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Everything posted by TCSyd
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If you mean 214A, then yes, sort of. 3C > 214A is ACTUALLY the best ender in terms of oki options. 3C > 214A > 214A, on the other hand, removes the ability to crossunder, and it has a couple frames less advantage. So, the BEST way to end would be with 3C > 214A > 3C > 214A, but this doesn't work on Noel, Rachel, Tager, or Tsubaki (second 3C whiffs). Also, if the combo is too prorated, then the second 214A won't knockdown.
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FC 2C Starter, Air Hit, Midscreen: FC 2C > JC > j2C > 5C > 2C > HJC > jD > AD > j2C > jC > 66 Sekkajin > (66) 6C > 66 > 214A > Walk Back Delay 5C > 623B > 66 6A > 3C > 214C OR 214A 3481 Damage/59 Heat (214C Ender) 3366 Damage/51 Heat (214A Ender)
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Yeah, I've used it in a lot of the combos I've posted already (Edit: "6C > 66 > 623B," anyway. "Sekkajin > 66 3C" is more situational). 5B(2) > 5C > Sekkajin > 66 Delay 5C > 2C > HJC > j2C > jD > AD > j2C > jC > 66 5B(2) > 5C > 3C > 214C 3154 Damage/49 Heat 5B(2) > 5C > Sekkajin > 66 Delay 5C > 2C > HJC > j2C > jD > AD > j2C > jC > 66 5B(2) > 3C > 623B > 214C 3185 Damage/50 Heat 5B(2) > 5C > Sekkajin > 66 Delay 5C > 2C > HJC > j2C > jD > AD > j2C > jC > 66 5B(2) > 3C > 623B > 66 6A > 3C > 214A > 214A 3216 Damage/52 Heat
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6B CH Starter, P2 Starting Position: 6B CH > 66 2C > Sekkajin > 66 6C > 2D > j2C > jC > 66 Sekkajin > 66 3C > 623B > 66 6A > 3C > 214A > 3C > 214A 4082 Damage/53 Heat Also, a much improved 623D combo: 623D Starter, Near/In Corner: 623D > 66 6C > 66 > 214A > 44 > *Delay 5C* > 6C > 66 > 623B > 6C > 623C > 5B(2) > 5C > 2C > 623C 4520 Damage/35 Heat - 25 Heat = Net Heat Gain 10 *You can do 2C here instead. I don't recommend it, unless your execution is godlike.*
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For Solex's 6B CH combo, replacing "Sekkajin > 66 2C > HJC > jD > AD > j2C > jC > 66 Sekkajin" with "Sekkajin > 66 6C > 2C > j2C > jC > 66 Sekkajin" yields 100 more damage, but is a few frames tighter. If you're close enough to the corner after the Sekkajin, you can end with "66 3C > 623B > 66 6A > 3C > 214A > (3C) > 214A," netting you another ~100 damage, 7 more heat, and way better oki. For reference, "3C > 214A > 3C" is impossible on Noel, Rachel, Tager, and Tsubaki. Unrelated to that, for the cross-under 5C Ice Arrow > Ice Wave ender, I thought that certain characters were only able to be hit 4 times by Ice Wave, but this is false. If you delay the Ice Wave, you can connect 5 hits on anyone, making this the best universal ender for killing that I can think of. Edit: I should note that the cross-under supers ender is most likely impossible any time you've already used 214A in the combo, unless maybe you're godlike and can cross-under 632146D perfectly. Edit Edit: Maybe you could cross-under 3C instead of 5C actually, but I suck at this too.
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Lol Jin's Abyss Mode character-specific buff is infinite refreezes. 6D*Infinity.
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After 6A CH, do dash 5B or Sekkajin.
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Ah. I'm pretty sure that's impossible. For midscreen 6C, your options are pretty much: Dash Cancel jC > j214A/B/C/D, 214C, 214D, 623A (RC), 623B (RC), DD.
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For side-swap, I do: j2C > 66 5C > Sekkajin > 66 5C > 2C > 2D > 66 > 44 > 5B(1) > 2B > 5C > 3C > 214A > Delay 623B > 66 6A > 3C > 214A 3250 Damage/47 Heat @xlolxlolx Doesn't seem any longer than CS2 to me. What did you have in mind?
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Improved the 6C combo by a lot. 6C Starter, In Corner: 6C > 623B > 66 6C > 623C > 5B(2) > 5C > 6C > 623C > 5A > 5C > 2C > HJC > jD > AD > j2C > jC > 66 (5B(2) > 3C > 214C) OR (5B(2) > 5C > 3C > 214A > 214A) 5522 Damage/65 Heat (214C Ender) 5506 Damage/64 Heat (214A > 214A Ender) 6C > 623B > 66 6C > 623C > 5B(2) > 5C > 6C > 623C > 5A > 5C > 2C > HJC > jD > AD > j2C > jC > 66 5B(2) > 2B > 5C > 3C > 214A > 66 5C > 632146D > 632146C(5) 7039 Damage/64 Heat - 100 Heat = Net Heat Gain -36
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Removal of 2C > 5C and JC on 2B annoy the piss out of me; it's so unnecessary. 3C > 214A corner oki is pretty cool though. It's one of the few changes that's really good (other ones being 2B P1 buff, faster 623B, 2C P2 buff, Yukikaze catching lows, and 2D primer break).
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It's best to go for DP loop I've found, unless you can't get the freeze at the end. A good example is 5B starter vs. 2B starter in the corner. 214A wallbound is for when you can't DP loop fully or you're not IN the corner yet.
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So, Jin can end combos with 3C > 214A on the whole cast. Midscreen, this is useless, but, in the corner, it causes a wallbound very close to the ground, and will not allow an air tech (unless the combo is REALLY prorated). This does less damage and generates less heat than 214C, but gives more advantage than either 3C or 623C. Additionally, you can do some ?gimmicky? cross-under shit by dashing or walking forward (this would put you back into the corner). You can follow 3C > 214A with another 214A for ~4.5 more heat (and like 10 more damage lol), but you won't be able to cross-under then (you'll still get the knockdown, however). You can also do Ice Arrow after either 214A, if you like.
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I'm also importing, but I'm not too sure when it'll arrive. Hopefully by Wednesday, at the latest.
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[CSE-CP] The Funny Things I Do With Ragna (A Guide To Tricks and Gimmicks)
TCSyd replied to LuminAbyss's topic in Archive
How are they teching? 6D only floats in Extend. Do you mean a reset? Either way, no, it's not worth 50 heat, especially because GH is pretty unsafe. -
Might as well mention that how late you cancel 5B determines the range boost you get. There's 2 levels of range boost, as far as I know.
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Green Redhead CT palette.
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I'm pretty sure you can combo after CH 214A in CS2.
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(stuff)>623C>5A>5C>5D>236D -> dash j2C/low.
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2C and 2D buffs sound nice, but I'm wondering how much better 2C really is. I'm not liking the sound of 6C change, especially since 3C > 214C isn't universal (I was hoping for this). Hiyoku Getsumei and j2C nerfs are sadness (unless j2C nerf isn't drastic).
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Maybe a "meter usage" section? Namely, "(Wakeup) 623C > RC," "2D > RC > Combo," and "22C > RC > Combo."
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You may also want to throw in "IAD j623C/D > RC" crossup for mixup.
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Well, I did a quick and dirty test in training. First Test: Dead Spike (hit) > 5C = no combo. 3C knockdown > meaty Dead Spike (hit) > 5C = combo. Second Test: Dummy set to block first hit only. Dead Spike (block) > 5A (hit). There's not enough frame advantage to lock the dummy into blocking. 3C knockdown > meaty Dead Spike (block) > 5A (block). Now there is. Conclusion: Meaty Dead Spike = greater +frames.
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As an addition to my last post: 5B(2) > 5C > Sekkajin > (Dashing) 5B(2) > 5C > SJC > jC > jD > AD > (Crossup/Crossup Fake) jD/j236D I was looking for a combo progression capable of doing crossup/crossup fake reset without changing the normals involved (so as to be not as gimmicky). In this combo, if you do the "(Dashing) 5B(2) > 5C" as late as possible, you will crossup fake. This combo works from jB and works on everyone but Tager. It's also fairly annoying to time against Noel and Mu. In these three cases, it's easier (necessary, in Tager's case) to do "5B(1) > 5C > etc." You can do this on everyone else as well. With all that said, it's still a little gimmicky because the opponent can look at how you're timing 5B after Sekkajin.
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5C > 6C > 623B > 6C > 623C > 5B(2) > 5C > 6C > DC > jC > jD > 5B(2) >2B > 5C > 3C > 214C 4441 Damage; 57 Meter 5B(2) > 5C > Sekkajin > 6C > DC > (Dashing) 5C > SJC > jB > jC > jD > AD > (Crossup) jD/j236D 5B(2) > 5C > Sekkajin > (Dashing) 5C > 2C > SJC > jB > jC > jD > AD > (Crossup) jD/j236D Many of you may know these combos already, but I'm reposting them and noting that jB > jC > jD connects more easily than in CS1. You couldn't do these combos off of a jump-in, for instance (jD would whiff).