tuka
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Everything posted by tuka
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I measure damage output from stuff that actually hits during a match, not once in a blue moon 6D into Mugen. Bang has a death combo too you know... By that measure Hazama is probably at the top, followed by Lambda and Makoto IMO.
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Oromashu - You probably didn't notice but CS2 Lambda has one of the highest damage outputs in the game, in the entire series even. Corner 214D should give you around 7K, FC Gravity in the corner is around 8K, and they require no initial heat... Her highest damage output is around 9-10K without gold bursts, usually starting with 2C and 100% heat. Go watch some combo videos on Jourdal or pktazn's youtube channel. someonewhodied - That doesn't even work... if your'e having trouble with the transcript than just link the video.
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http://www.youtube.com/watch?v=SKdbbHT5wrg 1:49 - CH 6A > 236D combo is really good, and has godly wall carry, but there's no way you can hit confirm that shit. Rather stick with CH 6A > 3C > 214A for the same damage (mid-screen and onward). 3:54 - This is godlike. Does a ton of damage and could be done from most places on the screen, but the opponent needs to be at such a magical height that I doubt players could do that constantly. 3C > Gravity 5C > 6C > 236C [Corner] > etc. does 200 less damage. 4:10 - This one is really funny, since you always need to go a step back in order to connect 236C after gravity. Something like 3C > 214A > Step Back 4B(2nd hit) > Step Back 2DD > 2147D (7 meaning it goes backwards) > 5DD > 236C ...5C > 4B(2nd hit) > 2DD > 2147D > 6DD etc. is highly unstable, especially around the TK Crescent part, and not worth the damage (around 200-300 overall). Pretty cool though. Everything else is either silliness or already known.
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What I meant was, is that you listed j.B > j.C / j.B > 2B as the mix-up. Of course j.C comes after j.B if it hits, it's the best way to combo off of it. Those mix-up that I listed won't limit anyone, they are Lambda's most valid mix-ups, one high-low with j.B and 2B, one high-low with 4B(2nd hit) and 2B and a throw. After a TK feint you use the same mix-ups, it's not like you have many options after it (time-wise). You could go for weird cross-ups with j.C or jumping over the opponent with a TK feint, but from my testing while playing they are easily spotted and much less ambiguous. I don't know why you think I'm trying to tutor you, and you keep repeating that. I already said this is information for everyone, so what if you already know it? From you perspective you don't see good information, but I promise you others will. Anyway, your controller issues are totally legit, you should have mentioned them earlier. Though calling that a "bad day" is VERY misleading. Also, by all means feel free to critique me, it's always good. I'll even try and get some match vids in the near future.
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Why do you take advice and critique as a bad/negative thing? My only purpose is helping this forum (me and you included) improve, and keeping it public helps. If you truly believe that you already know so much that you don't need advice then I'll let you enjoy the thought. Although "I already know all those things, as well as incorporate them. I just didn't do it there" kinda contradicts that... Read my post on mix-ups again since you always address "j.B > j.C" which isn't even the mix-up. And "I don't need a lecture on mix-up, of any Lambda player." is just... wow After you're done working on "general trends", which shouldn't take too long, all that's left are the specifics, amirite? Dash in 6A as much as you want, no one's stopping you. I already said why you shouldn't, I'm also right about this according to the frame data. " If you truly believe that you already know so much that you don't need advice then I'll let you enjoy the thought." I'd rather not waste good information on PM's, and you should too. This place has seen better days anyway.
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First of all, I'd rather keep this discussion public, a lot of good information in here that shouldn't be wasted on PM's. Sorry if it bothers you. A'ight then, Knowing and executing are WORLDS APART from each other, I knew most of Lambda's CS2 combos and mix-ups months before I even touched the game, but that wouldn't be worth much without actually using them and getting to know the perfect timings and such. And you got the mix-up part a bit wrong, read the link I posted again. 2B > 4B? It's 2B OR 4B (Dash in 2nd hit of course), they have similar startup and range which makes it hard blocking them on reaction. WRONG! I keep hearing that around Dustloop, it really blows my mind. Usually simple = less damage and complicated = greater damage (there is the middle route of medium damage with a 236D ender), so why in the fuck should you not go for the more damaging one? Lambda's technical simplicity and ridiculous damage output aside, are you afraid of dropping combos? do you not have training mode for those things? Successfully performing something hard while under pressure (tournament) only serves as a tool for improving your performance and self-confidence. Makes you look damn cool too. 5A/5B/2A/2B/6B are faster, have more range and priority and gatling into the same things as 6A. Don't dash in with 6A. Me, you, and every player in every game ever need advice in order to improve. Don't be an asshole. Is there any other kind of improvement? TK is just a waste of time, hitting with it gives you nothing and all the other options have better setups that make them harder to block. Part of being good is not letting your psychological state of mind effect your game, as cheesy as it sounds. Unless by "bad day" you mean that you where physically sick, then that's more than understandable. Of course it does. would you rather solve one problem at a time or wait for a shitload of them making it harder to address them all? 2 cents. And no salt if you don't mind
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Overheat why so salty? Nothing against you or any other player, the only goal here is improvement. I'll comment more thoroughly after work, stay tuned.
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Why does no one seem to know how to mixup after 236D? Kenja had it going with some 2B/4B mixups but that's not enough. The second video is...Oh god TK Crescent/Fake/2B is such a bad mixup. Read this http://www.dustloop.com/forums/showthread.php?10779-CS2-Lambda-General-Discussion&p=1050272&viewfull=1#post1050272 And brush up on your combos. And stop dashing in with 6A
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When I'll have the game
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So what's the preferred method of making sprite animations? Any recommended programs or guides?
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5B > 3C > 214A > Dash > 6A > 2147D > 5C x 8 > 6C > 236C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D For a 5.3K universal meterless combo IIRC
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They should make everyone a powerhouse it's a proven method.
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Even though loketests don't represent the final product, I think that after five of them we can have a general idea on what kind of direction ASW wants to take with Lambda - and I'm really not liking it. Unless they're totally trolling on us..!
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You really shouldn't be memorizing a specific pattern for every character :/ Just remember that standing too close to some characters (Ragna, Noel, Lambda, Makoto, Tsubaki(?) and maybe one or two I forgot) will make the Crescent whiff. TK7 moves you back and TK9 moves you forward, just adjust according to the situation; It's pretty obvious when your'e too close.
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I buffer 8/9 while doing 6A, it gives me more control over the direction of the TK and is fail-safe against accidental 632146D. For TK7 I just 2147D. Obviously I mastered both but ultimately it comes down to preference.
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It's exactly the same
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Okay it was actually 4 reps and apparently I can't count.
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I'm landing 4B > 6A > 2147D > 5DD > 236C... pretty consecutively, not as hard as you make it sound. Although 236C may whiff against some characters, unless done with a really tricky timing (Valkenhayn as the most recent example).
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3 was as far as I got
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Lambda's overheads are shit.
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Throw [Corner] > 5C x 8 > 6C > 236C > [6A > 2147D] x 4 > 6A > 2C > j.DD > dj.2DD > j.214D - 4.8K Better than standard combo but timing the 5C is haaaaaaaard
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I managed to combo 5A (could probably go 5A > 6A > 6C > 236C..?) after FC 632146D that hit an air-dashing Valkenhyan which had most of his hitbox behind me, while I was backed to the corner. If you somehow managed to understand what I wrote than you are free to join me in questioning the meaning of life, or something.
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4B should hit high from the first hit, proper mix-ups amirite? Faster sickle is good. Gravity stun is good because 214A > 236C = more damage. Higher Throw is non-issue since Throw > 2DD > 6C > 236C would be exactly the same as Throw > 6A > etc. And something about 4D moving her back and harder to combo, I dunno.
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He has access to Taokaka-esque mobility, good mixup and most of his specials (plus land super on reaction) breeze through sword spam. He also kills Lambda with two combos. 6-4 in Lambda's favor?
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A compromise has been found - 236C > Dash > 5C x 8 > 6C > Dash > 2DD > 6C > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D - 4601 Damage 46 Meter. It works on everyone, the trick is to hit 5C as low as possible so that the second 6C could hit 8 times for maximum damage. Added to the list.