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Everything posted by Moy_X7
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I don't have much experience against CSII Bangs but you still have to respect his 5A. A well-timed 5A will shit on your jump-in attempts/cross-ups and will beat most of your stuff at pointblank range.
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I use that as my Ice Car D ender, didn't think of using it with corner combos lol. I'll have to give that a try and see if it works with most of the combos I posted before and what what things I must omit in order to make room for that ender.
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I did some more testing and (dashing)5C > 6C is definitely the best way to do the DP C loop. The exception here is Hakumen, I'd recommend going for the 2C > 6C variant if you're right next to the corner since you don't have to delay a single thing against him. I'd recommend just doing a timed 5C > 6C instead of a dashing 5C > 6C against Mu because her aerial hit-box is a godsend for the loop. You have to be careful with your timing against Rachel and Carl, specially Rachel, her aerial hit-box is shitty as hell. You must use the dashing 5C > 6C variant against Makoto, otherwise DP C will whiff. Sometimes a little bit of lost damage is better than dropping a combo. So if you feel like dropping the combo might cost you the match then it's better to use eQualz's combo. 3311 damage and 45 Heat gain is not that bad with eQualz's combo.
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I'm using the (dashing)5C > 6C variant because some characters have some horrid aerial hit-boxes, Makoto is the main offender here. That and if you're not too close to the corner then DP C will whiff. If you do the dashing 5C > 6C then you're almost guaranteed to get the combo to work just as long as you're not too slow with the dashing 5C.
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You have to delay it if you're really close to the corner, if not then just dash a bit and then 5C. I wish there was a surefire way to get this combo done but so far I've been landing it fairly often.
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Yeah, I don't even use that combo anymore lol. Now I use 5B > 5C > DP B > (dashing)5C > 6C > DP C > 5A/5B > 5C > 2C > sj.D > (dashing)5B > 5C > 3C > 214C.
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Is it me, or does 5A have a bigger hit-box? I swear I'm hitting people when it seem like I'm not close enough to hit them. Might be their vulnerable hit-box as well but check this out as an example: http://www.youtube.com/watch?v=lMz-18jqVUE&lc=6VO6Mqq7y_-0cCankLeIwcZAtnd-APeRJ1q6Z9FjCE0&feature=inbox#t=37s
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No problem, glad I can be of help XD
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More combos, on crouching opponents: 5B > 5C > 6C > DC > 5C > 6C > DC > j.C > j.D > (dashing)5B > 2B > 5C > 3C > 214C (3241 damage, 44 Heat gain) j.B > (dashing)5C > 6C > DC > 5C > 6C > DC > j.C > j.D > (dashing)5B > 2B > 5C > 3C > 214C (3376 damage, 43 Heat gain) 6A > RC > 5C > 6C > DC > 5C > 6C > DC > j.C > j.D > (dashing)5B > 2B > 5C > 3C > 214C (2918 damage, 29 Heat gain) From a little over mid-screen: 5B > 5C > 6C > DC > (dashing)5C > DP B > (dashing)6C > 6D > IAD j.2C > j.C > (dashing)5B > 2B > 5C > 3C > 214C (3536 damage, 50 Heat gain) j.B > (dashing)5C > 6C > DC > (dashing)5C > DP B > (dashing)6C > 6D > IAD j.2C > j.C > (dashing)5B > 2B > 5C > 3C > 214C (3678 damage, 50 Heat gain) A bit close to the corner: 5B > 5C > 6C > DC > (dashing)5C > DP B > (dashing)6C > DP C > 5B(1) > 5C > 2C > sj.D > (dashing)5B > 3C > 214C (3803 damage, 52 Heat gain) j.B > (dashing)5C > 6C > DC > (dashing)5C > DP B > (dashing)6C > DP C > 5B(1) > 5C > 2C > sj.D > (dashing)5B > 5C > 3C > 214C (4014 damage, 55 Heat gain) As a general rule, try to add a DP B to your combos on crouching opponent if you can, as it boosts the damage and Heat gain like crazy. Specially if you're able to slap at least one DP C in there somewhere.
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Yeah, if you're too close to the opponent when you do Sekkajin then you'll end up switching sides after the (dashing) 5C > 6C, good stuff pointing that out.
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lol, the opening post is going to need an edit after all these contributions. Time to make some contributions getting stuff out of my combo video. 5B starter: 1.) 5B > 5C > Sekkajin > 6C > DC > 5C > sJC > j.C/j.2C > j.D > AD > j.2C > j.C > (dashing)5B > 3C > 214C (3111 damage, 47 Heat gain). This is one of the most damaging combos off 5B, it builds a shitload of meter, it's pretty simple, and it carrier people to the corner like crazy. I'd recommend it as a must-know BnB. 2.) 5B > 5C > Sekkajin > (dashing)6C > DC > (dashing)5C > (delayed)6C > (delayed)2D > (dashing)6B > (dashing)5B > 2B > 5C > 3C > 214C (3267 damage, 49 Heat gain). This is probably the most damaging combo off 5B and it builds a whopping 49 meter. It's a bit advanced with all the delays and dashing going on but if your execution is good, then I'd say go for it. I for one will not be landing this combo consistently lol. Tager specific: 1.)5B > 5C > j.B > j.2C > (delayed)j.C > (dashing)5C > j.B > j.2C > j.C > (dashing)5B > 5C > 3C > 214C (3029 damage, 46 Heat gain). A slightly better version of the Tager specific 5B combo. 2.)j.2C (instant overhead) > (delayed) j.D > (dashing)5C > j.B > j.2C > j.C (dashing)5C > j.B > j.2C > j.C > (dashing)5B > 3C > 214C (3073 damage, 45 Heat gain). Instant overheads ftw, this is some pretty good damage and Heat gain for an instant overhead. Shoutouts to the Partialarist for confirming that j.2C > jD works on some characters. Corner: 5B > 5C > DP B > (slightly delayed)2C > 6C > DP C > 5B > 5C > j.C > j.D > (dashing)5B > 5C > 3C > 214C (3692 damage, 52 Heat gain). I'll post some more combos later.
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Re-posting the link to my combo video here for the hell of it: http://www.youtube.com/watch?v=1XgwVHU4Ekg&feature=channel_video_title
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I'll give it a try and see if I can pull it off using it as an instant overhead against Tager or as a fuzzy guard setup. If it works during a blockstring then this is some good shit and if it doesn't, well... Edit: It works against crouching Tager, awesome, it saves me 50 heat if I land a j.2C instant overhead.
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Jin combo video by yours truly: http://www.youtube.com/watch?v=1XgwVHU4Ekg&feature=channel_video_title
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Bleh, all these Jin combo videos... leaving me with little to work with. The CSII patch can't come soon enough, I gotta get this shit out there fast.
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Not bad, I take it that you got to practice CSII Jin in casuals or something? You did pretty good, just remember to be careful when approaching Mu from the air because 2C CH and 6A hurt. Jin is pretty similar to his former self as long as frame advantage is concerned. The one notable change is that 6A is -4 instead of -16. I should be able to play this game in an offline gathering on Monday and hopefully get somebody to record some matches while we're at it. Screw waiting for the patch lol.
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^^ That, for god's sakes we have a 5 frame buffer window lol. The way I see it, that link depends on how high the opponent is before 5A/5B as well as the starter and at what point in the combo you've attempted the 5B > DP C link.
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I see it now, good stuff.
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+4 on hit, huh? I can work with that. That is kinda interesting, so that only applies to CHs?
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It's -4 on block but I don't know what the deal is on hit.
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It might not be a setup but it sure makes attempting to frame trap somebody with 2C a lot safer now. By the way, are you at a frame advantage or a disadvantage off a successful 6A? I'd like to at least be able to reset pressure off a successful 6A since we can't do shit without meter or a CH.
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Yeah, I know that much but I'm willing to bet that Phantom will be revealed to be Nine. Just because something is said it doesn't have to be necessarily true, plot-twists and shit. Just this gut feeling that I have XD
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So the change on j.2C's lower hit-box is really that significant. Just a couple more weeks now XD
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Not suddenly, most of them have a reason as to why they haven't aged and some of them have aged. Jubei and Valkenhayn seem to be the ones that aged. Trinity is currently stuck in a kid's body and I'm curious to know what happened to her original body and how she ended up in Platinum's body. Hakumen is Jin's soul possessing a suit of armor. Hazama is a ghost that goes around possessing shit and is currently inhabiting an artificial body. I'll give Nine the fact that she's a witch, so maybe her magical powers have helped slow down the aging process. I will lol so hard if Nine is actually an old lady the day Phantom gets exposed. @Takoto - Yup, it's all speculation and theory at this point, although we do have some characters that have some sort of trap-like attacks (Rachel with Sword Iris/Mu and her exploding Steins).
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I wonder how they'll go about making Kokonoe playable. She's the offspring of the most powerful mage + the strongest creature in the world and she's a genius to boot. RTSD + Magical Projectiles? Mecha Install? Heh, that's something to play with. Agreed on the latter, it just has to be Lord Tenjo's son at this point.