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Everything posted by Tari
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I finally figured out how to do the 5C 2C 5D sjc j.C jc j.C j.D hammer loop. I have to do a forward superjump. What the @!_%)(&@!#@? > Why I can't do it off a plain ol' superjump is beyond meeeeeeee.
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6A (CH) 5B jc j.C 2D jc j.2C... ...(wait) 236B dash 5A 5B jc j.B j.A j.B j.C djc j.B j.C j.214C - 31 meter gain 3025 damage ...236B sj.[C] j.C djc j.B j.C j.236A - 26 meter 3063 damage ...236B sj.[C] j.C djc j.[C] j.C j.236A - 27 meter 3169 damage Pretty neat, TD. Slightly less damage, but significant meter gain difference. The timing is pretty tricky, though, and I don't think you can land it as reliably as the standard BnB, due to the height requirement. That said, it does look like it'll work on everyone. 8D Definitely gotta remember this. @sindelian: other than the 4 wind requirement, that's a pretty neat midscreen combo. xD it looks super hype, too.
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I sorta want the source image for Miyako, now.
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Sigh. Maybe I should actually send in that snail-mail to opt out of the non-class action lawsuit thing. At this rate, we might actually be able to profit from that, heh.
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The first fatal is necessary to get meterless double-frog combos. It also gives you more meter than a level 2 j.2C. It's worth pointing out here that a large part of this combo is geared towards meter gain. 46 meter is pretty ridiculous meter gain for Rachel. In any case, if you have enough meter to BBL immediately, you don't need to go for the trickier 5CC 214A combo. You can just do standard BBL combo stuff instead. For example: 5B 5CDC 214A 5B jc j.B djc 8D j.2DC (fatal) 236A BBL 214A 236A dash 3[C] (6 hits) 5CC 214C dash 3C 214A/214B (frog/pumpkin oki) - this will net ~5.5k damage off of three wind, and is far more standard than double fatal combos. Glad you're having fun experimenting, though. xD
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Hm, cool. The less wind necessary the better. :D Still can't do that, myself, so I'll just take your word for it. You should be able to break 5K easily if you're doing 2 lvl 3 j.2Cs with BBL. xD edit: for what it's worth, I'm testing on hakumen, atm.
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most enders don't work after the second frog. If you even just try doing 3C 214C 5CC instead of just 5CC, the combo prorates too much to land the 5CC. To be fair, though, if we could do much more after the second frog, that'd be a little ridiculous. xD let us know, though. who knows, maybe it'll be tight enough that it'll combo. If the ender you want does work, though, you basically get 50 meter and can go into BBL.
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You don't get enough height or time to do a windless lvl3 j.2C. I thought the same thing when I was putting it together. I was testing it on Tager, too, so if it doesn't work on him, I doubt it'd work on smaller characters. The problem is that, unlike BBL fatals, the opponent techs immediately after George stops electrocuting them, meaning you don't have that extra fall time to get the level 3 fatal. Level 2 fatals are easy enough. Perhaps if you have really good timing... but from what I got, it's not possible.
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corner meterless double frog combo, 3 wind (full regen combo, though): 5B 5CDC 214A 5B jc j.B djc 8D j.2DC (lvl 3 fatal) 236A dash 5CC 214A dash 3C (3 hits) 236A dash 5CC 214B (pumpkin oki) (video) 46 meter gain, 4120 damage combo leaves you with 2 rods (offscreen) and a pumpkin in the corner. full wind regen by the time you're done summoning the pumpkin. if you don't want oki, but instead want 50 meter, you can end it with 5CC 214C, then do whatever you want with the meter (tempest dahlia? lol). ----- If you're very close to killing your opponent, you can instead do: 5B 5CDC 214A 5B jc j.B djc 8D j.2DC (lvl 3 fatal) 236A dash 5CC 214A dash 3C (3 hits) 236A dash 3C 632146C 5CC 214A (video) The part before BBL nets you about 42 meter (# of 3C hits causes meter gain to vary), and the full combo gives you 4761 damage, full wind regen, and frog oki. You can throw in a lvl 3 j.2c during BBL for an extra 250 damage or so (netting you 5k total), but it expends 2 wind, so the decision is up to you. note: timing on the 5CC catch from fatal j.2C is reasonably tight. the rest of the combo is easy as crap. note 2: these combos work on most of the cast, but I'm not sure how they fare against the likes of makoto, noel, etc. --- edit: videos added
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Tested some of it, and it was accurate. Against any character that j.A2D whiffs on, you have to delay the j.A a tiny bit to make it connect. It still combos, though I don't believe it's gapless on block when you're forced to do it that way.
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Be the first to get corner pressure. Don't get cat chair'd. Win.
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He has timing problems with it, that's why. Just practice some more is about the only advice I can offer. If you can't connect 6A, either your previous 22C too late or the combo is too prorated.
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Oh, well, at least there's a reason to learn that combo. I've always been bad at the frog pickup into j.2C, though, even from back in CT, so I'll probably be avoiding it. :P
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Time to practice that 22C dash 6A some more. XD If you ever find out which video had that Plat mirror match, by the way, lemme know. I'm pretty interested in who the other Plat player was. There was so much cool stuff in that video, but I wasn't even able to do 214C 6C 22C combos back then, so I didn't pay attention to it at all. @_@ Don't I feel smart.
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I'd wish you a happy b-day, Gli, but I can't out do kro. D: I... I'm lost as to what to say.
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Oh? Good to know. Then it takes the same amount of wind, and not more or less. Still not seeing a reason to do George first. XD
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Oh, so that's the max damage super missle combo, huh. Good to know! And yeah, that carry combo is quite fun. I can't remember where I got it from, but I know it was a Platinum mirror match, and one of the players was Shiromadoushi (he wasn't the one who did the combo, though he tried it out later in the same match). Too bad it won't work in the next game.
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It's okay. If the next NCI stays on norcal time, he'll only be two hours late or so, and he still might be able to get in on the side-tourneys! Also, yeah, playing side-by-side on the arcade cabs tends to skew hand positioning, but I find it significantly worse on the P2 side, haha.
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I've never succeeded outside of training mode, and I've only succeeded in training mode by doing 3C>22C>Rapid Cancel into crossunder. ./cough It is technically possible, though, I'm just not sure how feasible it is without doing something dumb like rapid cancelling.
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3C > 22C > Rapid > 6C does combo. It doesn't really do anything that 22C > Rapid > dash 2C > 214A/B/C wouldn't do, though, except not use the bubble. I'm going to assume that he means the challenge where you're supposed to do something like 3C > 22C > Rapid > 6C > j.236C > j.C > (land) dash 6A > Mami Circular or something. I don't recall exactly how it goes, but it seems fairly familiar to me. It's worth noting that the challenge inputs do not list dashes, even when they are required to connect the combo the way they demonstrate them. If you're having problems doing a challenge combo midscreen, most of them work in the corner with no dashing involved. But yeah, that aside, probably not the right thread. Oh well.
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Oh, forgot to respond to this. Comboing into George from 3C>BBL and then doing a level 3 fatal j.2C actually costs more wind than 3C>BBL>lvl3 j.2C>George. The difference stems from the fact that, to combo from George into a lvl3 j.2C, you have to actually expend wind downward (ie: SJ8D j.2DC), as opposed to being able to use a windless lvl3 j.2C.
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If I want a j.2C fatal combo in those situations, I always go for 3C > BBL > SJ8D > lvl 3 j.2c combos instead of 3C > BBL > frog > SJ8D etc. combos. I'm not sure which one does more damage up front, but I like being able to frog after the fatal, and I don't recall being able to do that very easily off of the 8D frog pickup (you have to instead do something like 5B jc j.C 2D jc j.2C (lvl 2) 214A 5B 236A (frog hits)). Could be wrong, though. Like I said, I don't really do that combo. XD
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It only takes, like, two of the swords from Lamda's 236236D to break a super missile. Even if there wasn't too much downtime between each missile, all three would get eaten and then you'd get counterhit.
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Unless she has pumpkin out or you're blocking frog, you can just poke her out of 4b startup with 5a or something. edit: Okay, tested the empty 2D air throw. It doesn't work for Rachel. The best she gets is a purple throw . So it's basically safe to hold up-back if you see Rachel go for a jump mixup. The worst that happens (unless you don't barrier in the air) is she keeps you locked down with aerial moves. Otherwise you'll jump out and block whatever, or you get purple grabbed.
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I like Plat's green color because it's green. If I wanted Miku, I'd play Project DIVA. Also, the frying pan overhead, 3C>22C RC corner carry, and TK CH bat combos are the only practical ones. Mami pan combo is legit if the opponent isn't in the habit of bursting mami starters. :v And I'd trade the upgraded bat for a huge table any time.