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Aureliano

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Everything posted by Aureliano

  1. Yeah I meant that I had problems with the 6C part, I delay the second hit untill the last possible moment but... eh. I probably need to experiment more then. Just a question. When going for fatal counter combo, one has some options depending on where they are on the screen, and the most critical one is where you're going for first freeze. From what I've seen the choice is usually either between a midscreen 2D, or a corner 6D, since those are the ones that offer the most opportunities. Am I correct in this ? Going from there, I have a question. Say I am at this point in the combo where I'm doing corner air combo, and I go for D musou to keep the combo going. Say I go for 6C > 6D > 623D once I'm on the ground, and at that moment the counter is at like 14 or 15 hits. Is it still possible to go for the 6C follow up after 623D ? It seems the more the combo goes, the less untechable time you have, so I wonder what are the limites of 623D > 6C, since at the moment my timing is too suck to try out myself. Also, when my first freeze is a corner 6D, should I always go for the 623B afterwards, or is there a time when that won't hit ? I've seen a lot of people going for 6D >> 6D > 623D after a first freeze on 6D, and in retrospect that seems like a waste, but maybe there's something I don't quite get ?
  2. HERE COMES THE DOUBLE POST Can anyone give me some pointers as to how make 623D >> 6C work ? This link is so fucking hard, and it seems to me as though after a few hits it won't even work anymore. I really could use some help, it's the hardest link in Jin's combo imo and it's kind of impossible to just ignore it since there's so much potential damage lost :<
  3. Okay, so I was getting tired of having no followup for midscreen ground to air FC 2C. Didn't find any in the combo thread (except silly ground to ground stuff, like that'll ever happen) or in japanese vids, and frankly this thread is too long and intimidating to bother reading it in it's entirety. So here's some shenanigans I came up with. Feel free to tell me if you know about something more effective It's meterless btw. 2C FC > 6D > dash > 2C > 6C > dash > 5C > 6C > dash > jump > j.C > j.2C > jc > j.2C > j.236D > land > 6C > 236C Damage : 4192, Overall meter gain : 41, Uses 25 heat so you're left with +16 EDIT : after the first dash you can go for 5C > 2C < 6C instead of straight up 2C > 6C. Rest of the combo will be much easier to confirm, but you'll do 4185 instead of 4192 lawl.
  4. Yukikaze is a waste of meter, especially in the corner like that. In the same situation a 623D would have been saver and would have gotten you more damage since you were like right next to the corner.
  5. Take-Mikazuchi And where are you guys finding all this information on how the time loop works ? I found none of that in the game.
  6. GateOfDestiny, you seriously use your barrier way too much.
  7. You don't actually burst to avoid getting killed. You DON'T burst to not take 150% damage and to have some barrier. Bursting in BB is pretty much a shitty choice most of the time. Anyway, at the level you're playing at, bursts shouldn't get baited as much as you're saying. I get what you're saying, but you need some proactive choices, not just stand back and be afraid of closing in. The moment he gets his sparkball, the matchups is going to look a lot more shitty, so you're better off getting as much ground as you can before that. I don't know the startup of Tager's backdash, but if he manages to backdash>grab you in the middle of your strings, you should probably try new, safer strings. As a general rule, never do a 5C in a string if you're not sure the distance is good enough to avoid being grabbed. 5A, 2A, 5B and 2B should be your main tools as long as you haven't pushed Tager back a good deal. Dash in J.C (like you did at 0:19, 0:25, 1:18 and 1:29) is an exceptionally shitty idea against Tager, for example. A normal jump would accomplish the same thing and leave you way less open. If you really must, add a falling j.D, which should, accounting for the landing, leave you in a position of slightly unfavorable reset (better than the position horizontal j.C alone will leave you in, at least). Remember that when you IAD in the face of the opponent, you're giving up your second jump, which is in many cases a vital defensive or offensive option. You're basically saying "fuck mindgames, I'm in your face". This is also the case for Hell's Fang, which CAN be backdash-punished by Tager. Competent tagers will make you pay for this sort of things dearly.
  8. For the love of god stop bursting with 40% of your bar remaining. Also don't hug your edge of the screen against Tager. You're not going to timeout and time works for him, so it accomplishes nothing. Keep pressuring him from close up while staying out of throw range, Ragna's 5B and j.C are wonderful for that. And you certainly shouldn't activate Blood Kain from far away and run up to him. That's wasting both life and meter, and accomplishes nothing, except making your advance very very obvious. About damage, you just need to work on your comboes, nothing more, nothing less. Ragna's are not that complicated, worst you'll come across is dash cancel 6A, which you actually attempt to do in that Nu match. No advice for that, it's just muscle memory. Also drop the barrier against Nu. It dooesn't really help. EDIT : in the second vid, can someone explain me what the fuck happened at 0:43 ? How is that even possible ?
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