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dummyacct7

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About dummyacct7

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    QB様褒めてくれよ&#1239

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    dummyacct7
  1. Bleh, been too busy to hit training mode lately, finally got some time. The issue you're running into here is probably that you're not up high enough to trigger the extra hitstun from j.D (it has levels; can't remember how many), so your 5C can't connect. Regardless, this combo does less than other easy itemless combos, so it's not really worth learning anyhow. Hammer loops used to be much more useful back in CS2.
  2. Depending on the length of the combo, you may have to slightly delay the last two hits of Air Persia to connect, though this usually only applies to 6A pickups. If you're missing 5C it's probably just due to pressing the button a little late. For mid-screen stuff, you do need to be pretty close for it to connect. In the corner, most characters will get hit by A Persia at any distance, though there are probably a few exceptions if you land a 3C at point-blank. Ragna, for instance, will not get picked up by (5C) > 3C > 236AA in this situation, and you'd have to do 3C > 236AB to get the first hit. Shouldn't really have to consider it that often though, since even j.B, 5C > 3C >236AA will work on everyone just fine, and throwing out random 5C's and 3C's probably isn't the best option when you're kissing the opponent in the corner. Once we more-or-less get a handle on what combos are optimal/practical, I could probably put together some simple combo videos for reference... maybe. EDIT Did a big test over the whole cast (wow, things've come a long way since CT...) to see what enders fail on what characters. Close 3C > 236AA drops Ragna Yes, he's the only one. Inorite? Late 5C > 6A > 6B drops Kagura, Mu, Nu, Tager Close 5C > 6A > 6B, 3C crosses-under Bullet, Carl, Litchi, Makoto, Taokaka For these characters you can use something that ends with a 6C string to make it connect. With 6C stuff at the end you can pull yourself back a little during Swallow Moon to avoid cross-unders. Combo tested here was: 2B > 5C > 236B, 3C > A Persia, 6A > 6C > j.236C[4] > delayed j.C, delayed 6A > 6B, 3C Full ender works Amane, Arakune, Azunyan, Bang, Hakumen, Hazama, Izayoi, Jin, Noel, Platinum, Rachel, Ragna, Relius, Terumi, Tsubaki, Valkenhayn Combo tested here was: 5C > 236B, 5C > 6A > 6C > j.236C > delayed j.C, A Persia, 5C > 6A > 6B, 3C At least most of the cast is in this category. Good. Don't really need to worry with Persia Route combos if you don't use 22C versions, since they should be pretty much universal. If you practice them on a shorter falling box character (Kagura, Mu, Nu, Tager), the same timing should work for everyone. EDIT AGEN Playing with some melee item cycle oki combos and found a decent one for Persia Route and a probably-won't-work one for Mami Route. Persia Route (Two optional N starters) > 3C > A Persia, 5C > 6A > 6B, 6A > 214D (melee), 66 2C > 5D, 236B, 3C (> whatever) (3688 damage from 5C starter) This will only drop on characters that get crossed-under by 5C > 6A > 6B. For those, you can discard your weapon after 5C > 6A and finish it from there, though you need to make sure you use 3C as late as possible to avoid crossing up with it in the end as well =/ Mami Route (5C >) 236B, 5C > 214D (melee), 66 2C > 5D, A Persia, 5C > 6A > 6B, 3C (> whatever) (3734 damage from 5C starter) You cannot complete the 5C > 6A > 6B if you start the combo with any more than a 5C. Will also drop at the end against characters whose hitboxes don't play nice with late 5C > 6A > 6C enders. If you're willing to give up oki and do an air ender, you can toss an air combo on the end instead of 6B, which also lets you add an extra starter to the combo and still have it connect.
  3. Hmm, 5C > 6A > 6B seems to get finicky as an ender to long combos against a bunch of characters (Kagura, Mu, Nu... probably others), so Mami Route combos will probably have to be adjusted based on your opponent. Against characters with shorter falling hitboxes, you can switch to something like: 1. (One Optional N Starter) > 5C > 236B, 3C > A Persia, 6A > 6C > j.236C > delayed j.C, delayed 6A > 6B, 3C (> whatever) (3791 damage from 5C starter) 2. Or an easier: (One Optional N Starter) > 5C > 236B, 5C > 6A > slightly delayed A Persia, 5C > 6A > 6B, 3C (> whatever) (3532 damage from 5C starter) You can take away the first 6A from combo 2 if you have an extra starter (eg: 2B > 5B > 5C...), though any more and it'll drop. You need to delay the j.C and 6A on combo 1 quite a bit to connect on weird characters; the timing is like on my longer A Persia combo with an extra starter, so it's pretty strict, but at least it does work if you think you can do it. It also works (much more easily) on Makoto, whose dumb hitbox is pretty much guaranteed to cause a cross-under with 5C > 6A > 6B at point-blank, and I'm not sure if it's possible to back up and still land a 3C in time (you can back up and hit 5C, but that doesn't really help here). Off raw Mami on characters with non-obnoxious boxes, you can also add an extra 6A to the combo, if you want: 236B, 5C > 6A > 6C > j.236C > delayed j.C, 6A > slightly delayed A Persia, 5C > 6A > 6B > 3C (> whatever) Long story short? Try to go A Persia Route if at all possible; it's a lot less stupid...
  4. On the Mami combo, you can add/subtract a couple hits depending on your starter. For example: 5C > 236B, 5C > 6A > 6C > j.236C > delayed j.C, A Persia, 5C > 6A > 6B, 3C (> 214X) (3922 damage) or, with one extra starting hit j.B, 5C > 236B, 6A > 6C > j.236C > j.C, A Persia, 5C > 6A > 6B, 3C (> 214X) One more at the start and you have to drop the 6A as well, two more and the 6B won't connect, though I'm not sure why you'd have that many hits at the start anyways (j.B, 2B > 5B > 5C?). It also might be worth noting that 5C > 6A > 6B drops on Nu and Mu, derp. Also, missiles make your anti-air scary as hell mid-screen. 6A > 6C anti-air can go into missile loops that do around 3k and have insane corner carry. Super missiles can do a bit more and may give you the opportunity to end in CDT for a refill if you get the corner (which is quite likely). eg: AA 6A > 6C > j.236C > delayed j.C, 66 5C > j.C > j.D, 66 6A > j.C > j.D, 66 6A > 236B (, 66 3C > CDT/oki) (2892 damage before 3C) With super missiles: AA 6A > 6C > j.236C > delayed j.C, 66 5C > j.C > JC > j.C > j.D, 66 6A > j.C > JC > j.C > j.D, 66 6A > 236B (, 66 3C > CDT/oki) (3376 before 3C) Bombs can do something similar, like: AA 6A > 6C > j.236C > delayed j.C, 66 6A > j.C > j.D, 66 6A > j.C > j.D, 66 236B (2577 damage) These are rather simple versions, and I'm sure there's a lot of weird stuff you can do (maybe with IADs), but that's the basic idea. Even normal missiles and bombs have pretty stupid amounts of hitstun now. You can also toss missiles into 6C combos to extend them a bit. Adds a decent amount of damage with super missiles. eg: 6C > j.236C > j.C, 5C > sj.C > JC > j.C > j.D (super), 3C > A Persia, 5C > 6A > 6B, 5C > 6A > 236B > 3C (> whatever) (4469 damage) This is because 22C doesn't scale and just does 300 damage regardless. I suppose technically this makes 22C combos slightly better on longer strings, though I'd still prefer the other one in cases like this, just 'cause 22C has annoying character-specific timings and dropping my corner knockdown makes me a sad Plat =( Also might be worth noting somewhere in the main post that, just like in CS2 and Extend, any combo ending with 3C can go into CDT, also in the corner into RC > 214B, 22C, 22C (though bubble may not connect on skinny characters, like Nu or Noel), if the situation calls for it. Fortunately, in CP, CDT no longer randomly drops part-way through on high proration combos.
  5. Came up with a few practical, no-item, day one (for me) corner combos that squeeze out a little more damage than some of the ones listed. Mami Route: N > 5C > 236B[4] > 5C > 6A > 6C > j.236C[4] > delayed j.C, delayed 6A > 6B, 3C (> 214X) (3417 damage from 5C starter) This combo will work from any N starter (2B > 5B > 5C... is fine), though there are a couple things you need to be careful with. After Mami and during Swallow Moon, you'll want to hold back to move yourself away from the opponent a little, otherwise there's a possibility that you will cross-under with 6B in the end. Because of the extra height gained from adding the 6C stuff, you need to delay your button presses for j.C and 6A for 6B to connect afterwards. All this is actually easier than it sounds. A Persia Route: N > 5C > 3C > A Persia, 5C > 6A > 6C > j.236C[4] > delayed j.C, delayed 6A > 6B, 5C > 6A > 236B, 3C (> 214X) (3975 damage from 5C starter, 4003 damage if you replace the last 6A with a 2C) N > 5C > 3C > A Persia, 6A > 6C > j.236C[4] > delayed j.C, 6A > 6B, 5C > 6A > 236B, 3C (>214X) (EZ-MODO, 3852 damage from 5C starter) N > 5C > 3C > A Persia, 66 5C > 6A > 6C > 22C, 5C > 6A > 236B, 3C (> 214X) (Listed combo, 3793 damage from 5C starter) This combo shows how much Plat's 22C sucks for damage in the new system in most circumstances. The top combo I would recommend only for 5C/3C starter, as the timing starts getting pretty strict for combos any longer than that (though it does still work). The EZ-MODO version below it is extremely easy to do from any N starter, AND it still manages to do more than the combo that uses 22C. As with the Mami combo, you'll want to hold back during Swallow Moon to avoid random cross-unders. Fatal Oki: 6C FC > j.236C > delayed j.C, 3C > A Persia, 5C > 6A > 6B, 5C > 6A > 22C, 5C > 6A > 236B, 3C (> 214X) (4259 damage) Just adds a 3C before Air Persia for a little extra damage. If you want to do this, try to position yourself using Swallow Moon so you're not right next to the opponent when you 3C, otherwise it can randomly cross-under. That's all I've got for now, but I should be playing more actively now that CP's out, so maybe I'll come across new crap. ...Man it's been a long time since I've played this game.
  6. Well, at least you can chain up to three 5A's, which is still pretty annoying. Didn't usually use more than that myself anyways, but then again, I suck =P
  7. Oh god, it's been forever since I've posted here... Life is stupid. But hot damn, C-SEX on the way? Plat players are stuck in an eternal void of waiting @_@ Looking like Plat got a lot of buffs though, not that it'll increase the number of Plat players by any significant margin. It was reported as such in some ancient loketest, but it looks like that change didn't make it to the actual game. Good thing too, because 6C OTG combos are still my favourites, and for some reason 6C has even less repeat proration in C-SEX. Plat still looks like a boss at corner rape, and hopefully her other buffs give her a bit more fight at neutral. Can't wait for more Plat footage.
  8. dummyacct7

    [CS2] Platinum the Trinity Combo Guide and Discussion

    Completely re-did my post on the second page, mostly with a focus on some of the corner combos I like doing. Split them up into their starters, the meat of the combo, and the enders, as all these parts are interchangeable depending on the proration/how easy you want the combo to be/what oki you want/how much life they have left.
  9. dummyacct7

    [CS2] Platinum the General #1

    Yeah, the game doesn't run so smooth on PSP... There isn't much you can do about that short of avoiding characters that spam the screen with shit.
  10. dummyacct7

    [CS2] Platinum the General #1

    Her drives are a massive part of her game, as each gives her different options for damage, pressure, mixup, reversals... pretty much everything. Just because you don't know what you're going to get doesn't make what you do get any less useful.
  11. dummyacct7

    [CS2] Platinum the General #1

    She don't have them parts, just the cute gay shota voice.
  12. dummyacct7

    [CS2] Platinum the General #1

    It's another one of life's great mysteries. You can either question it, or just go along and enjoy.
  13. dummyacct7

    [CS2] Platinum the General #1

    Plat should be up on PS3 now according to the Playstation blog. Can't confirm myself as my PS3 is in another country at the moment.
  14. dummyacct7

    [CS2] Platinum the General #1

    Likely he's thinking of the notice put out a while back saying that functionality would be restored by May 31st at the latest. Allegedly in a message later sent to developers, Sony stated that the store would be going up on the 24th. EDIT: If Plat's worst matchup is a 4:6, that doesn't seem to be much of a problem. In fact, Tager (now and forever) seems the only one who suffers from terribad matchups, though that particular chart doesn't put him up as poorly in some matches as I tend to see him performing. But who knows? CS2 is still young, it could turn out to be so much more broken than we think it is!
  15. dummyacct7

    [CS2] Platinum the General #1

    If things go according to schedule, June 3rd. Of course, going according to schedule hasn't been in the cards for a good while now, has it? Maybe if we give Sony the stare-down they'll keep in line.
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