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Moy_X7

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Everything posted by Moy_X7

  1. I'll add the first combo but not the second one. Reason being is that I want to avoid using meter at all unless it's absolutely necessary like with 6A, 6C (mid-screen), DP A/B CH (close/mid-screen), and 5D.
  2. I'm using the Makoto style page, so if I use dark colors (blue for example) I can't read them at all. That's why I used some super bright colors like lime and cyan lol. Edit: I forgot that brights on whites are unreadable and dark on dark is not very legible either. Let's compromise here, I'll change them to teal and green. Those are both legible in either black or white.
  3. That's not a TK Swallow, that's a simple Swallow cancel. That's one of those things that you must absolutely learn if you wanna be competent with Plat; it's the bread of most of her combos. The point where you can can cancel 6C into j.C is also the point where you can special cancel into Swallow, base it off of that. You're not timing your 22C right, check the combo thread's first post.
  4. So I really am crazy after all, I'm 2 games behind lol
  5. lol, my thread is all colorful now. I'll finish re-optimizing and adding new combos by the end of the week.
  6. A lot, hell some people might have just played CT for a while to try it out and we all know just how lulzy CT is. Remember, the first impression is sometimes the best (worst) impression.
  7. The 3C > 214C ender is set in stone, it only works against a certain group of characters. I won't repeat it here but look in the first post of the combo thread and see which characters it doesn't work against. If that's not what you meant by that, then the combo should work against every character. It depends on the character that you're facing and what starter you used it with. Use double Sekkajin for characters that don't get hit by 3C > 214C and it mostly only works off P1 90+ starters.
  8. I'll test this combo out and see if I can't modify it somehow to make it better, if I can't then I'll just it add it to the list. For one I can tell that you could replace that last 5A with 5C for a little more damage/heat. The reason I have that other combo up there is if you don't have an item already equipped, then you'll use that combo in order to equip it.
  9. I'm guessing that it's just a lack of continuity in design. It'd be kinda neat if it really was meant to restrain their latent power or something.
  10. I'm telling you, I know my execution is not the best but I knew that something was definitely not right lol
  11. Yeah, j.B is fucking garbage as a jump-in now. The lower hit-box takes way too damn long to come out.
  12. Am I crazy or does 214B generate 11 Heat as oppose to 6 Heat from before? I don't really mind 3C > 214C being character specific, it just means that they were lazy and didn't wanna mess around with the character hit-boxes. If that was the case then they should have at least enlarged Ice Car's hit-box just enough so that it just barely grazes the smallest juggled character hit-box. Also, 2D seems to freeze for a lesser amount of time, a couple of frames less. Just enough so that I botch the 66 6B from time to time. I never had a problem linking 2D with 66 6B in the past, even in lag but now I botch it even offline sometimes. Edit: Just compared the frame data and noticed that CSII 2D has a 24F hit-stop whereas EX 2D has a 22F hit-stop. I guess I'm not totally crazy but the freeze duration is the same.
  13. You could always just do CDT immediately after Mami hits, guaranteed to work.
  14. I sometimes go for the double cross-under option and safe jump j.2C if I feel they'll DP but never actually try to cross them up with j.2C. Thanks, I'll give it a test.
  15. I hated him at first but he's grown on me. 6C > DC > j.C > 214A covers a lot of distance and gives quite a bit of damage from mid-screen to the corner. 214A oki is as strong as DP C oki and it's more easily available. He has his flaws which we have covered numerous times in the past. He's ok in my book. Not too strong, not too weak, just right. Speaking of 214A oki, does anyone have a link to the video where the guy makes the most out of j.2C ambiguous cross-up oki after 214A? I'm not doing much with oki other than the standard anti-roll 2A. If you don't have the link, could one of you explain to me just how to cross-up with j.2C after 214A?
  16. I always forget that Cat Hammer counts as a knockdown for 22C to work. Good stuff.
  17. That's one of the combo paths that I'm missing. That whole 6C > DC > DP B > stuff when you're very close to the corner. I'll add the stuff later on tonight. I really need to hop on this paper that's due in 4 hours x_x
  18. Mid-screen CH > 66 5C > 6A > 6C > j.236C > j.C > 66 6A > 236B > 66 5C > 6A > 236B Corner CH > Mami > 66 5C > 2C > 214C > 6C > 22C > 5C > 6A > 236B I'll update the combo thread during the weekend for all you lost little children. I'm kinda clocked at the moment.
  19. Added, how could I forget the 214A combos off 5C > 6B? lol Also, if possible, could you guys be bros and follow the format that I'm using? You don't have to add the color tags, just have it so I can copy-paste it. Example: stuff > 66 5B > [1)Ender 1] or [2)Alternate Ender 2] or [3)Alternate Ender3]
  20. 66 5C usually, unless you're going for Item Install combos. Check my Plat combo video for an example. I forgot the exact notation.
  21. Do (j.)214A as early as possible is what I got out of it lol.
  22. I'll give that a try and see if it helps. My execution is just not too good lol.
  23. Yeah, I can't land that 44 2C to save my life. I can do anything except that and j.C > 66 Sekkajin. I just don't think it's worth the trouble and losing all that damage because your timing was just a frame off. I'll add it to the first post though, the fact that you can replace 44 5C with 2C and get more damage.
  24. j.B got nerfed pretty bad, the lower hit-box takes forever to come out. 6A is barely +1 on hit and harder to hit-confirm. j.C CH hit-stun is not as bad as I imagined but j.C CH > 2D is extremely situational. We can still get 4.5K+ off a stray 6C as long as we have 23 Heat before the 6C. 2D's Primer breaking properties are balanced by the frame advantage nerf; I deliberately create scenarios where I can spam 2D as much as possible after the opponent has used its Green Burst/CA. Take the good, the bad, and all the testing in the lab and I say that we have a pretty balanced Jin in our hands. Not too strong but not too weak either, just right.
  25. I sure did lol
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