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Everything posted by Tari
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j.2c tutorial vid in the first post of this thread, I think. xD Noooooooo ninja'd. D:
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Oh, true. Rachel can't do anything if you CA the startup, haha. Also, I'll check later, but Rachel can probably do an aerial throw whiff during an empty 2D jump to catch you jumping out/chicken blocking. Of course you can break the throw, though.
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That's seriously silly. xD
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Is it really a level 2, though? I always thought it was just something weird that made j.2c level 3 at weird heights. Never really looked into it, though, so my info's probably wrong. xD
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@2: Rachel's can bait this by using 5B or 2B>5B and jump cancelling into block. Just something worth noting. If she's doing something she can't jump cancel, then yes, CA by all means, but don't do it to 5B or the typical a-move spam.
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It took me a moment to get it. Homura was the one that really tipped me off.
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Just fyi, the majority of the combos in that video are totally non-optimal. That, or you're never going to get the chance to use them, seeing as how getting things like reversal CDTs with 100 meter on cornered opponents usually doesn't happen.
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Yup, level 3 is the only one that fatals. Polka might be referring to how you can get a level 3 fatal at a lower height by using 2D, but that's about the only thing I can think of. I suck at the doing that BBL SJ 8D frog combo. I can only ever get it to work if I BBL the opponent very close to the ground (1-2 hits on 3C) and then drop George during BBL so he starts to activate before it ends. ./cough Oh well. I don't really use that combo anyway. \o/
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5-hit pumpkin combo ftw.
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Now that you guys mention it, I had a lot of trouble with dash inputs for a while when I first started playing on the cabs, too. I guess I just got used to the way the sticks there work, though, or something. I don't really notice it anymore, and any failed dashing I do I mostly attribute to me sucking at being on the player 2 side.
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You mean the beginner mode combo? Because, unless they changed it since CS1, that's what happened when you mashed B or something.
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The color and song were mostly coincidence. I happen to really like Plat's green color scheme for some reason, and that song seemed like an awesome troll-ish song to use, so that's what I used. xD Mind you, the fact that I have a huge list of Miku songs probably influenced my song selection in the first place, but still! And yeah, Plat's astral is such a hilarious counter. Oddly enough, it's a very bad idea to use it on Rachel's astral. Not only can you not hit her, it's also pretty hard to time your invuln properly to get through the evil red glow of death. CDT just clashes with it (wtf?) and then wins.
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Then people would be posting super troll combo challenges all the time. That'd be somewhat entertaining.
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Someone should check out the setups, though. A lot of people were complaining that the cabs had lag on them. I don't notice any, but then I'd also been playing CS2 there basically since he opened up, so.... I wonder if I'll be around for NCI during December/January. Hm.
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Figure I'll just chuck this here: Sorta troll 'combo' video. :V Had some fun making it, but the frustration of trying to perform combos in lag (I don't have an hdmi splitter atm) made me stop.
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I refuse to populate the loli netplay thread! Mwahahaha!
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It's a bit height dependent. If you landed a 6A counterhit, go for 4 j.Cs for maximum damage. If you got a non-CH 6A and gatling immediately into 5B, you're better off going for j.[C] j.C djc j.B j.C j.236A. The damage difference is minimal (~150 dmg and 1 meter difference), and you're guaranteed to land that combo, as opposed to the flaky nature of the 4 j.C variation. @Polka: Midscreen windless combos: http://www.youtube.com/watch?v=-zGNkP2SSI0 Did mostly the high damage variations of the listed combos. Random piano music because no one could tell me what song to use for a 40-second long clip. edit: whoops, dunno why I wrote 'sjc' on the 2C combo, but whatever. I'm sure people get it. :V
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The max damage is 3 pans and 2 hammers. That said, you're going to have 3 hammers to use anyway, seeing as how you load the item mid-combo. :P But yeah, tried it some more. I've figured out how to do it on Hakumen and Hazama (...j.D 5C (delay) sj.B j.C dj.C j.D...). Feels pretty funky, but eh. I'm not sure if that was what Urich meant when he said to delay the second j.C as long as possible, but it works. XD I've also managed to 5C>CDT on Makoto, but only outside of the combo (and pretty unreliably). Are you still able to have that delay in an extended combo? I've started the super with Makoto in the same position both from just a Mami>5C>CDT and from combo>5C>CDT, and it only works in the first situation. Neither 2B nor 5C into CDT seem to work on a second loop.
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Hmm. I'll have to try that some more later, then. What about Makoto, then? It's a surprisingly easy combo, too, once you've practiced it a little. Works from about a third of the way out from the corners, too. I forgot to add that it requires 3 pans to do it the way it's written, but you can get by with 2 by skipping the 214D and going straight into 2C. Thanks for the recording offers. We'll see if you guys get those videos up first or if I (somehow, magically) finally get it to work on those characters. >_>;
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After trying a few times, I can't seem to get this to work, so if you ever get a chance to record the combo on those two (and Hakumen, I think), I'd appreciate it. Even if it's shaky-cam'd or something. :P
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Yeah, I know it depends on that. I'm just not good at it. I haven't tested it on other characters. xD
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2C CH, 2D, dash 3C, 9D, 5B, j.C, 2D JC, j.2C lv2, 214A, 5B, 236Ax2, dash 5CC, dash 3C, 214C, 3C, 214A is legit. ~4250 damage Pretty interesting combo. edit: Holy crap, though, this is a pretty hard combo to do. I got lucky on my first try, but I haven't made it not bluebeat on any subsequent tries, or I'm dropping it at the frog into 5CC (catching them too high to connect with one or both parts of 5CC). edit 2: it's easier without the second 236A, mostly because it allows you to connect with the second hit of 5CC in some cases when the second 236A would make it impossible (due to them floating too high off the first hit of 5CC, as opposed to using George's hitstun to keep them locked in place). This comes at the cost of the frog meter cooling down at the exact end of the combo, as opposed to partway through the final 3C. If they're fully in the corner by the time George hits, though, I think 236Ax2 will work more often, because there's nowhere for the opponent to float away to. Using only one 236A loses about 100 damage. http://www.youtube.com/watch?v=nR-1L2dW7yE <-- single 236A version; you can see how I catch Bang too high on the frog to do a 5CC after George wears off. :/ You can cancel the last hit of 3C into 214A. I just didn't realize it was going to be that close, timing-wise. ><
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For you, Gli: Tager! Moar Tager!
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Oho, that's good to know. I'll have to mess with that later.
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I cannot get the combo in this video to work as shown in the video (it only works if it bluebeats in the same place as the video): http://www.youtube.com/watch?v=iJhG8OcjjLw#t=1m12s After two and a half hours of trying on five different characters, I'm just going to assume that the version above isn't legitimate. That said, this variation works: (Frying Pan equipped, Hammer next item): j.D Airdash j.C 22C 5C 236B 6C 236C j.C 22C 5D 214D Dash 2C 5D sj.B j.C dj.C j.D 5C sj.B j.C dj.C j.D 5C 632146C 6632 damage, 61 meter. Combo cannot be completed on Hazama or Makoto. On Makoto, you can opt to finish out a second round of the hammer loop if you'd like, but you can't do much afterwards. On Hazama, you can't even do another round of the loop. On the two of them, you can get 46 meter and ~6150 damage from one loop into super. edit: upon further testing, the original combo probably does work if you have gdlk timing. I can't even get 2C sj.C jc j.C j.D to land a level 3 hammer most of the time, so not real comment here.