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TCSyd

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  1. @kirk Yes. Alternatively, if you're close, you can do "(66) j2C > jC > 66 > etc." Also, you can put a 2B in between 5B(2) and 5C at the end for more damage and heat gain. Yes. You can add a 6C at the end, then delay 623C for more damage and heat gain. EDIT: I should note that you can do this pretty far from corner. For example, you can do this from about P1 starting position on standing opponent from max range. I am going to assume air hit for both of these. It probably goes without saying, but you'll need specific positioning, vertically and horizontally, to link 214D (e.g. max range 623A > 214D won't work at this position). First one, no. "3C > 214A > 214C" only works if the wallbound is very late (i.e. if you're not quite in the corner). Second one, no. That or my human hands are too sloppy to do "6C > 66 > 214A > 44 (you're in the corner at this point) > 623B." I recommend doing this: 623A Starter, P2 Starting Position, Air Hit, Counter Hit 623A > 214D > 66 6C > 66 > 214A > *Walk Back Delay 5C* > 623B > 66 6A... (3C > 214C) - [2741 Damage/27 Heat] (3C > 214A) - [2533 Damage/19 Heat] *Or "44 > 2C." You can do "6C > Delay 214A" instead of "6C > 66 > 214A" to make the link easier.* For universal 214C ender and more heat, do: 623A > 214D > 66 6C > 66 > 623B > 66 6A > 3C > 214A > 623B > 214C - [2626 Damage/31 Heat]
  2. The cancel window is later, so it doesn't work on as many characters. The only character that I know it works on is Hazama.
  3. @Jyosua You cannot. However, from starting position, you can go into "3C > 214A > 623B > 66 6A > 3C > 214A" at the end. 3C Starter, Midscreen, Counter Hit 3C > 66 2B > 5C > 2C > HJC > jD > AD > j2C > jC > 66 Sekkajin > 6C > 214C - [3271 Damage/41 Heat] 3C > 2C > HJC > j2C > jD > AD > j2C > jC > 66 5C > Sekkajin > 6C > 214C - [3549 Damage/42 Heat] 3C Starter, Near Corner, Counter Hit 3C > 2C > 6C > 66 > jC > j214A > 44 5C > 623B > 6C > 6D > IAD > j2C > jC > 66... (5B(2) > 2B > 5C > 3C > 214C) - [4305 Damage/58 Heat] (5B(2) > 2C > 5C > 3C > 214A) - [4171 Damage/50 Heat] 3C Starter, Corner, Counter Hit 3C > 2C > 6C > 66 623B > 6C > 623C > 5B(2) > 5C > 2C > HJC > jD > AD > j2C > jC > 66... (5B(2) > 5C > 3C > 214C) - [4795 Damage/60 Heat] (5B(2) > 2B > 5C > 3C > 214A > 214A) - [4742 Damage/58 Heat]
  4. TCSyd

    [CSE] Jin vs Noel

    It will catch forward roll, but the corner-to-corner combo off of it is pretty difficult (I don't think side-swap is possible off of it EDIT: Well, you could probably do something really silly with 623C and Rapid).
  5. TCSyd

    [CSE] Jin vs Noel

    You'll need to IB it. If the Jin goes deeper with j2C, it's air-tight, but I think he may lose to Fenrir then (Fenrir blocks j2C instead of it whiffing). It's a moot point because it's easy enough for Jin to react to blocked j2C and then 5A/2A/5B. EDIT: Or he could OS it.
  6. TCSyd

    [CSE] Jin vs Noel

    4D is going to beat all of our non-low frame traps, unless you TK j236C close-up (e.g. 5B(2) > TK j236C) OR you out-space it, I guess. Blocked 2C is pretty bad; 2C > (Delay) 3C, 2C > 6C, and 2C > Reversal are your options. 5D doesn't seem to work as a reversal. It got beaten by pretty much everything. Unrelated to this, off of 3C > 214A ender, SJ Forward Delay j2C > 2B > AB (kara) will beat all of Noel's reversal options (the kara is there if she uses Fenrir).
  7. 6C Starter, Near Corner 6C > 66 > jC > 214A > 44 > 5C > 6C > 66 > 623B > 6C > 623C > 5B(2) > 5C > 2C > HJC > jD > AD > j2C > jC > 66... (5B(2) > 3C > 214C) - [5136 Damage/66 Heat] (5B(2) > 5C > 3C > 214A) - [5074 Damage/60 Heat]
  8. @kirk 5C > jB doesn't work on Tager. So, I think either jB's hitbox was nerfed or the lower hitbox comes out slower. I really don't like the new jB; it feels pretty weak (I miss CT jB so much).
  9. Off of "3C > 214A," you can do "Superjump Up/Forward > j2C" to beat forward roll, backward roll, and quick tech, while still doing a safe jump if they emergency tech. Forward roll will put the opponent behind you when you j2C, but you can do a corner-to-corner combo off of it... j2C Starter, Corner, Low Air Hit (Corner-to-corner, Forward Roll Punish) j2C > 66 5C > HJC > j2C > jD > AD > j2C > jC > 66 Sekkajin > 66 6C > Delay 214D > 6[6] 3C... (214C) - [3533 Damage/6 Heat] (214A) - [3426 Damage/4 Heat]
  10. After ending with "5D > 236D" high enough, it forces them to air block it. You can then dash forward and j2C. This will hit them right as they land, before they can block switch. The timing for jC to connect after j2C can be really tight, depending on character, but I'm pretty sure it's possible on every character. Edit: I should note that there's no frame gap between "236D" and "66 j2C."
  11. @Xx_Hoshi_xX And hit with 623D(2)? Nah; it's not even close. "CH 5B(1) > 6C > 2D" is possible from max range on Ragna. The combo does ~3k. Near the corner (a little bit past P2 starting position), "5B(1) > 6C > 66 > jC > j214A" is the way to go. This combo does ~3.5-3.6k.
  12. j2C Starter, In Corner (Sideswap Combo) Edit Edit: The second ender to this combo (214A ender) only works from certain distances, otherwise your opponent will air tech before reaching the wall of the corner. Make sure you do a micro-dash into 5C after Sekkajin; if you dash too far, you may miss the wall bound. j2C > 66 5B(2) > 5C > Sekkajin > Delay 66 5C > 2C > 2D > 66 > 44... (5B(2) > 3C > 623B > 214C) - [3209 Damage/44 Heat] (5B(1) > 2B > 5C > 3C > Delay 214A) - [3050 Damage/39 Heat] j2C > 66 5C > Sekkajin > Delay 66 5C > 2C > 2D > 66 > 44 5B(1) > 2B > 5C > 3C > 214A > Delay 623B... (214C) - [3264 Damage/50 Heat] (66 6A > 3C > 214A) - [3250 Damage/47 Heat] j2C Starter, In Corner, Standing Opponent (Fuzzy Guard Combo) j2C > jC > 66 5C > 623B > Delay 6C > 66 > jC > j214A > 44 5C > 6C > 6D > IAD > j2C > jC > 66... (5B(2) > 5C > 3C > 214C) - [4174 Damage/60 Heat] (5B(2) > 2B > 5C > 3C > 214A) - [4082 Damage/53 Heat]
  13. @Solex8 Well, you can "dash forward > jump up > jump back" to cross-up. Compared to superjumping, it's slower, harder to input, and costs you your second aerial option. On the plus side, it's a more ambiguous cross-up. @Moi_X7 The fastest empty jump into 2B (i.e. no cross-under) will beat almost everything except for reversals and certain low invincible moves. For example, it beat Platinum's 5A, but traded with Noel's 5A (I'm pretty sure Noel's 5A is the only 5F normal that will hit Jin crouching). Doing "superjump j2C" will beat everything except really fast reversals (such as Inferno Divider and a lot of DDs). As for cross-under stuff...it's certainly less safe, but still pretty good. For example, doing "dash forward > superjump back > j2C" beats Ragna's 5A and 6A, if you time it correctly. Valkenhayn's 2C is pretty godly though. The best I can do against it, with this setup, is to make it whiff (which is actually pretty awesome).
  14. What, the "3C > 214A" stuff? It's easy; I've been doing it since I got Extend. After "3C > 214A," you just dash forward, crossing under your opponent. He's just cutting the footage to show different mixup options.
  15. So, MAYBE I just suck, but I'm not finding the current optimal 2B and 5B corner combos to be very reliable (particularly the 2B combo--I think it may be character specific). Instead, I'm using these: 5B Starter, In Corner, Standing Opponent 5B(2) > 5C > 623B > Delay 6C > 66 > jC > j214A > 44 5C > 6C > 6D > IAD > j2C > jC > 66... (5B(2) > 5C > 3C > 214C) - [3792 Damage/56 Heat] (5B(2) > 2B > 5C > 3C > 214A) - [3691 Damage/50 Heat) 2B Starter, In Corner, Standing Opponent 2B > 5C > 623B > Delay 6C > 66 > jC > j214A > 44 5C > 6C > 6D > IAD > j2C > jC > 66... (5B(2) > 3C > 214C) - [3313 Damage/53 Heat] (5B(2) > 5C > 3C > 214A) - [3246 Damage/47 Heat] The damage difference between this 5B combo and the optimal one is large enough that I would encourage learning the optimal 5B combo, but I wouldn't even bother with the optimal 2B combo.
  16. It feels fine to me. Its attack level got lowered, however, but this doesn't affect combos much (except for jC CH combos--this really sucks).
  17. It's not very hard. I definitely think it should stay.
  18. 6A Static Difference is the same. Tested with Noel: Noel's 5A (5F) cannot punish on normal block. Noel's 2B (7F) punishes on IB. Noel's 6C (8F) cannot punish on IB.
  19. You still have to mash for Sekkajin to activate, so the holding doesn't really help. Personally, I find it really awkward to mash out Sekkajin and then hold.
  20. I'm pretty bad at the "214A > 44 > 2C" bit. You can replace 2C with 5C, but you lose ~150 damage. 6B Starter, Midscreen, CH: 6B > 66 2C > Sekkajin > 66 6C > 2D > j2C > jC > 66 Sekkajin... (6C > 214C) - [3928 Damage/46 Heat] (66 3C > 214A > 623B > 214C) - [4031 Damage/53 Heat] (66 3C > 214A > 623B > 66 6A > 3C > 214C) - [4144 Damage/59 Heat] (66 3C > 214A > 623B > 66 6A > 3C > 214A) - [4015 Damage/51 Heat] (66 3C > 623B > 66 6A > 3C > 214A > 3C > 214A) - [4082 Damage/53 Heat] 6B Starter, Corner, CH: 6B > 66 6C > 66 > 214A > 44 > *2C* > 6C > 66 > 623B > 6C > 623C > 5B(2) > 5C > 2C > HJC > jD > AD > j2C > jC > 66... (5B(2) > 3C > 214C) - [5359 Damage/66 Heat] (5B(2) > 5C > 3C > 214A) - [5291 Damage/60 Heat] *Can replace 2C with 5C. You lose ~150 damage. Doing this, however, makes it inferior, damage-wise, to the standard 6B CH corner combo (6B > 66 6C > 623B > etc.)* 5C Starter, Midscreen, CH: 5C > 6B > 66 5B(2) > 5C > Sekkajin > 66... (5C > j2C > jC > jD > 66 6C > 214C) - [3335 Damage/45 Heat] 6C > 2D > 66 6B > 66... (5B(2) > 2B > 5C > 3C > 214C) - [3417 Damage/49 Heat] (5B(2) > 3C > 623B > 214C) - [3435 Damage/48 Heat] (5B(2) > 3C > 214A > 623B > 66 6A > 3C > 214A) - [3467 Damage/50 Heat] *There are better combos than this by going into "66 5C" or "(66) Sekkajin" after 6B, but they're a bit harder.* 5C Starter, Midscreen, Far Hit, CH: 5C > 2D > j2C > jC > 66 5B(2) > 5C > Sekkajin... (6C > 214C) - [3038 Damage/39 Heat] (66 3C > 214A > 623B > 214C) - [3157 Damage/46 Heat] (66 3C > 214A > 623B > 66 6A > 3C > 214C) - [3285 Damage/52 Heat] (66 3C > 214A > 623B > 66 6A > 3C > 214A) - [3138 Damage/43 Heat] (66 3C > 623B > 66 6A > 3C > 214A > 3C > 214A) - [3215 Damage/46 Heat] 5C Starter, Near Corner, Crouching Opponent/CH 5C > 6C > 66 > jC > j214A > 44 5C > 6C > 66 > 623B > 2C > HJC > jD > AD > j2C > jC > 66... (5B(2) > 5C > 3C > 214C) - [4044 Damage/57 Heat] (5B(2) > 2B > 5C > 3C > 214A) - [3911 Damage/50 Heat] In Corner, Crouching Opponent/CH/Low Air Hit (e.g. Tech Punish off 214A--See Below): 5C > *6C > 623B* > 66 6C > 623C > 5B(2) > 5C > 2C > HJC > jD > AD > j2C > jC > 66... (5B(2) > 5C > 3C > 214C) - [4456 Damage/57 Heat] (5B(2) > 3C > 214A > 3C > 214C) - [4492 Damage/62 Heat] (5B(2) > 2B > 5C > 3C > 214A > 214A) - [4402 Damage/56 Heat] (5B(2) > 5C > 3C > 214A > 3C > 214A) - [4432 Damage/56 Heat] *Off Low Air Hit, use "6C > 66 > 623B" instead.* A good tech punish off of 3C > 214A is "Backdash > Walk Forward Slightly > Delay 5C." This will crush all of their teching options except for neutral tech (naturally). On neutral tech, you're in a good position to "5C > 2D" after whiffing the 5C. Edit: Forgot to note that you will have to Delay 5C even more if you want to punish back roll, which severely reduces your advantage if your opponent neutral techs. But, then again, only a moron would back roll in the corner.
  21. Well, you want to input the dash as soon as you land. The tricky part is when to time Sekkajin. You want to do it as late as possible. I find that delaying the jC as much as possible makes this easier.
  22. Universal 214C Enders: 6C > 214C - 16 Heat 3C > 623B > 214C - 19 Heat 3C > 214A > 623B > 214C - 23 Heat Universal 214A Enders: 3C > 214A - 7 Heat 3C > 214A > 214A - 11 Heat 3C > 623B > 66 6A > 3C > 214A - 16 Heat 3C > 623B > 66 6A > 3C > 214A > 214A - 21 Heat 3C > 214A > 623B > 66 6A > 3C > 214A - 21 Heat Specific 214C Enders - Impossible on Lambda, Litchi, Makoto, Noel, Ragna, and Relius: 3C > 214C - 15 Heat 3C > 214A > 3C > 214C - 22 Heat 3C > 623B > 66 6A > 3C > 214C - 24 Heat 3C > 214A > 623B > 66 6A > 3C > 214C - 29 Heat 3C > 214A > 3C > 623B > 66 6A > 3C > 214C - 31 Heat 3C > 623B > 66 6A > 3C > 214A > 3C > 214C - 31 Heat Specific 214A Enders - Impossible on Noel, Rachel, Tager, and Tsubaki: 3C > 214A > 3C > 214A - 14 Heat 3C > 214A > 3C > 623B > 66 6A > 3C > 214A - 23 Heat 3C > 623B > 66 6A > 3C > 214A > 3C > 214A - 23 Heat
  23. 6B+C Starter, In Corner: 6B+C > 623B > Delay 66 6C > 623C > 5B(2) > 5C > 2C > 623C 3179 Damage/32 Heat 6B+C > 214A (Whiff) > 2C > Sekkajin > Delay 6C > 66 > 214A > *Walk Back Delay 5C* > 623B > 66 6A > 3C... (214C) - 3055 Damage/47 Heat (214A) - 2887 Damage/39 Heat *You can do "44 > 2C" instead, but it's only ~20-30 more damage.* 6B+C > RC > 6[6] 6B > Sekkajin > 6C > 623B > 66 6C > 623C > 5B(2) > 5C > 2C > HJC > jD > AD > j2C > jC > 66... (5B(2) > 3C > 214C) - 4202 Damage/53 Heat (5B(2) > 2B > 5C > 3C > 214A > 214A) - 4210 Damage/55 Heat 6B+C > RC > 6[6] 6C > 66 > 214A > 44 > 2C > 6C > 66 > 623B > 6C > 623C > 5B(2) > 5C > 2C > HJC > jD > AD > j2C > jC > 66... (5B(2) > 3C > 214C) - 4564 Damage/51 Heat (5B(2) > 5C > 3C > 214A) - 4497 Damage/46 Heat
  24. 6A Starter, Midscreen, 50 Heat: 6A > RC > 66 5C > 2C > 6C > 2D > j2C > jC > 66 Sekkajin... (6C > 214C) - 3242 Damage/28 Heat (66 3C > 214A > 623B > 214C) - 3349 Damage/35 Heat (66 3C > 214A > 3C > 623B > 214C) - 3389 Damage/39 Heat (66 3C > 214A > 623B > 66 6A > 3C > 214C) - 3464 Damage/41 Heat (66 3C > 623B > 66 6A > 3C > 214A > 214A) - 3338 Damage/33 Heat (66 3C > 623B > 66 6A > 3C > 214A > 3C > 214A) - 3400 Damage/36 Heat Edit: Doesn't work on Carl or Platinum. Omit either 5C or 2C. Edit Edit: Just to clarify, the reason why there are so many enders to this combo is because "3C > 214C" and "214A > 3C" don't work on certain characters. 6A > RC > 66 5C > Sekkajin > 66 5C > 2C > HJC > j2C > jD > AD > j2C > jC > 66... (5B(2) > 5C > 3C > 214C) - 3154 Damage/38 Heat (5B(2) > 3C > 623B > 214C) - 3185 Damage/39 Heat (5B(2) > 3C > 214A > 3C > 214A) - 3071 Damage/35 Heat (5B(2) > 2B > 5C > 3C > 214A > 214A) - 3106 Damage/37 Heat For these combos, I assumed "66 5C" after rapid. Obviously, "66 2C" would be superior, but it's riskier and tighter. Unrelated: "Stuff > 214A > 44 > 5C" is easy. "6C > 66 > 214A > 44 > 2C" is much harder, and it is necessary for certain optimal combos.
  25. 5C > 5D > 214D > 66 6C > 66 > 623B > Delay 6C > 66 > 214A > 44 > 5C > 2C > 623C is 3418 Damage/27 Heat. I think he meant "44 > 2C > 214C" at the end. That's 3347 Damage/31 Heat. This combo is pretty hard. "Delay 6C > 66 > 214A" and "44 > 2C > 214C" have very little margin for error. Edit: Some easier variations: 5C > 5D > 214D > 66 6C > 66 > 623B > 66 6A > 3C > 623B > 66 6A > 3C > 214A > 214A 3099 Damage/29 Heat 5C > 5D > 214D > 66 6C > 66 > 623B > 66 6A > 3C > 214A > 623B > 214C 3175 Damage/32 Heat 5C > 5D > 214D > 66 6C > 66 > 623B > 66 6A > 3C > 214A > 3C > 214C 3322 Damage/31 Heat - Doesn't work on Noel, Rachel, Tager, or Tsubaki
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