complete your combo.
  21. For 5C>2C its all about the height that you catch the opponent with 5C. To ensure you hit 2C also, input 5C as soon as possible. For TK hotaru, when i input 5C, it almost looks like haku only has his backfoot on the ground when landing from hotaru. So you can always combo from either hotaru, as long as you get that 5C quick. It just seems that with dash hotaru, haku has less of a distance to fall to the ground which enables you to connect 5C a little quicker.
  22. 5C>3C is doable. Just have to make sure you gurren contact opponent high enough. 5C>214B>2C>j.2A>j.C>214A>5C>3C=4341 EDIT: I could see the utility in this if you hit confirm 5C at just inside 5C max range with your opponent in corner. If you hit confirm max range 5C, should just do emma corner loop to ensure combo completion. 4341 vs 4026 is not much of a difference. Post gurren, you're right. you are able to do 2C>J2A>JC. It just seems that 214A>5C>3C> is more sensible. The damage trade-off isn't worth the better positioning.
  23. Entnervt, thanks for the contributions. Will definitely have to play test these in a week from today. Correct me if I'm wrong, but it just seems that the endings you've listed for some of the combos can be optimized for greater damage. For example you listed: 2Star corner:214B>2C>J.2A>falling J.2C>2C>J.2A>AD J.2A>J.2A>J.2A. Can be optimized to (as seen in vids): 2Star corner:214B>2C>J.2A>falling J.2C>2C>J.2A>AD J.2A>JC>5C>3C =4620 At a friend's place, I finally got some hands on with CS haku & this above combo just seems like the best damage you can get out of 2stars with your opponent in the corner. I thought it was funny that I went into challenge mode after and noticed the above combo is haku's challenge 7 i think? Anyway based on vids watched, it seems that from corner, if at all possible, you'd wanna end JC>5C>3C.
  24. inputting 9 will give you regular jump cancel after you input 2C. You must input 529 in order to get that super jump cancel which is necessary alot of the time. After 2C i like to go back to 4 and roll up to 9 to get the super jump cancel. Its simply a matter of preference and do whatever works easiest for you. It has to come out fast so try to do the input immediately as you nail the 2C.
  25. yeah, the timing is a bit odd for it. the above mentioned post will help in terms of recognition. after awhile, you'll just start to feel it & you'll know when to input. just keep practicing & don't give up. you'll get it.
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