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Runis

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Everything posted by Runis

  1. What about a Lvl 2 FC SOD?
  2. Can you get a CT after the SoD(2) FC? I know that boosts the SOD(1) CH damage substantially.
  3. Only hard part on pad would possibly be the 664B you need to do after the first j.C everything else is just basic combo parts. nothing particularly input intensive, mostly timing specific.
  4. I find it easier to visually confirm j.B hits before pressing j.C and use that as my delay. Also the combo is long time wise, you're entering auto tech territory by the end.
  5. Did anyone else know that 2C works for kara throw? Quite a reasonable kara distance too.
  6. It depends on what you expect the opponent to do. 5D/4D if you expect them to come towards you, 6D/2D if you expect them to stay back. Usually I'll throw a few the opposite direction just so 236D has more distance to travel.
  7. out of curiosity, has anyone messed around with the air dp as an ender for a throw combo? I can get 3k from throw 66A 6B 5C 6C iku j2D abdc jC j623C, which if they neutral air tech has them land right on top of a stein about to fire. Gimmick move is to rapid the DP and do a full charge j214D into dash 6C short combo.
  8. I think the ikutachi change wasn't changing anything about startup frames etc, just how quickly she moves before the slash comes out.
  9. Swag For the totsuka version if you want to make it more stable, use instant j2C after landing from totsuka, it knocks them behind you and you don't need a corner to close the distance for 3C
  10. Not sure how useful this is but on crouching you can do 5C OD 5C 6C Tachi j.2D abdc j.C land ]D[ j.b j.c j.2c j.214D 66 OD.Omo only really works at around 10% though. Still might be something to clutch out a round with burst prevention. Also going in towards corner - SOD CH dash CT 6a 6b 5c 6c Tachi j2.d abdc j.c j.2c 66 3c j.2C 3C SOD does 5.2k potential 5.9K with omo instead of sod - vid
  11. Aren't the best OD corner combos off of an early combo'd Tsunugui RC? Granted if you're trying to seal their burst, they'll likely burst prior to you landing the DP. Also need to find out how much meter 5/2B 5C Tsurugi 5C 6C 5D DP RC OD 6A ]5D[{5D ]5D[ 4D 214D}x4 j2C 2C OD.Omo needs to start. I know you can do it from 50% hp and its like 6-7k or something.
  12. You can't Muzzle Flitter, but if you Muzzle Flitter to catch it, you recover first on the other side and she's crouching. 5C>2C>3C Combo.
  13. No idea if its posted up yet or not but, from Starting spot to Corner - CH 5D, 663C, 22BBBBBC, 66C, 6D, 236A, 66C, sjc, j.C, j.D(Crossover), d.6B, d.6C, 214D, Wall Bound 66C(2) into combo Variants: Super Variant - .....66C(2), 2362369D, 663A, 632146D, uses 100 meter does about 6.4k Style Variant - .....66C(2)[ASAP!!!], ij.4D, d.6D, d.5C(cross under), d.2D, 623D builds about 54 meter and does 5.2ish k damage. I think with the style variant you might be able to swap d.2D with d.6A Fenrir but since its a cross-under I can't for the life of me get fenrir to come out after d.6A(input as d.4A)
  14. I know its possible in the 6C(2) combo, but I'm wondering if we can do something with it normally, (AKA REVERSE HAIDA! Easier on small Chars, Harder on big ones.) Chances are you'd need to do 6A>6C to get them to the right height to loop it though.
  15. I use 22BBBBC and 22C in the same combo in CS2. It sets up so much different stuff. I wonder if its possible to set up a 22(B)~BB mid combo if we land a 6C after a Spring raid (Since they're higher than normal)
  16. He doesn't mean the freeze frame, he means that during animation frames of DD's. Many DD's like MTW the timer still counts down when its going off, which means that you can get time over before the DD finishes, this means that if you have one second remaining, tacking on a DD to a combo before it finishes is a good idea.
  17. Corrections in red
  18. Oh yeah, that 22C corner reset is something that I'm trying out. The Hawaii guys said something about the stalls having 5 frames of lag. I didn't notice it that much (Since my girlfriend's tv also has some lag and I practiced all my haida's on that before the tourney) but it might be why I'm not getting a sj right after the 22C (since you have to be perfectly sweet spotted to catch every tech option with throw) Thought I'd see how well it works in a live match that isn't against people I'm going to be fighting at the Melbourne tourney this week. I didn't really use my standard corner reset, which I think I'll probably use a lot more due to how hard it is to not get hit by some part of it if you emergency tech. You guys also aren't commenting on my use of non-standard combos? A 2D combo that can deal 5.2k to Jin is hard outside of CH.
  19. It does, I just fuck up the super jump timing. Unless you mean the mid screen one in which case that was me having a finger slip and then reacting to it with a impromptu reset gimmick. I'm meant to look at your hands mid combo to see which way you're tech'ing before the 22C comes out. I didn't look, just relied on sound of mash. If I see you're holding back or know you do, I can s.jIAD and air throw your tech. There's this weird window when air throwing someone's tech where either they can't break it or the break window is tiny. Sydney scene hate my air-throw traps because they know its coming but just can't tech it. As for drive against tager, I KNOW! LOL! Hawaii doesn't have a noel down here. They don't know how to deal with her, so I had to dumb down my entire game plan to compensate for them not knowing how drive works. Granted when I got the d.6C I watched him start churning butter so I tried to frame trap him into a d.5B d.2D to CH his butter. And Sahge, Leave mah j.4D alone ;__________; Its a bad habit I've got into from Sydney. I'm not used to people who aren't expecting to get air thrown/j.A spammed at an air-air situation. I just wish they didn't take away the Invuln frames :P Then it'd be uber broke.
  20. Here is me being a Drive spammer. Tournament 101 that I completely ignored - If you're gonna buy earplugs from the chemist cause you're getting a headache from loud noises, make sure to buy freaking aspirin too. http://www.youtube.com/user/808BBCommunity?feature=mhee Also ignore the random 3C during Haida, The cabs had us squished together so I was playing at an angle. My reset setups that day only worked against the Tager once in the corner and against Mystic D in Casuals, I really should look at if they're holding a direction when I look at someone's hands mid combo ;___;
  21. 22C dash has two methods, One is to cancel the move into a dash, which is the fastest method to get a dash out and covers the furthest distance but the dash cancel only goes a set distance, and you cannot do anything until the dash animation finishes. The other method is to wait until 22C finishes and then to manually dash, This can go the short distances that the dash cancel will overshoot. You may need either method depending on spacing of you and your opponent after the 22C. Sometimes you may want to use the dash cancel by itself, sometimes you may want to dash again after it finishes, and sometimes you don't want to use the dash cancel because it will make you run too far, so you need to wait till the window ends and dash normally. Seeing as no-one likes using the fancy stuff, you won't need to worry about dashing normally quite as often since its only used after a raw 22C which is used to setup reset points. For the 22BBBBBC stuff, after a 214A, if you do BBC the dash cancel is at the perfect distance to do a 6C into another 22B(and continue haida loop) after close 3C 5xB in general is about the right distance, Against Makoto, 22BBBBBBC (6 x B) on normal hit, 5 times on a Counter Hit. If you notice that you're too close, you can do a 6C (B+C) 6C to space them out a little. This will not work if you're setting up a reset drive string due to proration making the 6C B+C 6C whiff.
  22. Doesn't an American reset consist of : - "OH FUCK I DROPPED MY COMBO!" *Other guy is mashing tech as hard as possible - Mashes after he techs and gets CH* "OH SWEET HE RESET HIMSELF INTO MY NEW COMBO!" Sometimes I wonder how it is most of the top US players get away with this, I drop a combo and I have to worry about getting punished. Randomness however screws me over every day.
  23. So I'm in Hawaii visiting my girlfriend and realized that Hawaii actually does have some semblance of a community (more so than Sydney). The guy at the Alamoanoanaranga mall arcade showed me the poster for the HVGL 2v2 tourney, so I'll prob be there this Friday. Can't go to any other sessions since I have no car and I can't even string a 3 hit combo together online. Not even Ken Masters can save me. Gonna be flying back out on the 29th.
  24. I know you don't play Noel but this is more a mindset question than specifically a Noel one. I have a combo that has the second hit of Bloom Trigger will blue beat (meaning they can auto tech after the first hit) It leaves Noel either neutral or slight negative. What is your opinion on using such a combo (since if it hits its 5.3k and 67 meter and it is not very char specific and works on multiple chars, I just need to change a few parts around depending on which char I'm against.) as a once off to see what their reaction is (ie are they mashing neutral tech/back tech/forward tech) and after they've seen it once and you've seen if they mash tech etc, would you use it again but this time rapid the BT in order to mix them up? Also what is your opinion on sacrificing 800-1k damage and 5-10 meter for a reset opportunity?
  25. Don't get me wrong, I react to sounds as well. Noise canceling REDUCES noise, it doesn't cut it out completely. What you want is to filter out the bulk of that noise so that your brain can focus better. That's why I said Noise canceling without music. Makes a deal of difference.
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