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WUT

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Everything posted by WUT

  1. Yes, and for more damage (almost 4K if you do a normal BnB).
  2. First number is initial proration, aka if you start a combo with that particular hit it'll scale your combo's damage by that %. The second number is for proration during a combo, aka any hits following that hit in your combo will be scaled by that %. Practical purposes: start your combos with normals/specials that have a high initial proration, and if the second number isn't too low (80+ is decent), it's generally a good idea to try and add it in as an extra hit, if possible, for more damage. And 6D having no scaling as a first hit is nice, as its initial proration is complete ass in CT.
  3. You just need to buffer the j.214b and hit b as soon as the 5th dj.c hit connects. It'll combo.
  4. Ragna, litchi, and tsubaki, although I haven't managed a full 10 j.cs' on the latter, only 9. Edit: tsubaki? Am I on crack? Guess I need more sleep. combo works on hakumen and hazama, not tsubaki.
  5. The difference between the two combos is under 100 damage, but you gain roughly 6% more meter for doing the 5c j.c x5, 2c combo. You're better off sticking to that combo when you get the chance to land it. The wiki actually lists a character specific combo that does more damage than either of those two bnbs and gives slightly less heat gain than the 5c j.c combo: 5b 3c xx 214-> c, delay 5b 2c 4d-> a x2, 4d-> d, j.c x5, dj.c x5 xx j.214b. ~3200
  6. Yeah you can get 6d-> a x3 off of a ch no delay 214d-> b. I mentioned that. And I can confirm that 6d-> a x4 after kick super works on bang, hakumen, arakune, tager, and ragna (and I think zakiyama did it to a Tao?). I couldn't get it to hit on litchi but, as I said, I think it's character-specific (I just don't see how it'll hit Rachel or Carl, for instance).
  7. j.2d-> d (whiff) only works if you're close to the ground, like landing an airthrow from 5d-> d. I believe that midscreen j.4d-> d will work from higher up, as it'll latch on and give you the necessary hitstun to followup. My reasoning?: corner airthrow, j.2d (hits) -> d, 5b will combo.
  8. Couple of tips and observations I've been able to make: - A ch no delay 214d-> b has quite a bit of untechable time. From at least iad height it's untechable. - You can get 6d-> a x3, 623d off of a ch no delay 214d-> b. If you're near the corner, the 2b 5c 2c 4d-> d j.c x5, dj.c x5 xx j.214b followup is 2900~ damage, which is pretty awesome for a pseudo-dp. - Still not sure on the spacing for 6d-> a x4 after kick super. I know that if you hit with it point blank you just need to take a minor step back and it'll work on most characters (I also think it's character-specific, but I can't really test it). - If you hit with kick super point blank you don't need to do a dashing 214d-> c. - The easiest way to do the 214d-> c, 5c 2c 4d-> a, 4d-> d combo is to delay inputting the 5c and delay the d follow-up slightly so they fly up a little higher. I tend to always do a dashing 5c as that'll give you the necessary delay. - If you start a ground chain within two hits (5b 3c or 5c 3c) you can do the 5c j.c x5, 2c 4d-> d combo for max heat gain (43%). Otherwise you need to do the 5c 2c 4d-> a, 4d-> d combo, which does slightly more damage but only builds 36% heat (both heat values tested with 5b 3c starter).
  9. Yes you can super cancel 6b on hit, just like 6a. And 6b should be at least neutral (small disadvantage at worst) on block. Other than the aforementioned primer breaking, it is a pretty useless normal.
  10. Tk j.214b for oki? For what purpose? It's not a high, so i would assume you're using it as a throw bait or to stuff pokes. Still, I would imagine using something like 6c, or just a meaty normal would accomplish the same thing with less effort/risk. And j.214b having a higher vertical hitbox early in it's animation would lend toward it being a decent aa...if hazama wasn't already rolling in aa options (5a, 214d-> b, 2c, jakou). Probably a situational air-to-air at best if you're intent on using it outside of combos.
  11. You can delay the inputs for Hazama's special moves out of his 214D stance. Doing so will give them additional properties (you can tell if it's a delayed version via a blue trail that follows Hazama as he performs the special). However, the A follow-up doesn't f.CH at any point; only the B follow-up gains f.CH potential from delaying the input. When using the delayed version, the A follow-up has more hitstun (possibly blockstun as well?), while the C follow-up deals more damage.
  12. Multiple reasons: 1): j.623b does more damage, as you said. 2): same move proration mechanic in cs. You get more damage out of that combo if you use j.623b in place of the second 623b, as they are considered different specials.
  13. WUT

    [CT] ν-13 vs Bang

    1): You can beat Bang's 50/50 oki (2A/command throw) from a neutral tech with a reversal backdash. Bang loses momentum and is forced to bait backdash once you show him you can do this successfully. Reversal backdash is not always the best idea though (explained below). 2): Nu's ability to zone is relatively weak against Bang, as he can cover so much ground if you use the incorrect poke. As a result, Nu has to rely on 2C/6A/3C to actually keep Bang out. 2C is a rather poor reactionary AA when it comes to Bang. However, 2C's lack of a hittable box and decent recovery make for a very good pre-emptive AA and ground poke that leads to huge damage should it hit (with CH on ground hit, obviously). 6A can be done on reaction and is more flexible as an AA, but the payoff isn't as high as 2C. And 3C is a great ground-to-ground poke as it outranges Bang's normals, limiting his options and forcing him to try to approach from the air. 3): Bang's D moves are useless in this fight and there's no excuse for getting hit by them when you can act pulsar out of your own D pokes. Just pay attention to whether Bang is guarding or not when you use a meaty 5D and proceed accordingly. Nu's multi-hit normals make it incredibly difficult to utilize IB -> D move for an escape, so if Bang tries such a tactic please gatling to 3C/6C and show him why it was a bad idea. 4): Don't mash on backdash. Yes, Nu has a good one, but if it's baited then Bang gets quite a damaging punish (4k+ if you're midscreen and he's got meter, 3k and corner knockdown/mixup otherwise). While backdashing is your safest option against 2A/command throw mixup, it's also one of the most risky should he use many of his other oki options (meaty 5A, TK nail, IAD to name a few).
  14. WUT

    CS Mechanics

    In CT Bang can combo into super from pretty much any ground combo, even after a 623B, on most of the cast. The difference is that, in CS, it's braindead easy to do it from practically any hit due to multiple factors: 1): 5B's attack level was raised, so it combos into 623B 2): 2B starts up quicker 3): 623B does indeed bounce higher off the wall And his higher tier placement is indeed promoted by better overall damage, especially from his AA hits that now lead into decent combos. However, the bulk of his newfound prowess comes from changes to his normals and the rest of the cast receiving nerfs.
  15. Is Hazama's "kara-cancel" fastfall still in? Something like cancelling an airdash with a j.6D-> immediate A for quicker descent. Also: airthrow, j.2D-> D, land Jayoku. Badass.
  16. Lol tager and quadruple fire punch combos. 6b rc, v 623b, d.2b, 623b, d.6c, delay j.623b, v 6c, j.623b, v 5b. 4340 damage. Otg 623b works on Rachel as well, but you still get more damage on her with the rc j.d, v 2b, 623b into combo.
  17. Is 5c a fatal counter? I didn't think it was...
  18. Because D nails give you advantage and C nails give you...damage you could already do without them? C nails = for seals, punishing stupid mashing, and combo'ing dashing DD on Carl for more damage than 6D, dashing DD. Or the occasional silly tech trap.
  19. Wow. Jabaki is looking incredibly lackluster at present. I figured the slide on CH would last longer. Looks like you'll only be able to get a hole super midscreen and a combo in the corner. Doesn't look like it gives you much guard- or hit-stun, either. Thanks CS equivalent of CT dead spike.
  20. I stand corrected. Ch 2d, j.d, v 6a, 623b works on everyone but Jin and Carl. Shame on me for using Jin as my test dummy for everything. EDIT: ragna/tager midscreen: ch 2d, j.d, v 6a, 623b, d.6c, delay j.623b, v 6c, j.623b. 3964 damage. Add a 5b at the end for 4107.
  21. 2D, j.D, v 6A does not work, even on CH. You need 2B instead. However, you can CH 2D, 6C, j.D, v 6A, 623B, dashing DD against everyone except Bang, Nu, Ara, and Carl for 4853 damage. You can opt for a 6C, dj.D, v 2B version instead on Nu, Bang, and Ara for slightly less damage than its 6A counterpart but more than a 2D, j.D combo (~100 or so more, I believe).
  22. People aren't hit confirming 2A and just going ahead and doing it twice at the moment. Thankfully its P2 value isn't as harsh as its P1 counterpart, so it doesn't scale your damage too bad if you use 2A x2 at the start of a combo.
  23. Well of course. 2A = mix-up into combo, 5A = punish into combo. Punishing with something slower that prorates harshly is just .
  24. 5A is faster. 5F vs 8F (assuming they didn't change startups).
  25. Just means do a dashing 3c, as it'll keep the momentum from the step and travel further.
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