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TCSyd

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Everything posted by 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?
  14. Ah; my bad. I assumed neutral tech was the same, but it seems you aren't invincible during the forced standing state after neutral tech. It seems pretty hard to land a j2C in time, however. Edit: Actually, I'm not too sure now. I've been trying to meaty 5A on neutral and emergency tech, and it seems impossible if I crouch block (3). If, however, I just crouch (2), then I get hit.
  15. I'm pretty sure that you're invincible during what little frames you might be stuck standing after emergency/neutral tech. I can't seem to land a meaty 5A no matter how hard I try, let alone a j2C. The training dummy doesn't respond like a person for w/e reason, and won't shift to crouching state right away. Even so, the j2C cross-up after wallbound works just fine on crouchers, but you have to do j2C a bit deeper.
  16. You'll need a strong starter or 5B pickup will whiff; 5C CH starter will not work, for instance.
  17. For "Jump Back j2C," it's a slight timing difference in when you jump after the cross-under dash. For fake cross-up, you jump right away; for cross-up, you delay slightly before jumping.
  18. Either should work, but you have to do it as fast as possible. It may not be possible off of "3C > 214A > 214A," but I'm not certain, since I rarely use double 214A ender anymore. If you catch them with j2C, you can go corner-to-corner, but it's a pretty finicky combo.
  19. After "3C > 214A," you dash forward to cross-under. From there, you have a bunch of options. In the video, I think he was jumping back then jumping up; it's more ambiguous than superjumping back. However, superjumping back retains your second air option, so you could airdash for another cross. I usually go for "66 > 44 2A" for a double cross-under as they emergency tech, or safe superjump j2C (doubles as a roll punish).
  20. He's alright. The best things about this iteration are corner 214A oki, better 2B proration, and faster 623B. I would list 2D primer break, but it seems to have come at the cost of reduced frame advantage (i.e. I would much rather have the frame advantage). He really needs meterless 6A combos (or at least 25 Heat 6A combos), and I'm mystified that "3C > 214C" is still character specific.
  21. Sekkajin feels no different to me. They made it so you can hold C instead of mashing C, so maybe you're holding the last C? For DP loops, the other option is to delay 623B after 6C. This brings you further into the corner.
  22. 5C Starter, Midscreen, Counter Hit 5C > 6B > 66 5B > 5C > Sekkajin > 66 6C > DC > jC > j214A > Adjust 5C > 623B > jD > 66... (5B > 3C > 214C) - [3608 Damage/56 Heat] (5B > 5C > 3C > 214A) - [3548 Damage/50 Heat] 5C > 6B > *(66)* Sekkajin > 66 6C > DC > jC > j214A > Adjust 5C > 623B > Delay 6C > 6D > IAD > j2C > jC > 66... (5B > 3C > 214C) - [3921 Damage/60 Heat] (5B > 5C > 3C > 214A) - [3862 Damage/54 Heat] *Necessary if you hit at the max range of the "5C > 6B" link.*
  23. You can do "6C > Delay 214A" instead of "6C > 66 > 214A" to create a wider frame gap. In the case of 623D(2), you can then do "2C > 6C > 66 > 623B > etc." so you don't have to worry about dashing too far out of the corner with "44 2C."
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