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Everything posted by Edalborez
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You're taking things too literally. Of course it won't cure habits in one session. Consistent repetition does that just like everything else. That's why you have to play people better than you to become better. And sure, fastest way to get that message is to go get your ass kicked at a tournament or the like. If that option is not available/feasible then there's not much point in continuing this line of discussion. Edit vv to below: Accept it and have fun with it in spite of that.
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Again, online players need to stop being defensive. Offline players say you/we won't be as good because it's the TRUTH. You can only become as good as your competition and XBL/PSN is a cesspool of mashing and bad habits. Even "good" or "close" matches only come so close to the real deal both in mindset and setting, and of course input delay. Online is better than nothing/the CPU (learn how to block, don't drop combos), but that's about as much you can say. Not an arrogant statement, it's fact. For the record I have not played a real offline match. If that invalidates my point, that's fine.
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Offline people need to chill out. Online people need to stop being so defensive.
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Get a feel for when you can start moving again after 214D. IE: hold 6 after it. Then start timing the dash for that moment. Visual cue, if any, is probably when she returns to neutral after 214D but I'd rely on muscle memory for this. Not much different from throw > 66A.
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So I gotta ask because netplay is a terrible teacher: I've been doing DP on reaction to blocked (idiot) chain-followups and 3C>214D~whatever. Is this a bad habit I should be breaking? Can he bait this in any way aside from (guessing, correct me if wrong) chain~B or 214D~D cancel?
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I think I counted like 7 or 8 missed chances for AC after (CH) j.D on your part, though I may just be nitpicking :x Nice RC pickup in end of third vid. Good spacing all around too, imo.
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Sorry for double post, but cleaned up my above post with full damage/info for BSledge>4D FC enders. Hope these are somewhat useful. Spent all week thinking about +20 damage/+3 heat!
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So uh, the definitive FC post! Enders: BGadget *Does not work on Arakune* EGadget *Does not work on Makoto* BSledge > 4D 2D (into corner) BSledge > Spark > MTW (for kill only) *Heat numbers for MTW ender are net gain* All except Hakumen, Bang, and Rachel: CH 2C > j.2C > 2B > 2C > AC > (walk) j.C whiff > lowest j.2C > 2B > ASledge > 5C > 6A > AC > Ender [4297 / 53] B/EGadget [4302 / 54] 2D [4320 / 57] BSledge > 4D [5059 / 8] MTW ender Hakumen (Bang): (Use 6A for Bang) CH 2C > j.2C > 2B > 2C > AC > (walk) j.C whiff > lowest j.2C > 5B > 5C > (6A) > AC > Ender [4123 / 45] Haku, B/EGadget [4129 / 46] Haku, 2D [4155 / 49] Haku, BSledge > 4D [4897 / 0] Haku, MTW ender [4207 / 49] Bang, B/EGadget [4213 / 49] Bang, 2D [4235 / 52] Bang, BSledge > 4D [4976 / 3] Bang, MTW ender Rachel: CH 2C > j.2C > 5C > 6B > AC > (walk) j.C whiff > lowest j.2C > 5B > 5C > 6A > AC > Ender [4327 / 49] B/EGadget [4333 / 49] 2D [4356 / 52] BSledge > 4D [5097 / 4] MTW ender Confirmed BSledge > 4D to work on all characters. Not as good mag but thought it'd be useful for characters you don't want to use Gadget on. Slightly better heat too. Ninja edit: Now in video format Edit2: Also goes without saying these build up a lot of heat and run long enough to build around 40% Spark, so you can often replace the ender with Spark > MTW if you're looking for a kill. Raises damage to around 4.8 to 5k. Otherwise might be best to save the meter. Edit3: Adjusted the Rachel FC, put numbers for MTW enders, and made another video @ link.
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And all this time I thought people were safe if they bursted on Spark while still fullscreen. Gonna have to try that.
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Did a slight variation on Rachel: CH 2C > j.2C > 5C > 6A > AC > j.C whiff > lowest j.2C > 5B > 5C > 6A > AC > B/EGadget [4277 / 49]
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^^ Yeah my bad. I don't get the numbers I just do the combos :V Reworked the old #4 (repost): CH 2C > j.2C > 2B > 2C > AC > j.C whiff > lowest j.2C > 2B > ASledge > 5C > 6A > AC > B/EGadget [4297 / 53] to work on Bang/Haku/Rach. For Bang/Rach, skip the 2B > A Sledge: CH 2C > j.2C > 2B > 2C > AC > j.C whiff > lowest j.2C > 5B > 5C > 6A > AC > B/EGadget [4207 / 49] For Haku, drop the 6A: CH 2C > j.2C > 2B > 2C > AC > j.C whiff > lowest j.2C > 5B > 5C > AC > B/EGadget [4123 / 45] There are probably better for optimal but this is all really easy since you only have to memorize the #4 FC and drop stuff for those exceptions.
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I'll do more tinkering later tonight. I did find out by accident that, likely on everyone, you can do: CH 2C > 6C > j.2C > ??? lots of options follow but from memory it was hard to break 4k/keep good heat gain without Spark. I'll experiment s'more on Rachel and friends.
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#4 drops on those characters (Rach Haku Bang) because [...j.C whiff > j.2C > 2B] doesn't reach. Might reach with Bang but didn't for me. Finished with going through the wiki combos, found quite a (minor) damage differences and a couple invalid combos. Most of them are just the same things over and over again different ways (j.C whiff/j.D whiff > j.2C) or kind of antiquated stuff. -- Copypasted, with added/corrected [Damage / Heat]. In some cases (stuff > MTW > Terabreak > stuff) I will list the heat gain up to the super, then the heat gain after if followups were possible. Made personal notes with underlines. Where damage differed from the given value I also underlined the number or problem area or whatever. I didn't test for all of the character-specific things, just trusted some were correct and recorded numbers. A couple exceptions. [j.C whiff > j.B] combos were tested on Arakune. Everything else was tested on Ragna mostly. ---- 2B / 6A Combo Damage bases on 2B, 6A combos does 200 points more damage and add 0-1 more heat. 2B / 6A > 2C > 623C > JC (whiff) > JB > 5C > 623C > JC (whiff) > lowest J2C > 22D [3417 / 33] ^ Not magnetized, walk forward a bit after the first 623C. Works on: Arakune, Tager, Bang, Rachel, Hakumen, Ragna, Jin, Taokaka. 2B / 6A > 2C > 623C > 236B > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D [3411 / 37] ^ Not magnetized, walk forward a bit after the first 623C & 236B Works on: Ragna Noel, Taokaka, Litchi, Tsubaki, Tager 2B / 6A > 2C > 623C > 6C > 623C > JC (whiff) > lowest J2C > 22D [3268 / 30] ^ Not magnetized, walk forward a bit after both 623C. Works on: Taokaka, Tager, Ragna, Jin, Noel, Lambda, Rachel, Hazama, Hakumen, Tsubaki, Arakune, Litchi 2B / 6A > 2C > 623C > 623C (whiff) > 6B > 2C > 623C > JC (whiff) > lowest J2C > 22D [3452 / 33] ^ Magnetized. 2B / 6A > 2C > 623C > JD (whiff) > lowest J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D [3614 / 38] ^ Magnetized. 2B / 6A > 2C > 623C > 623C (whiff) > 6C > J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D [3659 / 42] ^ Magnetized. 6C Combo 6C > J2C > 2B > 2C > 623C > JC (whiff) > JB > 5C > 623C > JC (whiff) > lowest J2C > 22D [3651 / 42] ^ Not magnetized, Works on: Arakune, Tager, Bang, Rachel, Hakumen, Ragna, Jin, Taokaka. 6C > J2C > 2B > 2C > 623C > 623C (whiff) > 6B > 2C > 623C > JC (whiff) > lowest J2C > 22D [3676 / 42] ^ Magnetized. 6C Counter Hit Combo 6C CH > JC > 5C > 623C > JC (whiff) > JB > 5C > 623C > JC (whiff) > lowest J2C > 22D [3656 / 38] ^ Not magnetized, delay jump cancel after 6C, then do jump C right before landing. 6C CH > JC > 5C > 623C > 623C (whiff) > 6B > 2C > 623C > JC (whiff) > lowest J2C > 22D [3685 / 39] ^ Magnetized , delay jump cancel after 6C, then do jump C right before landing. 6C CH > JC > 5C > 623C > JD (whiff) > lowest J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D [3818 / 43] ^ Magnetized, delay jump cancel after 6C, then do jump C right before landing. 5C Counter Hit Combo 5C CH > 6C > 623C > JC (whiff) > JB > 5C > 623C > JC (whiff) > lowest J2C > 22D [3313 / 35] ^ Not magnetized. 5C CH > 6C > 623C > JD (whiff) > lowest J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D [3470 / 39] ^ Magnetized. 5C CH > 6A > 2C > 623C > JC (whiff) > JB > 5C > 623C > JC (whiff) > lowest J2C > 22D [3576 / 38] ^ Not magnetized, also work with 5C air hit. 5C CH > 6A > 2C > 623C > 623C (whiff) > 6B > 2C > 623C > JC (whiff) > lowest J2C > 22D [3606 / 38] ^ Magnetized. 5C CH > 6A > 2C > 623C > JD (whiff) > lowest J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D [3738 / 42] ^ Magnetized. J2C Combo J2C > RC > J2C > 2B > 2C > 623C > JD (whiff) > J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D [4256 / 34] ^ 50% Heat Gauge, magnetized. J2C > RC > J2C > 2B > 2C > 623C > 623C (whiff) > 6B > 2C > 623C > JC (whiff) > lowest J2C > 22D [4121 / 34] ^ 50% Heat Gauge, magnetized. J2C > RC > J2C > 2B > 2C > 623C > 6C > 623C > JC (whiff) > lowest J2C > 22D [3965 / 31] ^ 50% Heat Gauge. 5D Counter Hit Combo 5D CH > 623C > 623C (whiff) > 6C > J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D [3616 / 39] 5D CH > 5C > 623C > JD (whiff) > lowest J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D [3675 / 39] ^ Distance specific. 5D CH > 5C > 6A > 623C > JD (whiff) > lowest J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D [3647 / 42] ^ Distance specific. 5D CH > 5C > 6A > 623C > 623C (whiff) > 6B > 2C > 623C > JC (whiff) > lowest J2C > 22D [3523 / 38] ^ Distance specific. 360A Combo 360A > 2B > 623C > JC (whiff) > J2C > 22D [3781 / 25] ^ Works on Tager 360A > 5B > 41236D > 2C > 623C [3693 / 29] ^ doesn't work on Hazama, Tsubaki [Mike Z edit] 360A > 5B > 41236D > 236236B > 236236B > 2C > 623C [4700 / 17 before supers, 11 after] ^ 100% Heat Gauge. 360A > 22D [2700 / 11] ^ Works on Tager & Bang & Makoto without magnetism, and everyone else except Arakune when Magnetized. [Mike Z edit] 360B Combo 360B > 5B > 41236D > 2C > 623C [4517 / 33] 360B > 5B > 41236D > 236236B > 236236B > 2C > 623C [5664 / ?? before supers, 11 after] 360B > 236A > 22D [3878 / 19] ^ Doesn't work on Arakune 360B > slightly walk forward 2B > 623C > lowest J2C > 22D -- INVALID, techable after 623C, but for that much: [4466 / 25] ^ Works on:bang, Tager, Noel, Lambda and Ragna. 360B > slightly walk forward 2B > 2C > 623C [4556 / 29] ^ Works Tager (no need to walk), Noel, and Ragna. Work on all characters in the corner. 360B > 2B > 2C > 623C > 41236D > 236236B > 236236B > 2C > 623C [6165 / 34 before super, 11 after] ^ Corner combo 2D Counter Hit Combo 2D CH > 5C > 41236D > [(2C) OR (5C > 6A)] > 623C > 623C (whiff) > 6B > 2C > 623C > JC (whiff) > lowest J2C > 22D [4101 / 44] with 2C [4082 / 47] with 5C > 6A 2D CH > 5C > 41236D > 2C > 623C > JD (whiff) > lowest J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D [4226 / 48] 2C Combo 2C > 623C > 623C (whiff) > 6C > J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D [4052 / 39] ^ Magnetized. 2C > 623C > 623C (whiff) > 6B > 236236B > 236236B [6550 / 15 before supers] - Might be able to follow with 2C > AC for 11 bonus heat but I wasn't able to. ^ Magnetized, 100% Heat Gauge 2C > 623C > 623C (whiff) > 236236B > 236236B > 2C > 623C > 41236D > 2C > 623C [6962 / 12 before supers, 28 after] [6871 / 12 before supers, 11 after] If you stop at 2C > 623C ^ Magnetized, 100% Heat Gauge 2C Fatal Counter Combo Note: Didn't actually retest any past the first one (which is the good one) since none of these are "new", I believe. 2C FC > J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 2B > 236A > 5C > 6A > 623C > JC (whiff) > lowest J2C > 22D [4297 / 53] ^ Center: Other than Hakumen, Bang and Rachel, Works on all characters in the corner. 2C FC > 5C > 6B > 2C > 623C > > JC (whiff) > lowest J2C > 2B > 236A > 5C > 6A > 623C > JC (whiff) > lowest J2C > 22D ^ Done close to opponent in the corner. 2C FC > J2C > 2B > 2C > 623C > JC (whiff) > JB > 236A > 5C > 6A > 623C > JC (whiff) > lowest J2C > 22D [4150] ^ Center: Other than Hakumen, Bang and Rachel, Works on all characters in the corner. 2C FC > 5C > 6B > 2C > 623C > JC (whiff) > JB > 236A > 5C > 6A > 623C > JC (whiff) > lowest J2C > 22D ^ Done close to opponent in the corner. 2C FC > J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 2B > 236A > 5C > 6C > J2C > 5B > 4D ^ Back to the wall, situational. 2C FC > 5C > 6B > 2C > 623C > JD (whiff) > lowest J2C > 2B > 236A > 5C > 6A > 2C > 623C > JC (whiff) > lowest J2C > 22D [4479] ^ Magnetized. Jump B Combo JB > 5A > 5B > 3C > 22D [1023 / 8] JB > 2B > 2C > 623C > JC (whiff) > JB > 5C > 623C > JC (whiff) > lowest J2C > 22D [2876 / 36] ^ Not Magnetized, character specific. JB > 2B > 2C > 623C > 623C (whiff) > 6B > 2C > 623C > JC (whiff) > lowest J2C > 22D [2900 / 36] ^ Magnetized. Air Throw Combo Air Throw > 5C > 623C > 623C (whiff) > 6B > 2C > 623C > 236B > 22D [3884 / 38] ^ Magnetized, works on Arakune, Taokaka, Rachel and Hakumen *Personal note: Iffy on this. Have to be just right from the ground but I hit Ragna with this too. Air Throw > JC > 5C > 623C > 623C (whiff) > 6B > 2C > 623C > 236B > 22D [3953 / 45] ^ Magnetized, works on all characters. Air Throw > 2B > 2C > 623C > JC (whiff) > J2C > 22D [3332 / 25] ^ Works on all characters. Air Throw > J2C > 2B > 2C > 623C > JC (whiff) > J2C > 22D [3504 / 30] Air Throw > JC > 5C > 623C > JC (whiff) > J2C > 22D [3456 / 26] Air Throw > 5C > 6B > 2C > 623C > JC (whiff) > J2C > 22D -- INVALID Jump D Air Counter Hit Combo JD air CH > 623C > 623C (whiff) > 236236B > 236236B > 5C > 41236D > 2C > 623C [7030 / 12 before super, 20 after] 623C Combo 623C > 623C (whiff) > 6C > J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D [3298 / 39] ^ Magnetized. 41236D Combo 41236D > 5C > 623C > 623C (whiff) > 6B > 2C > 623C > JC (whiff) > lowest J2C > 22D [3012 / 35] 41236D > 5C > 6A > 623C > 623C (whiff) > 2C > 623C > JC (whiff) > J2C > 22D [2937 / 32] - Remove 6A. Techable after 2nd 623C otherwise. Just don't use this. ^ Works on Bang & Arakune. 4D Counter Hit Combo 4D CH > 5C > 623C > 623C (whiff) > 6B > 2C > 623C > JC (whiff) > lowest J2C > 22D [2712 / 34] ^ Mid screen combo. Sledge Hammer Follow Up Counter Hit Combo (236A/236B->) 236A CH > 623C > 623C (whiff) > 6C > J2C > 2B > 2C > 623C > JC (whiff) > lowest J2C > 22D [4001 / 38] ---- And that's finally done. God. If there are any issues therein (Fatal section etc) let me know. Otherwise I'm done for the night. So many of those combos were kind of a wasted effort. Tons of wasted (?) Sparks too. Edit: Don't forget about KirbyMorph's post a couple pages back. He did similarly for some of the easier/common combos: http://www.dustloop.com/forums/showthread.php?9396-The-CS-Iron-Tager-Combo-Thread.&p=732265&viewfull=1#post732265
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So the one FC up there... 4) CH 2C > j.2C > 2B > 2C > AC > (walk) j.C whiff > lowest j.2C > 2B > ASledge > 5C > 6A > AC > [b/EGadget or 2D] [4297 / 53] with B/EGadget [4302 / 54] with 2D Actually works on everyone except Rachel, Hakumen, and Bang. On most of the cast you need to walk after first AC, I found it to be hardest on Hazama and Noel. Makoto was out of range of EGadget for some reason so just use BGadget on her. EDIT: (For similar reasons, BGadget misses Arakune so use EGadget). Alternately you can end with 2D instead of a Gadget finisher on everyone this works on. Not sure how useful that is though. But I think this should be the go-to FC combo for good damage/heat. For the life of me I can't get [AC > walk j.C whiff > lowest j.2C > 2B > ASledge] etc to land on Bang even though the 7th FC up there says it's possible. With Rachel at least (didn't try on Haku/Bang but should work), I found I could do CH 2C > j.2C > 2B > 2C > AC > (walk) BSledge > 2B > ASledge ...but couldn't combo anything after except Spark, which...yeah. For mag-less FC on Haku/Rach/Bang gonna have to use something else. Edit: With Spark on Rachel for that combo I managed: CH 2C > j.2C > 2B > 2C > AC > (walk) BSledge > 2B > ASledge > Spark > 2C > AC > 5D [4094 / 54] But for blowing a Spark it's pretty shitty. Just throwing it out there though since it has decent(?) mag. And I'll get to work on getting damage/heat data for... everything.
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http://www.youtube.com/watch?v=9qC0NxuX8Yo - Made a quick demo of the [6A > 6C > 214D cancel > dash 6A] bit, off of 2B > 3C > 2B and throw. I know I didn't do the optimal version (lol dropped combos) but just for the timing demo. Sorry for lame camera quality but it works.
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Think he's referring to chain D~B followup, the curvy one. Dunno about reliability though. Really if she wants to hang back and toss lasers, chain her in the face. She shouldn't be able to outzone you unless you let her.
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Playing both characters (at a low level, even so) I feel this matchup probably even or slightly in Mu's favor. She's got gimmicks and good(?) oki but her blockstrings kind of suck. If she goes for 3C (or anything that's at the end of a gatling, but it's her main combo starter so...) and it gets blocked, her options are generally limited to 3C > 63214C (Not very safe, but primers) or 3C > #D > jc/IAD/whatever. Not sure how to abuse the latter yet. Her 6C is probably the only safe thing to Sledge through but it can be baited so watch out. On the plus side her overheads suck unless she has meter (for 6B, still not great) or gets a CH, I believe (why you mashing?) so blocking isn't that bad. Don't use Spark/Charge/Sledge recklessly and keep her DP and 632146C super in mind on wakeup. Always remember that her 236D laser does NOT go away if she is hit and can interrupt you mid-combo, though if you're slick you might be able to avoid it during Collider/any throw if it just so happens to "hit" you during it but don't count on it. On the defensive she might go for ...6C > 4D > 5D > 214D (steins blow up) to force you into a guessing game on wakeup. There's a video floating around on that somewhere...
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Oh I should also mention Mu can be hit by 360A > very slight walk 5B > Spark for magnetism. If 262D Gadget is possible than I suck at it, but I'm pretty sure she's too far for it.
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If this has been done... oh well. Went through the FC combos on the 3rd post for damage/heat numbers, double checking the ones listed there as well. Also tested all of these on Mu (so unless I mention it, they work on her). I'm also gonna rearrange the notation so it's all consistent, but it's the same order as listed. Without further ado... Numbers are [DMG/Heat] Mike Z: 1) CH 2C > j.2C > 2B > ASledge > 5C > 6C > j.2C > 5B > 5C > 6A > AC > BSledge > 3C [3580 / 52] 2) CH 2C> 2C/5C > AC > walk BSledge > walk 5B > 5C > 6A > AC > EGadget [3954 / 42] With 2C [3939 / 42] With 5C *Note: BGadget ender also possible does like 20 less damage compared to EGadget. This was the only case on the list where it mattered (Same move proration I assume.) Maho: 3) CH 2C > 2C/5C > AC > j.C whiff > lowest j.2C > 5B > 5C > 6A > AC > B/EGadget [4176 / 42] With 2C [4161 / 42] With 5C *Must remove 6A for it to work on Noel and Hakumen. *Extra note: Did not test on Noel/Haku for adjusted dmg/heat. 4) CH 2C > j.2C > 2B > 2C > AC > j.C whiff > lowest j.2C > 2B > ASledge > 5C > 6A > AC > B/EGadget [4297 / 53] *EDIT: works on all except Haku Rachel and Bang, though it might work on Bang and I didn't walk far enough. 5) CH 2C > 5C > 6B > 2C > AC > j.C whiff > lowest j.2C > 2B > ASledge > 5C > 6A > AC > B/EGadget [4378 / 53] *Done close to cornered opponent. Works on Ragna, Litchi, and Taokaka *Extra note: I only tested on Ragna and Mu, didn't work on Mu. Thought it'd be better to list those it WORKS on if it doesn't work on 12 characters... Smurvis: (Numbers were already there, double checked anyways) 6) CH 2C > 5C > 6A > AC > slightly walk forward j.C > lowest j.2C > 5B > 5C > 6A > AC > B/EGadget [4124 / 45] 7) CH 2C > 5C > 6A > AC > j.C > lowest j.2C > 2B > ASledge > 5C > 6A > AC > B/EGadget [4220 / 49] *Works on everyone except Hakumen and Rachel. Must slightly walk forward after first AC for it to work on Bang. 8) CH 2C > 5C > 6A > 2C > AC > j.C > lowest j.2C > 2B > ASledge > 5C > 6A > 2C > AC > EGadget [4419 / 58] *Magnetized. Replace first j.C with j.D for Hakumen, Rachel, and Bang (or just slightly walk forward after first AC to still hit Bang). *Extra note: Magnetized with 5D, which gave 4 heat. Subtracted from total for 58. Leo: 9) CH 2C > 5C > 6B > 2C > AC > AC whiff > 6C > j.2C > 2B > ASledge > 5C > 6A > 2C > AC > 5D [4472 / 62] *Magnetized. *Extra note: Magnetized with 5D, which gave 4 heat. Subtracted from total for 62. ---- Mike's are by far the easiest and the first one gives the most heat universally. #4 has best damage for those it works on. I otherwise recommend #7 for universal use. Actually works well that way. Only tested the front page stuff so... feel free to do something with it from there. Hope this is of use at least to formalize this stuff. Edit: Actually... too lazy to go back and retest but I don't see why #4 wouldn't work on more characters.
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Yeah finding that out firsthand, though the bit about dashing with 6A as long as possible is very helpful. Thanks guys.
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With the 7.2k FC combo: 6C > 63214C (Charged) > Dash > 6B > Dash > 6A > 6B > Dash > 6A (JC)> j.C > j.2C > 2B > 6A (JC) > j.2C > 2B > 6A > 2C (JC) > j.C > j.2C > 2B > 632146C Is it... possible to do dash-in 2B (663B) after the first j.2C? Granted, just tried doing this in training today (6A>6B curse you) and I think I landed it once but was too far to continue with 6A. On that note, seems like you can only do this like, slightly closer than midscreen from the corner at best. Is that right? What adjustments should I be making further out? Using the other highlighted Fatal? Also confused... 6A>6B doesn't work on, say, Litchi right? Does this FC combo work on her despite that? Saw it mentioned it was universal but... conflicting info. Sorry if these are redundant questions. EDIT: I'm dumb, went ahead and tried and got the 6A>6B to work on Litchi for the fatal. Lemme revise that question then, any tips to 6A>6B juggle besides "practice"? Visual cues? Body positioning?
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^^ I've been doing, as listed in first post. 3C>[2B > 6A > j.C > j.2C]x3 > (2B>632146C or 2B>5B>623C) Didn't think you could string the stuff you listed after the loop x3, omitting the j.C in the loop gives you that much leeway?
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Too many hits in the looped bits. Drop the 2Cs in there and it should work. Unsure about the ender though.