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Posted

#2 is what it is. If it still hits you it just means the move lasts so long that it outlasts your 5-10 frames of invul or you timed/spaced it wrong.

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Posted
I got a question about how antiair invulnerability works though.

Let's look at 6a for example which is "5-10f invincible from head attribute attacks", does that mean

1) My upper body is invulnerable, and the design intent is it works as an AA because most air to ground attacks usually hit the upper body. If I get hit out by something like j.c, it's because it's just so long it reaches past my invulnerable region and smacks my lower body or something?

2) Entire body is invulnerable to attacks that are given the 'head' attribute, probably most aerial normals I guess. In this case, would it mean your 6a would beat any jump in as long as you timed it right? Exceptions would be cases like extremely long normals like Hak's j.c, if he spaces it right, even if you time your 6a right it hits in a way that's too far to follow up easily.

#2, but the hitbox for 6a is absolutely terrible.

Posted
#2, but the hitbox for 6a is absolutely terrible.

QFT. Like previously said, compared to other AA's in this game it's pretty low in quality.

Posted
I got a question about how antiair invulnerability works though.

Let's look at 6a for example which is "5-10f invincible from head attribute attacks", does that mean

1) My upper body is invulnerable, and the design intent is it works as an AA because most air to ground attacks usually hit the upper body. If I get hit out by something like j.c, it's because it's just so long it reaches past my invulnerable region and smacks my lower body or something?

2) Entire body is invulnerable to attacks that are given the 'head' attribute, probably most aerial normals I guess. In this case, would it mean your 6a would beat any jump in as long as you timed it right? Exceptions would be cases like extremely long normals like Hak's j.c, if he spaces it right, even if you time your 6a right it hits in a way that's too far to follow up easily.

1) is how 4D works.

2) is 6A.

This makes 4D very good for poor-jumpins, while 6A is better for "well spaced" jumpins.

A well spaced jump in will hit your whole body (Hakumen IAD from ~3/4ths screen, the j.C will fall and hit even your feet). A poorly spaced one (Hakumen IAD from 1/2 screen) will only hit the top part of your body.

Posted

Meh, since most of the guys i play online utterly suck i don't use 6A that often. Maybe i should use it more often, just in case.

What combos after a AA 6A?

  • 1 month later...
Posted

guys if anything so far you can use your anti airs.

you have

5c

2D

4D

236ABC

6A = best one so far that pretty much stops a majority of his air tactics. So far from what ive tested but still working on it.

If anyone else thinks they can get off alot of the same stuff as im writing down please do let me know. I want to make sure im not the only one. So that if i am then it might be the level of play that is throwing off the readings and timing.

Posted

Vs Hakumen you have to once again be careful of drive spamming otherwise you will get countered and combo'd. Random 236a's to cancel out of drive is nice to do, IF you know he will through out his drive counter. When Hakumen is air dashing in, you can actually use you IF to your advantage, with 5D you go through his sword and counter hit him, IF he does a slash© while he is air dashing in. If he does B. 6a is the better choice.

  • 1 month later...
Posted

i usually dash in and do 2b 3b to pressure him. and when im dashing in and hakumen does his really annoying poke, i do 3c and if im lucky, i can get a free combo off of it

  • 2 weeks later...
Posted

No combo off 3C is 'free'. 3C is a real nuisance to land on the vast majority of players who are capable of blocking. It can be blocked on reaction. Don't use it by itself, unless you know it'll land (like a really badly whiffed distortion or something). Learn to hitconfirm Noel's (slightly) safer moves that combo into 3C. Like 5B and 5C counterhit. Less damage than a straight 3C hit, but when your 3Cs can't land at all it has no meaning.

It doesn't matter if you can do 6k off of a 3C if they never land.

Posted
i usually dash in and do 2b 3b to pressure him. and when im dashing in and hakumen does his really annoying poke, i do 3c and if im lucky, i can get a free combo off of it

her best normal imo

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