-
Posts
4,899 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Moy_X7
-
Collapsed: Notations: [table=width: 700, align: center] General Notations Used Guide Specific Notations Used [table=width: 350, class: grid, align: center] > Gatling/cancel the previous move into the following move. , Link the previous move into the following move. j Jump sj Super Jump AD Air Dash IAD Instant Air Dash JC Jump Cancel DP Dragon Punch/623X TK The "Tiger Knee" motion. What this means is that you'll be using an aerial attack as low to the ground as possible. An example is Jin's j.236A, if you do j.2369A, you'll fire the ice blade as low to the ground as possible. CH Counter Hit FC Fatal Counter RC Rapid Cancel CT Crush Trigger OD Over Drive [ ] Hold Input (N) Use the specific hit of a multi-hit attack. [???] xN Repeat ??? N amount of times. [/table] [table=width: 350, class: grid, align: center] c. The attack must be used as close to the opponent as possible. f. The attack must be used as far away from the opponent as possible. [sS] Side Swap combo [CO] Crouching Opponent [AA] Anti-air or Air-to-Air [RP] Roll Punish [/table] [/table] Collapsed: Mid-screen Combos: Mid-screen Combo Routes Mid-screen Combo Notes For the anti-air combos that lead into sj.D, depending on how far the opponent is from you when you started the combo, you'll have to use sj.8D if they were close to you when the combo started or sj.9D if they were far away from you when the combo started. Standard Combo ... 5B > 2B > 5C > *2C > 3C > 214B~C This combo route can be used from pretty much every ground and air-to-ground starter. Add the 2C if you're close enough to the opponent. Crouching Confirm S Starter ... 5B > 5C > 6C > 2D, 66B, 5B > 5C > 3C > 214B~C N Starter ... 5B > 5C > 2C > 6C > 2D, j.2C > j.C, 66 2B > 5B > 5C > 2C > 3C > 214B~C This combo route can be used from pretty much anything that combos into 5C. For the N Starter version, if you started the combo with 6B, j.B, j.C, or j.2C, then omit 5B and go straight into 66 5C. Anti-Air S Starter ... 5C > 2C > sj.8D, AD > j.2C > j.C, 66 2B > 5B > 5C > 3C > 214B~C N Starter ... c.5C > 2C > sj.D, AD > j.2C > j.C, 66 2B > 5B > 5C > 2C > 3C > 214B~C ... f.5C > 2C > 2D, j.2C > j.C, 66 2B > 5B > 5C > 2C > 3C > 214B~C 2C > sj.2C > j.C > j.D, 5C > 2C > sj.C > j.2C > JC > j.2C > j.214C 2C CH > (Delayed) 6C > 2D, j.2C > j.C, 66 2B > 5B > 5C > 2C > 3C > 214B~C This combo route should be used from 5A, 2A, 5B(1), 5C, and 2C. Air to Air S Starter j.A CH > j.2C > j.D, 66 5B > 2B > 5C > 3C > 214B~C j.A > j.B > JC > j.B > j.C > j.D, 5C > sj.C > j.2C > JC > j.2C > j.C > j.214C N Starter j.B/j.C > j.2C > JC > j.2C > j.D, 66 5B > 5C > 2C, sj.C > j.2C > JC > j.2C > j.214C j.C CH, 66 5C > 2C > sj.D, AD j.2C > j.C, 66 2B > 5B > 5C > 2C > 3C > 214B~C CHs and 6C ... 6C > 2D, j.2C > j.C, 66 2B > 5B > 5C > 2C > 3C > 214B~C f.5C CH > 2D, 66B, 66 2B > 5B > 5C > 2C > 3C > 214B~C 6C CH > 214B (Whiff), 66 5C > 6C > (Delayed) 2D, j.2C > j.C, 66 2B > 5B > 5C > 2C > 3C > 214B~C This combo route should be used from 5B(1) CH, 6B CH, 5C CH, 6C, j.C CH and j.2C CH From 6B CH, j.C CH, and j.2C CH, confirm with 66C. 3C CH 3C CH, 66 2B > 5C > 2C > 2D, j.2C > j.C, 66 5B > 5C > 2C > 3C > 214B~C 3C CH (Character Specifics) Tager and Rachel Only: 3C CH, 66 5C > 2C > 2D, j.2C > j.C, 66 5B > 5C > 2C > 3C > 214B~C Freeze (Long Freeze Duration) ... j.2C > j.C, 66 2B > 5B > 5C > 2C > 3C > 214B~C j.236D, IAD j.2C > j.C, 66 5B > 2B > 5C > 3C > 214B~C This combo route should be used from 2D and 6D. From 6D, confirm with 66 j.2C > j.C. Freeze (Short Freeze Duration) ... 66 5B > 2B > 5C > 2C > 3C > 214B~C This combo route should be used from j.D and 214D Throws Throw/Back Throw > 214B (Whiff), j.2C > j.C, 66 5B > 2B > 5C > 3C > 214B~C Air Throw, (*AD) j.2C > j.C, 66 2B > 5B > 5C > 2C > 3C > 214B~C For the Air Throw combo, if you're out of air options (double jump, air dash), omit the AD and go straight into j.2C > j.C. It's a bit more difficult than the AD variation. Specials 236A/j.236A CH TK j.236A CH, 214D, 66 2B > 5B > 5C > 2C > 3C > 214B~C [AA] (j.)236A CH, 66 5C > [sj.C > j.D] or [2C > sj.D], AD j.2C > j.C, 66 2B > 5B > 5C > 2C > 3C > 214B~C The first combo won't work if the opponent is crouching. For the [AA] combos, use the first modifier if the opponent is far away from you and the second one if they're close to you TK j.214D TK j.214D, 214D, 66 2B > 5B > 5C > 2C > 3C > 214B~C DP B CH DP B CH, 214D, 66 2B > 5B > 5C > 2C > 3C > 214B~C DP C CH DP C CH, 5C > 2C > 2D, 66 5B > 2B > 5C > 3C > 214B~C DP D DP D, 214D, 66 2B > 5B > 5C > 2C > 3C > 214B~C 5D FC 5D FC > 214D, [66 5C > j.2C > (Delayed) j.C] x 3, 66 5B > 2B > 5C > 3C > 214B~C 5D FC > 214D, [66 5B > 2C > j.2C > (Delayed) j.C] x 2, 66 5B > 2B > 5C > 3C > 214B~C The first combo doesn't work against Bang, Nu, Makoto and Ragna so you'll have to use the second combo against them. These combos don't work at all against Platinum, Rachel, Noel, and Bullet. Combo Extensions (25 Heat Required) Sekkajin Extension ... 5B > 5C > 3C > 22C ~ D, (Cross Under) 66 5C > 2C > sj.2C > j.C > JC > j.2C > j.C > j.214C This extension can be used from any N Starter that leads to 5B. You must be close to the opponent in order to trigger Sekkajin. 214D Extension ... 214D, 66 5B > 5C > 2C > 3C > 214B~C This extension can be used from pretty much anything. Ideally, you want to use this extension from a max range poke such as 5C, 5D or DP B CH in order to get some damage out of them. CT Extension ... 2D, CT, j.2C > j.C, 66 5B > 5C > 2C > 3C > 214B~C This extension can be used from any N Starter that leads to 2D. RC 6A RC 6A > RC, 66 5C > 2C > 6C > 2D, j.2C > j.C, 66 5B > 5C > 2C > 3C > 214B~C If you land a CH 6A, add a 66 5B before the initial 5C and carry on with the rest of combo. Close to the Corner Combo Routes Close to the Corner Combo Notes The meat of these combos is 214D~C, sometimes just using the C part. You'll need to be close enough to the corner to the point where the 214D~C will cause a wall stick. Standard Combo S Starter ... 5B > 5C > 5D > 214D~C, (Long Dash) 6C > 22C, 5B > 22C N Starter Oki: ... 5C > 5D > 214D~C, (Long Dash) 5C > 2C > 6C > DP C, 5B(1) > 5C > 22C, 5B > 22C Damage: ... 5C > 2C > 5D > 214D~C, (Long Dash) 6C > 214B, 5C > 2C > sj.C > j.2C > JC > j.2C > j.C > j.214C Crouching Confirm S Starter ... 5B > 5C > 6C > 2D, 6C > 214D (Whiff) ~ C, (Long Dash) 6C > 22C N Starter ... 5C > 6C > 214D (Whiff) ~ C, (Long Dash) 6C > 214B, 5C > 6C > 6D, 6C > 22C Anti-Air S Starter ... 5C > 6C > 214D (Whiff) ~ C, (Long Dash) 6C > 6D, 6C > 22C N Starter ... 5C > 6C > 214D (Whiff) ~ C, (Long Dash) 6C > 214B, 5C > 6C > 6D, 6C > 22C, 5B > 22C 2C CH > (Delayed) 6C > 214D (Whiff) ~ C, (Long Dash) 6C > 214B, 5C > 6C > 6D, 6C > 22C, 5B > 22C The S Starter combo won't work if the opponent is too high up in the air after getting hit by the anti-air. Air to Air j.C CH, 66C > 214D (Whiff) ~ C, (Long Dash) 6C > 214B, 5C > 6C > 6D, 6C > 22C, 5B > 22C j.B/j.C > j.2C > JC > j.2C > j.D, 5B(1) > 5C > 6C > 214D (Whiff) ~ C, (Long Dash) 6C > 214B, 5C > 22C CHs and 6C ... 6C > 214D (Whiff) ~ C, (Long Dash) 6C > 214B, 5C > 6C > 6D, 6C > 22C, 5B > 22C f.5C CH > 2D, 66C > 214D ~ C, (Long Dash) 6C > 214B, 5C > 22C, 5B(1) > 5C > 22C 6C CH > 214B (Whiff), 66 5C > 6C > 214D (Whiff) ~ C, (Long Dash) 6C > 214B, 5C > 6C > 6D, 6C > 22C 3C CH 3C CH, 66 2B > 5C > 6C > 214D (Whiff) ~ C, (Long Dash) 6C > 6D, 6C > 22C, 5B(1) > 5C > 22C Freeze Long Freeze Duration 2D/6D, 66C > 214D~C, (Long Dash) 5C > 2C > 6C > DP C, 5B(1) > 5C > 22C, 5B > 22C Short Freeze Duration j.D, 66 5C > 214D~C, (Long Dash) 5C > 2C > 6C > DP C, 5B(1) > 5C > 22C, 5B > 22C 5D, 214D~C, 66 5C > 2C > 6C > DP C, [5B(1) > 5C > 22C] x 2 Specials 236A CH/j.236A CH TK j.236A CH, 214D~C, 66 5C > 2C > 6C > DP C, [5B(1) > 5C > 22C] x 2 [AA] (j.)236A CH, 66C > 214D (Whiff) ~ C, 66C > 214B, 5C > 6C > 6D, 6C > 22C TK j.214D TK j.214D, 66 214D~C, 66 5C > 2C > 6C > DP C, [5B(1) > 5C > 22C] x 2 TK j.214D, 66 214D~C, 66C > CT, 6C > 214B, 5C > 2C > sj.C > j.2C > j.214C DP B/D CH DP CH/DP D, (66) 214D~C, (Long Dash) 6C > 214B, 5C > 22C, 5B(1) > 5C > 22C Use 66 214D~C with a DP D starter. Very Close to the Corner/Corner Combo Routes Standard Combo S Starter Oki: ... 5B > 5C > 3C > 214B, [5B(1) > 5C > 22C] x 2 Damage: ... 5B > 5C > 3C > 214B, 5B(1) > 5C > 2C > sj.C > j.2C > j.214C N Starter ... 5B > 5C > *2C > 3C > 214B, 5B(1) > 5C > 6C > 6D, 6C > 22C, 5B(1) > 5C > 22C ... 5B > 5C > *2C > 3C > 214B, 5B(1) > 5C > TK j.214C, 66 2B > 5C > 6C > 6D, 6C > 22C Add a 2C if you managed to land both hits from 5B. For the second combo, you have to delay the 5B against Bang, Kagura, Hakumen, Mu, and Carl. Quite frankly, it's not worth the hassle since it does a very small amount of extra damage compared to the simpler version of this standard corner combo. You just do it because it looks badass Crouching Confirm S Starter ... 5B > 5C > 2C > 6C > 6D, 6C > 22C N Starter ... 5B > 5C > 2C > 6C > 214B, 5C > 6C > 6D, 6C > 22C, 5B(1) > 5C > 22C ... 5B > 5C > 6C > CT, 6C > 214B, 5C > 6C > 6D, 6C > 22C, 5B > 22C Anti-Air S Starter ... 5C > 6C > 6D, 6C > 214B, 5C > 22C N Starter ... 6C > 6D, 66 5C > 2C > 6C > DP C, [5B(1) > 5C > 22C] x 2 ... 2C > sj.C > j.D, AD j.2C > j.C, 66 5B > 5C > 2C > 3C > 214B, [5B(1) > 5C > 22C] x 2 [CT]... 6C > 6D, 6C > CT, 6C > 214B, 5C > 2C > sj.C > j.2C > JC > j.2C > j.C > j.214C [CT]... sj.C > j.214D, 66C > 214B, 5C > 22C, 5B(1) > 5C > 2C > sj.C > j.2C > JC > j.2C > j.C > j.214C Use the second combo if you're too close to the opponent, otherwise the 6C will launch the opponent in the opposite direction. Air to Air j.B/j.C > j.2C > JC > j.2C > j.D, 66 5B(1) > 5C > 2C > 6C > DP C, [5B(1) > 5C > 22C] x 2 j.C CH, 66C > 214B, 5C > 6C > 6D, 6C > 22C, 5B(1) > 5C > 22C
-
If 236A has as much start-up as the current version, then that won't be possible. Currently, you have to do 6A > JC > j.236A or 3C > 236A for that to work. So maybe something like 5C > 6A > JC > j.236A for about two reps at most lol. I was skeptical at first because I didn't think that 236A would have such combo potential but from what I've seen, there's hope. The double/tripe 22C stuff can really only be done in 3-bar connection against neighboring states. From coast to coast, you usually have to settle with a single 22C. I don't really mind losing the 22C stuff because you could really only use multiple 22C combos from 90+ P1 starters or off RCs. Easier is always better lol. Looks like it, I'm pretty hyped about being able to hit-confirm a 5B poke with 3C > 236A~A > stuff. I don't know if Persia desu ~ has FC properties but if you use it outside of an OTG/juggle, the final hit of 236A staggers. I might just use that thing as a cross-up now due to that lol.
-
Hahah, here's to hoping that 5B(1) P2 is higher than 5B(2) P2 so that we can immediately cancel 5B in order to avoid the 5B(2) proration penalty.
-
Thank you Based Shirushi Corner 214B(1) > 5C works, so DP C can be slapped in a combo off an early 6C. So something like 5B > 5C > 6C > 214B(1) > 5C > 2C > 6C > DP C > 5A/5B > 5C > 2C > [sj.D > 66 5B > 3C > 214B(2)] or [Air Combo > Hizansen] should work (crouching opponent).
-
I'm so fucking glad that 236A~X is not an SMP move, that's our Bubble oki setup right there. 5A > 5C > 3C > 236A~A > 66 5C > 6A > 6C > 22C > [5C > 6A > 236B] or [6A > 6C > j.236C > j.C > 6A > 236B] > Bubble oki should work. I almost forgot that 3C has a pretty good P2. Edit: By the way, I probably won't make the combo thread until after a month passes and people figure out more CP Plat stuff.
-
That's what happens to people that think that they can 5A AA him out of his IAD. I for one don't even have the reactions to attempt that, so a cross-up D Divider is just gonna land as a regular cross-up hit for me lol.
-
Let's see here... Corner stuff, 22C > 5C/6A setups: Stuff > 5C > Mami > 66 5C > 2C > Bubble > 6C > 22C > 5C > Stuff Stuff > 5C > Mami > 66 6C > j.236C > j.C > 22C > 5C > Stuff Both 22C routes still work but the second one requires that you cancel into j.236C at the peak of 6C. It also seems like ground CDT can be controlled to go up lol. I'm disappointed in these Plats, they're all just doing Mami > 6C > 22C > 5C > Air Combo > Air Persia in the corner and not even wanting to experiment with potential Bubble oki setup combos. I know that j.D Frying Pan also has more potential than Rising j.D > 66 5A > 6A > Mami, they could easily do Rising j.D > 66 5A > 6A > 6C > 22C > 66 5C > [Air Combo] or [6A > Mami].
-
Huh, looks like you get 12 Heat from 214B (2 hits) and 5 Heat from 6A. Raw Hizangeki (2) also seems to do a ton of damage and doesn't freeze. I'm liking what I'm seeing.
-
Stop beating the dead horse, please.
-
[CP] Platinum The Trinity Video Compilation
Moy_X7 replied to Yggjrasil's topic in Platinum the Trinity
11/21 Tonaibou Sega Jin vs Plat www.youtube.com/watch?v=uQSAsJADpWo#t=1m10s Plat vs Hazama www.youtube.com/watch?v=uQSAsJADpWo#t=14m40s Noel vs Plat www.youtube.com/watch?v=uQSAsJADpWo#t=18m30s Plat vs Carl (lol dropped match-ending combo ftl) www.youtube.com/watch?v=yN4tYprjh0E#t=35s -
Ooh, me gusta.
-
Did we get a 6C > 6B gatling in CP?
-
AXIS, AXIS, people were complaining about the sound effects just a couple of days ago. People complain for the sake of complaining. They'll complain more about trivial shit rather than how their respective characters have changed, for the better or worse lol. How do you know? Who's to say that Relius doesn't take interest in the female body? I mean, Carl wasn't just brought up in a bundle by the stork, you know? Anyways, we're stepping into stupid territory, again. Infractions will be handed if this dumb shit keeps up.
-
lol, I find it amusing that you can say that with a straight face knowing that Litchi, Makoto, and Bullet exist.
-
Stream is up: http://live.nicovideo.jp/watch/lv116483083?ref=ser&zroute=search&keyword=BBCP
-
lol, I just noticed that the player cards appear on the screens on the Colosseum stage. I wonder if the same will apply to the "D-cards" on the console version.
-
Hahah, she must have been all like "please God don't let this creep rape me" and now she's all like "not in my b..." Damn, so the crappy Game Carnival Ustream got recorded but not the supposedly godlike Nico stream? Come on DLoop, come on...
-
I wonder what the corner combos will be like... Maybe something like: 5B > 5C > 3C > Sekkajin > 5B > 5C > 2C > sj.D > AD > j.2C > j.C > 66 5B > 3C > 214B(1) > 5B > [5C > Sekkajin] or [5C > 2C > 6C > DP C]. The latter will probably not work because of combo scaling.
-
What did the old Relius x Tsubaki Astral look like before?
-
I'll be on the look-out for the Kouhatsu stream then. Yeah, the first hit of Hizangeki has a weird, upper hit-box.
-
Do you have the links to said streams? The Game Carnival Ustream was fucking horrible last night. Nothing but Bullets everywhere. This was one crappy Jin but from that video we can tell that 214B(1) does indeed hit low and that Hisanzen does NOT count as an overhead. I dunno if Hizangeki counts as an OH though.
-
6C launches, Fatal or not.
-
Yeah, continuous Barret footage does that to people.
-
Carl combos and resets: http://www.nicovideo.jp/watch/sm19416000
-
People aren't just going to throw those out at random, so it's going to be hard to see whether they actually have the low hit property or not.