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lurch_E_bean

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Everything posted by lurch_E_bean

  1. More of my matches. More improvement, but still things to work on. http://www.youtube.com/watch?v=dIgchaQi_eQ vs. Bang http://www.youtube.com/watch?v=BbLSKq4viG4 vs. Carl http://www.youtube.com/watch?v=8LRsaH8ApG0 vs. Carl http://www.youtube.com/watch?v=nT7CrOlxmb8 vs. Noel http://www.youtube.com/watch?v=p90lMOkhJMw vs. Nu http://www.youtube.com/watch?v=kIp9KlbkG10 vs. Tager
  2. (5b -> 5c -> 236aa -> 5d -> RC) x2 -> 5b -> 5c -> 236aa -> 5d (~3.5k) Doesn't seem worth the 100% meter, but it seems you can start just about any combo after the RCs. 5b -> 5c -> 236aa -> 5d -> RC -> Taunt combo? That might be worth looking into... The combo on Jin at around 3:06 (video 2) is pretty slick. It breaks 4k (4071) before the air throw. 6c -> 5d~a -> 5c -> 2d -> 5d -> j.c -> 5d~c -> 5d~a -> 8d~6 -> j.236bb -> j.b+c -> Taunt -> 214214c After the air throw is kind of pointless, but the beginning is what I like. You even have another "jump" left over, so you might be able to tack on another j.c -> 8d~6 before Cat Spirit 2. I'll have to try this out later.
  3. Here's a couple combo video gems I stumbled upon. http://www.youtube.com/watch?v=O6pJ9CCVN8c http://www.youtube.com/watch?v=79vlx3ILyIo Video 1 is mostly stuff we've seen before, but there's a few new things. Video 2 is full of new tricks. The damage isn't great on a lot of the combos, but we might be able to steal some ideas to better some current combos. Crazy use of RCs, and I think there's some TK Cat Spirit 2 in there, or at the very least, JC -> j.236b.
  4. Does anyone else think a new thread for critique of those still learning is a good idea? It seems weird to put my stuff up here with the pros... I put up a hefty amount of videos. Some from over a month ago, and some from last week. I think there's some definite improvement, but still a long way to go... Constructive criticism is welcome. From 08/2009: http://www.youtube.com/watch?v=iSNlnQeY4dE (vs. Nu) http://www.youtube.com/watch?v=CPS-TPjINiU (vs. Tao) http://www.youtube.com/watch?v=LR10DTOHR6M (vs. Rachael) http://www.youtube.com/watch?v=DF4K_LcIvzE (vs. Ragna) http://www.youtube.com/watch?v=UYiGpVJw3Ks (vs. Rachael) http://www.youtube.com/watch?v=fTQSxDciIm4 (vs. Nu) From 09/10/2009: http://www.youtube.com/watch?v=EB6MMG0xKOc (vs. Nu) http://www.youtube.com/watch?v=zcy22I1Ht0g (vs. Bang) http://www.youtube.com/watch?v=j609ugRoHYM (vs. Jin) http://www.youtube.com/watch?v=Cbh8dt9m9Zs (vs. Ragna) http://www.youtube.com/watch?v=_OaUZsBiiXk (vs. Haku-men) http://www.youtube.com/watch?v=oX8pwYcvIzw (vs. Haku-men)
  5. PSN: lurch_E_bean GMT: CST (GMT -6) Location: Chicago, IL Not usually online for long durations, so I've just been doing Ranked Matches. Any respite from crappy Jins on blue connections is welcome, though.
  6. That's got to be a typo, you can't do more than two 8d's unless you land at some point. The last j.c -> 8d~6 shouldn't be there.
  7. Not sure if this is common knowledge or not, but I just figured this out after messing with j.2d~c a while in training mode. It seems you can only use 2 total ~a/b/c drive cancels while in the air, much the same way you're limited to two 8d drives. For example, you can't do j.2d~c -> j.2d~c -> j.2d~a, you're limited to j.2d~c -> j.2d~a. As several videos show, though, you can land on the ground in the middle of your combo and go back into the air for more ~a/b/c cancels. I think the limit applies the whole time you're in the air, but there's a slight chance it could just limit you to two ~a/b/c cancels in a row. Obviously, there's no limit on ~6 cancels.
  8. Alright, since I've been going drive cancel crazy in training mode lately, I think I can figure these combos out. 1 - 0:08 - j.c -> 5b -> 6a (1) -> JC -> j.2d~b -> 5c -> 2d~6 -> 5d~6 -> j.a -> j.c -> 8d~6 -> j.236bb -> j.c -> 8d~6 -> j.236bbbb 2 - 0:19 - 5b -> 6a (1) -> JC -> 5d~b -> Taunt -> 236a -> 2d~6 -> 2d~c -> 2d~a -> 8d~6 -> 5d~6 -> j.a -> j.c -> 8d~6 -> j.236bb -> j.236bbb 3 - 0:28 - 5b -> 6a (1) -> JC -> 5d~b -> Taunt -> 22c -> 2d~6 -> 5d~c -> 5d~a -> 8d~6 -> j.b -> 8d~6 -> j.236bb -> j.236bbb 4 - 0:36 - 4b+c -> 236cc -> 2d~b -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.236bbb 5 - 0:45 - 4b+c -> 214d -> j.44 -> 2d~b -> 5c -> 2d~6 -> j.c -> 8d -> 5d~6 -> j.a -> j.c -> 8d~6 -> j.236bb -> j.236bbb 6 - 0:54 - 5b+c -> j.4d~a -> 5d~a -> Taunt -> 236a -> 2d -> 5d~a -> 8d -> 8d~6 -> j.236bb -> j.236bbb 7 - 1:03 - 5b+c -> j.4d -> 2d~b -> 5c -> 2d -> 5d~a -> 8d -> 8d~6 -> j.236bb -> j.236bbb 8 - 1:12 - 5b+c -> j.4d~b -> Taunt -> 214d -> 2d~b -> 5c -> 2d~6 -> j.c -> 8d~6 -> j.66? -> j.c -> j.236bbbb 9 - 1:20 - 5b -> 6a (1) -> JC -> j.5d~b -> Taunt -> 236a -> 2d~6 -> 2d~c -> 2d~a -> 8d~6 -> j.236bb -> j.c -> 8d~6 -> j.236bbbb 10 - 1:29 - 5b -> 6a (1) -> JC -> j.5d~b -> Taunt -> 236a -> 2d~6 -> 2d~c -> 2d~a -> 8d~6 -> 5d~6 -> j.a -> j.c -> 8d~6 -> j.236bb -> j.236bbb 11 - 1:43 - See 10 12 - 1:51 - See 10 13 - 1:58 - See 10 14 - 2:09 - 5b+c -> j.4d -> 5d~a -> 5d -> 5d~a -> 2d -> 5d~c -> 5d~a -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.236bbbb 15 - 2:20 - 5b+c -> j.4d~c -> 5d~a -> 5d -> 5d~a -> 2d -> 5d~c -> 5d~a -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.236bbbb 16 - 2:31 - 5b+c -> j.4d -> 5d~a -> Taunt -> 236a -> 2d -> 5d~c -> 5d~a -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.236bbbb 17 - 2:40 - 214c -> 6b -> 236236d -> 66 -> (hit bowling ball) -> 5c -> 2d -> 5d~c -> 5d~a -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.236bbbb 18 - 2:54 - 5b -> 6a (1) -> JC -> 5d~b -> Taunt -> 214d -> 2d~b -> 5c -> 2d~6 -> 5d~c -> 5d~a -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.236bb -> j.b+c -> 214d -> j.44 -> j.b+c -> 236c I'm fairly sure 9-13 are using 2d~c in the air, but it could be 5d~c. I'm not sure about the air dash in 8, but something looks funny with that last j.c.
  9. Finally got some video capture goodness: http://www.youtube.com/watch?v=itFmqsvXdkE First combo.
  10. From my experience, ~a cancels are mainly used for positioning to continue the combo. The two ways they seem to be used are to 1) drop below an opponent to hit with a 8d(~6) followup, etc., or 2) land on the ground, do a standing hit or two, then launch into a new drive loop. For XDest's combo, there's no way you're going to hit a 9d~9 after a 5d unless you ~a cancel. A j.c would probably work instead of d~a, but I think the d~a nets you a little more damage. The opposite seems to be true for ~c cancels, you use that to get up even with your opponent, usually so you can use a 5d follow-up instead of 8d, since you can have as many 5d's as you can hit with, but only 2 8d's at a time. Instead of finishing a corner combo with 8d, 8d~6, you might be able to pull off 8d~c, 5d~a, 8d~6 instead. (I'm no expert with the ~c cancel trickery, so I don't know if this is legit, but it looks like what the last Japanese combo video was doing a lot.) Speaking of d~c cancels, it seems these are only useful in the corner, or randomly messing with your opponent with drive fakes. Anybody find any other tricks with it?
  11. Not right now, but I did order a video capture device a couple days ago, so maybe some time next week I could get something for you, along with some other stuff I've been working on. Timing on the 2d > 5d~6 should be fairly lenient. Even if I mess it up, I usually don't know until I drop the second 5d~6 > j.c loop. It should be similar to the 2d > 5d~a > 8d > 8d~6 corner combo, if you've got that down. Basically fire off the 5d~6 as soon as you can after the 2d. You might need to go a little faster on the 5d~b > 5b right before it. You want that to knock the opponent as high as you can. The first few times I did it, I didn't think the 5b would actually hit. After further testing on the combo, though, I did get some disappointing results. It looks like Litchi for some reason is the only character I can get (5d~6 -> j.c) x2 to work on, which kind of sucks, because without that, you won't go off the screen or break 5k damage. I'd be happy to be proven wrong if anyone else wants to try... I also couldn't get it to work with the following: Noel, Tao - j.a -> j.c just won't connect for some reason (I was even getting (5d~6 -> j.c) x2 to work on Tao, too ) Jin - The second 5d~6 whiffs, but if you do the 5d~b (whiff) version, it works Rachael - One of the 5d~6 attacks whiffed, possibly the first... Carl - Because he's Carl... I had issues with Bang and Ragna on the 8d -> 8d~6 at the end, too, but you can switch that to 8d -> air dash -> (j.b+c -> 236cc) or (j.c -> j.236bbbb). That also might just be a timing issue on my part...
  12. Here's a fun fact: Tao's taunt can knock Jin off his icecar. From this video, we have this combo (third to last, interestingly vs. Jin): Opponent in the air: Taunt CH -> 214d -> j.2d~b -> Taunt -> 214d -> j.2d~b -> 5c -> 2d~5 -> 5d~c -> 5d~a -> 9d~9 -> j.c -> 9d~9 -> j.236bb -> j.236bbbb [6000] I sure as hell can't pull that combo off yet, but anyone who can pull this off against an icecar online and posts a video is my new hero. Bonus points for a ragequit.
  13. Here's a fun 3c combo I managed to get working last night, only tried it on Litchi, but I believe it should work on all normal hit box characters (possibly not Jin, probably not Noel and Carl): 3c -> 5d~b -> 5b -> 2d -> (5d~6 -> j.c) x2 -> 5d~6 -> j.a -> j.c -> 8d -> 8d~6 -> j.236bbbb (~3.8k) The fun part of this is the last 8d~6 knocks you and your opponent past the top of the screen. At this point, instead of j.236bbbb, you can do a blind air throw (not hard to get the timing right), which will probably have a much better chance of not getting teched because your opponent won't see you grab them (but the purple !! still shows up). If you finish with j.b+c -> 236c instead of Cat Spirit 2, you can just break 5k damage. Another cool thing is that if you whiff the 5d~b, you can still keep the combo going with 5b (no black beats, either), but you'll have to adjust on the fly: Replace: ...5d~b -> 5b -> 2d -> (5d~6 -> j.c) x2... With: ...5d~b (whiff) -> 5b -> 5c -> 2d -> 5d~6 -> j.c... I'm definitely going to try this out some more on the rest of the cast and see how it works. I think it might be possible to squeeze out an extra 5d~6 -> j.c on Arakune and/or Rachael, since they seem a little more buoyant in the air.
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