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TCSyd

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Everything posted by TCSyd

  1. Follow-up question: how well does 236D reset perform, from your experience? Do you often sacrifice a superior damage combo (involving meter expenditure) in order to end with 236D (that is, ending with 5B(2)(2B5C)3C236D)?
  2. If you're doing a meterless corner combo on Tager, such as 5B(2)5C623B -> 6C6D -> 6D -> 5C -> jBj2CjC -> 66 5B(2)2B5C3C, do you find the extra advantage from 3C to be well worth it on Tager, as opposed to ending that combo with 5B(2)2B5C3C214C for more damage and meter? It's ~120 damage difference, but 6-7 meter difference, for reference.
  3. ^this. Instant jB will not hit crouching Tager.
  4. Yeah, I live on East Foster Avenue.
  5. Uhh, you're given time to basically do anything. Best damage is probably BK > 6D > combo?
  6. Correct, not BBing 6C would be stupid. Phrasing may have confused you (that is, "X is too stupid to do Y," not "X is stupid enough to do Y").
  7. j236D ender air reset into AUB is very gimmicky, but if your opponent is too stupid to BB 6C, it's pretty rape, I guess. Airborne reset isn't bad, but not worth 25 heat, IMO.
  8. They COULD make his out-of-curse even worse, I guess.
  9. Apologies if this has been brought up before: 3C ender after Freeze>Relaunch. EDIT: This is also a good way to end a combo with 236D reset on the whole cast. Example, off of 6B (CH) in corner: 6B(CH) > (66) 6C6D > 6B623B > 6C6D > 623D > 6C(Delay)236D > (Delay) 66 6D > 5B(2)2B5C3C = 5574 As opposed to: 6B(CH) > (66) 6C6D > 6C(Delay)623B > 6C (DC) > 623D > 6C6D > 5C > HJC j2Cj214D# = 5701 127 damage w/214C oki versus 3C oki. Now, certain starters will result in more damage with 236D# ender. Generally, if you can't end with 6C6D > 5C > HJC j2Cj214D#, 236D ender does more damage (that is, as opposed to doing something like 6C214D > 6C214C). Example, off of 5C (CH/Crouch) in corner: 5C(CH/Crouch)6C6D > 6B623B > 6C6D > 623D > 6C(Delay)236D > (Delay) 66 6D > 5B(2)2B5C3C = 4769 The same progression with 6C214D > 6C214C instead = 4697. Off of the strongest starters like 6B and 6C, you'll be sacrificing ~100-150 damage for 3C oki. EDIT: Note that some of the 236D# enders may incorporate AD j2CjC (Instead of 66 6D)> 66 5B(2)2B5C3C, it depends on the starter. Character freeze-height doesn't matter, since you have time to jump and low AD.
  10. Well, you're not going to realistically land a hit with IAD cross-up jC as a form of mix-up, but it builds distance (for 2D or to retreat, maybe?). I was a bit generous calling it "decent."
  11. I'm pretty sure he meant Jump Cancel -> IAD. As for IAD crossup jC (Jin's), it's a decent long-range crossup (for pressure, not mixup). Not hitting most crouching hitboxes limits its usefulness though.
  12. http://dustloop.com/guides/bbcs/systemGuide/systemGuide.html Under Cancelling -> Revolver Action I'll try to explain here, as well: Revolver Action, or Gatling, is cancelling the recovery of a normal into another normal, as opposed to having to wait for its recovery to end. The Revolver Action table lists normals (ex: 5A) along the y-axis. Along the x-axis are categories of normals (A, B, C, etc.) and other cancels (dash, jump, special, super, and throw). Each category of normal (A, B, C, etc.) lists what normals, if any, that the normal along the y-axis can cancel into. So, for example, Rachel's 5A can cancel into (another) 5A, 2A, 6A, 5B, 2B, etc. The cancel categories (dash, jump, special, etc.) detail whether that normal has these capabilities (Rachel's 5A, for example, is jump, special, super, and throw cancellable).
  13. I doubt it, they'll drop after 5B. You could reset into 5A x N to deplete their barrier, though.
  14. Any gap in your blockstring large enough to allow your enemy to act, but small enough so that the enemy will be countered if they use their fastest normal able to hit you from their current range may be considered a frame trap. 2A5C, 5B2C, 6B xx 5B, IAD j2CjCj236B are some examples (these consider normal block, 5B2C and 6B xx 5B will lose on IB). 5B is fast and leaves you at neutral so it's Jin's most commonly used frame trap. Frame traps will lose to reversals, so be ready to punish it. Because of how strong IB is, frame traps are tricky to use. You'll have to react accordingly and change your frame trap on the fly. For example, if you notice the enemy has IB'd your 6B, you could cancel into j236B, 623D, etc.
  15. You have some room for delay after 623B in some cases.
  16. Ohhh hmm, ok. I misunderstood how it worked in CT then, thanks for clearing that up.
  17. Crossups work because you actually have to block in different directions. There's no crossup going on here anymore. Sure, it looks like a crossup, but then it's just a gimmick (which is pretty much my point). You can crossup if you wait long enough on Tager and Hakumen, but it will then whiff on everyone else. If you wait even longer (to the point where Jin actually turns around), you can crossup, but that's fairly obvious. Whether it's still a good tool is debatable, but it doesn't work how it does in CT, and people should know this. If I'm somehow mistaken in all of this, I deeply apologize and would like for someone to set me straight.
  18. No, I mean i record the dummy to block in one direction (I.E. hold 1/3).
  19. j236D doesn't seem to have the same crossup capabilities it had in CT, or is it just me? I set the dummy to block in one direction, and do IAD j236D (as I do it in CT) with different timings, but it doesn't seem to work on anyone except Hakumen and Tager. In order to actually force them to block the other direction, I have to wait until Jin turns around mid-flight.
  20. "Rush-That-Shit-Down," I believe.
  21. I imagine they're just messing up the input for dash 5B and getting dash 6B instead.
  22. CH 5B(1) -> 6C works as well. Edit: CH 2C -> 6C also works, though not nearly as practical as other options.
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