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NumeroGaijin

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Everything posted by NumeroGaijin

  1. That's who I have been practicing on. That grab combo I posted above works on Kokonoe I think. Most of the combos work on her but they need to be shortened because she pops out. After we do a wallbounce with j.D, that's where that shortening needs to happen. I am with you on this Osuna. Edit: Wow guys. After 360B we can actually 5B>5C>AC>SB>OD>MTW>TB>GF her lol. If she in the corner and we 360B her we can do 5B>2C>AC>OD>MTW>TB>GF. I will update with damage values in a second. Edit 2: I'll just do a video because I found more stuff that is fun including a few gimmicks with the combo.
  2. Really? When I looked on the wiki it was there along with Kagura's. If it has been up that long then I guess it must have been a page error because all I saw was a page with empty boxes.
  3. I am glad that frame data on this chick is finally up.
  4. PSN: Nu_me_ro_gai_jin Atlanta, USA
  5. (Corner) Forward or Back Throw>5C>asledge>5C>6B>j.C>j.D>6B>2C>AC>SB>OD>MTW>TB>GF 6155 (opponent in corner) Forward Throw>5C>asledge>5C>6B>j.C>j.D>land>j.B>j.C>GP 4004
  6. Ok kool. Yeah that is some good stuff. I'll start using that right away.
  7. I would like to see a video of this. Also joined the group on FB?
  8. I (Tager) finally did it....on Rachel! www.youtube.com/watch?v=EwHZ4orzkNo Slight revamp www.youtube.com/watch?v=li8CGOvav8k
  9. Yeah now that you mention it...it most likely is for rachel. Also 2C no longer works on grounded Bang. Is that new to CP because I thought for sure it worked in CS2. Edit: I have been trying to break that 8k just because. That character specific combo is on Rachel and the normal notation is: Fatal Counter J2C>5C>6C>B sledge>5C>6B>J2C>5C>6B>J2C>5C>6B>A sledge>Hammer>2C>Atomic Collider>Spark>OD>Wheel>Terra Break>Gadget 7900 damage Of course this is the one that was listed This is mine (bold shows my changes). I also will be updating again with another small change as I make my way to 8K and the 8k version I will record: Fatal Counter J2C>5C>6C>j.2C>5C>6B>J2C>5C>6B>A sledge>Hammer>2C>Atomic Collider>Spark>OD>Wheel>Terra Break>Gadget 7967 damage Another is: Fatal Counter J2C>5C>6C>j.2C>5C>6B>J2C>5C>6B>A sledge>Hammer>5B>2C>Atomic Collider>Spark>OD>Wheel>Terra Break>Gadget 7996 damage Edit 2: Yay 8K Fatal Counter J2C>5C>6C>j.2C>5C>6B>J2C>5C>6B>j.C>j.D>6B>2C>Atomic Collider>Spark>OD>Wheel>Terra Break>Gadget 8013 damage Here it is : https://www.youtube.com/watch?v=EwHZ4orzkNo Last Edit: I found out some more on Rachel......that do more than 8013....so far I am at 8064 but now I am almost certain I can get 8.1k so I won't update this post anymore until its optimized completely to my knowledge. Ok It is optimized. The notation is : Fatal Counter J2C>5C>6C>j.2C>5C>6B>J2C>5C>6B>asledge>5C>6A>2C>Atomic Collider>Spark>OD>Wheel>Terra Break>Gadget 8064 damage https://www.youtube.com/watch?v=li8CGOvav8k
  10. Fatal Counter J2C>5C>6C>B sledge>5C>6B>J2C>5C>6B>J2C>5C>6B>A sledge>Hammer>2C>Atomic Collider>Spark>OD>Wheel>Terra Break>Gadget 7900 damage There has to be missing notation.
  11. I have been working on tking Zettou every now and to see if there is a benefit to it since you can attack faster. Tking Zettou A version you barely see any difference in height at all. Not sure if it makes strings any tighter though (in theory) it should.
  12. Not to get off topic but you are in Atlanta Eshi??? I am in GA too.
  13. Wow lol!! Those new Amane combos that were posted today are exactly what I had found out 3 days ago. That is so funny that someone posted that first set of combos on Nico. That is sooooo cool to me. Here it is: http://www.nicovideo.jp/watch/sm22479654
  14. The only thing you can remotely follow up with CH 5C from that pushback maybe a 6C but idk I never tried. Also I have been working on some 6C FC combos. That reminds me....we need setups or traps for it of some sort because it is near useless to get a FC with it because you pretty much won't get it to hit unless the opponent did super unsafe dps or other stuff. Anyway I got: (corner) FC 6C>j.2C>5B>6A>6B>j.2C>5B>5C>asledge>5C>6B>j.C>j.D>stuff. I have not optimized it yet. But I know after the first 6B you can OD then do a j.2C and continue the combo path. One path I went OD and I got 7136 or something like that. I can't remember what it was. I just want to try to optimize damage with combos that work on all the characters and of course the rare moves we hit with.
  15. OMG anyone please invite to a room.
  16. This to the utmost
  17. What tricks are you guys using to get the j.2B to come out instantly
  18. How are the midscreen combos going?
  19. Question is if your dash recovery frames will allow you enough to activate it before you hit.
  20. Has anyone organized all these stories in order yet or will it be possible? I have been wanting to read the story but it is way too fragmented atm for me to piece it together without putting one part in front of the other.
  21. LOL AllSpark. That seriously made me laugh. I honestly didn't think anyone paid attention to any of those posts lol. Tager actually having combo paths in variation really blows my mind every time. I mean we can now, like everyone else, get creative with our combos instead of getting creative with gimmicks. Edit: Don't take this one serious lol but I was thinking about USB (Upwards Spark Bolt). Seeing as Tager is a cyborg...I would imagine he has a motherboard built in somewhere lol. Computer Science FTW!!!
  22. That first combo you listed I already listed it about a week ago but I don't think anyone noticed it lol.
  23. Lets call spark NSpark (Neutral) or DSpark (Diagonal) to shorten the notation. Those combos are awesome btw. I am tying to optimize j.B combos since it hits the most often with our 50/50 mixups. We Tagers should honestly work on optimizing our midscreen combos mostly and pickup combos off random hits.
  24. This fight feels overall easier to be honest. I fought against my really good MU friend and honestly though the lasers are still annoying....because they fire faster it also means her pressure ends faster as well. When the shot slower we would be in strings for days and just when we decided to get out she'd blow them up for that +40 in frame advantage move but now that is gone. Sledge as stated before is extremely viable now. This matchup to me feels like a 6-4 in her favor than a 7-3 or 8-2 in the last game.
  25. Here was a combo from one of those combo videos. (Opponent in the corner) 5C > 6A > 2C> delay asledge > 5C > 6B > j.C > j.D > 5C > 6B > sj.C > j.B > j.C > GP 5013 But here is a revamp to that combo for an extra 61 damage lol. There is a possibility of increasing the damage for a few combos as well by adding a j.B before the wall bounce of j.D. But it runs the risk of dropping on the smaller characters possibly. 5C > 6A > 2C> delay asledge > 5C > 6B > sj.C > j.B > j.D > 5C > 6B > sj.C > j.B > j.C > GP 5074 More testing will be done Edit: It does indeed increase the damage of other combos. It doesn't increase it by much but every bit helps and its good for totally maximizing damage for those that want ALL the damage. Edit2: Another Revamp!!!! 5C > 6A > 2C> delay asledge > 5C > 6B > j.2C > 5B > j.C > j.D > 6B > sj.C > j.B > j.C > GP 5128 And another combo 5C > 6A > 2C> delay asledge > 5C > 6B > j.2C > 2B > 5B > j.C > jD> 6B > 2C > MTW > TB > GF 6432 add AC after 2C then SB OD MTW > TB > GF for 7055 (6595 w/OD)
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