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TCSyd

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About TCSyd

  • Birthday 07/21/1989

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  • Location
    State College, Pennsylvania
  • PSN
    TCSyd
  1. If you know what your opponent's options are at a given moment, then you know what to look for. Furthermore, you can prepare what you'll do once you react.
  2. Doing "6C > Delay 214A" instead of "6C > DC > 214A" produces a larger, much more lenient frame gap.
  3. Less startup, meterless followup options, longer freeze for CH followups and hit-confirms. That hitbox is godlike, but it's wasted in 5D's current state.
  4. 5D needs to stop sucking dick.
  5. The problem is inputting "66 2C" as soon and as fast as possible without inputting 3C by accident.
  6. Maybe I just suck, but it's pretty unforgiving on the "66 2C," if you want to be able to 5B pickup. Then again, it's probably much easier on stick. Either way, I posted it for people who can land it consistently.
  7. For all you execution freaks that aren't out there, 2B Starter, In Corner, Standing Opponent 2B > 5C > 623B > 66 2C > 6C > 623C > 5B > 5C > 2C > HJC > jD > AD > j2C > jC > 66 5B > 2B > 5C > 3C > 214A > 214A - [3556 Damage/57 Heat]
  8. (66 Heat Requirement) CH 6C > DC > Gold Burst > Gold Burst > 623D(2) > 66 6C > 623B > 66 6C > 623C > 5B > 5C > 6C > 623C > 5A > 5C > 2C > HJC > jD > AD > j2C > jC > 66 5B > 2B > 5C > 3C > 214A > 66 5C > 632146D > (Delay) 632146C - (8741 Damage)
  9. You can do "5B > 5C > Sekkajin > 66 6C > 2D > 66 6C > Delay 214D > 6[6] > 3C > 214A > 623B > [1.) 214C] OR [2.) 66 6A > 3C > 214A/214C]," if you want more corner carry, or if you want to end in "3C > 214A."
  10. Combo fails at "6B > 5C > Sekkajin;" Sekkajin will not fully connect. Omitting 5C, the combo fails at "623B > 214C;" 214C will not connect.
  11. j236D(1)/j236D(2) > 66 6C > DC > jC > j214A > *Adjust 5C/2C > 623B > 66 6C* > 623C > 5A/5B > 5C > 2C > 623C - [3992-4228/31-32] *Edit: You can get a little bit more damage by doing "623B > Delay 2C > 6C > 623C" instead, but the extra difficulty isn't worth it, in my opinion.*
  12. In the corner, 214C is for damage and heat (usually), and 214A is for oki. Note, however, that doing "214A > 214A" will disallow you to crossunder; "214A > 3C > 214A" functions the same as "3C > 214A," but isn't universal.
  13. 6A really shouldn't require RC to follow-up, or the damage off of it should be increased to make the RC seem worthwhile. I also think that Jin could really use a reliable re-freeze. On a side note, anyone else think it's bullshit that 214D takes your freeze?
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