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Posted

I have a bad habit of trying to mash Calamity Sword when I feel like I'm in trouble... I should probably stop with that, its not doing me any good. I should use the A Gravity Field more.

Also I hate dashers at the start of the match cause usually my instinct is to 5D or 6D but against experienced players it doesn't work for me at the start. Also hate airdash fail and Sledge.

Just venting.

Posted
I have a bad habit of trying to mash Calamity Sword when I feel like I'm in trouble... I should probably stop with that, its not doing me any good. I should use the A Gravity Field more.

Also I hate dashers at the start of the match cause usually my instinct is to 5D or 6D but against experienced players it doesn't work for me at the start. Also hate airdash fail and Sledge.

Just venting.

Goryus mashes super all the time. Look at how good he is.

Your best options at the start of a round are airdash back or just sit there an block.

Posted

Depends on my opponent. If they love throwing out meaties then yeah. But there's a lot of people who love to bait that shit too.

Posted
Depends on my opponent. If they love throwing out meaties then yeah. But there's a lot of people who love to bait that shit too.

yeah, sometimes I think lambda really tests your blocking and IB skills, since you can mash gravity seed or calamity sword, but those are baitable and you can get punished really badly.

Posted
5D is slower, throw>5D does not combo

I know this is probably a hundred pages too late, but this does combo. Only a few characters though...but I have hit with 5D after throwing someone when I was goofing around in a game with my friend.

Posted

Yeah, I think this has been known for a while now. The change list on the first post is missing some of the changes too.

Posted

Would be nice if it could be updated to prevent confusion like mine. XP Sorry about that then~ Didn't feel like reading through all the pages to see if it had been brought up.

Posted

The most I've gotten is 3. If you do airthrow to RC etc it doess nice damage (duhhhh). I did it without the airthrow in my first BB casuals Monday night and it felt good. All we have are Tagers, Hakumen, and Hazamas. They mainly play SFIV but whatever. There's one guy who plays Bang/Carl. I'm the only Lambda player.

EDIT: Messing around I got to six. I dunno if its worth the damage though... but it sure does seem to bring the salt. Then again any combo is worth the damage if you can do it consistently, damage is damage.

Posted

This combo is completely worthless for anything other than forcing time outs and bursts. IIRC it doesn't even do over 3k, which is below average for a 236C combo.

Posted
This combo is completely worthless for anything other than lolz

‎‎‎‎‎

Posted
This combo is completely worthless for anything other than forcing time outs and bursts. IIRC it doesn't even do over 3k, which is below average for a 236C combo.

Playing a character shouldn't be limited to just 5~10 different combos that the Pros memorize and learn to hit with. If I just so happen to 236C out of combo and hit a Tager/Arakune and 'accidentally' 236C after that via this hand seizure called "muscle memory", it would just so happen to be in my best interest for myself and the combo to continue doing these '236C' until proration kicks in.

Posted

Wha... there's no reason to do 3 236Cs or more in a combo, and I don't think you can even do that by accident. After 3 236Cs you will be dealing crappy damage and a lot of your stuff will start to get techable.

Posted
Playing a character shouldn't be limited to just 5~10 different combos that the Pros memorize and learn to hit with. If I just so happen to 236C out of combo and hit a Tager/Arakune and 'accidentally' 236C after that via this hand seizure called "muscle memory", it would just so happen to be in my best interest for myself and the combo to continue doing these '236C' until proration kicks in.

You shouldn't even accidentally hit 236c after 236c that just means bad hit confirm ability and has nothing to do with abare ^^, sub-optimal ccombo are just sub-optimal~

236c has a same move force poration of 75% the poration already kicks in when you use it more than once.

Posted

When are good times to be using Spike Chaser? And what should I be thinking about doing afterwards?

Posted

You do it when your opponent is a full screen away (how safe this is is character specific of course), after a knockdown, and after your drives/6C are blocked to force them to jump.

Posted

just wonder when u guys do the TK feint in aerial combos, does it happen after J.DD or dJ.2DD?

Posted
just wonder when u guys do the TK feint in aerial combos, does it happen after J.DD or dJ.2DD?

that depends on position, most people should be able to see/focus if your opponent is

low or high or far.

Both works jdd and j2dd, I find it irking calling it Tk feint since it is A not at the TK height and B there is no feint involve only canceling your attack to connect another jdd/j2dd.

When are good times to be using Spike Chaser? And what should I be thinking about doing afterwards?

use it when people don't have an answer to 214d or when you dont have an answer at range ^^.

Posted
that depends on position, most people should be able to see/focus if your opponent is

low or high or far.

Both works jdd and j2dd, I find it irking calling it Tk feint since it is A not at the TK height and B there is no feint involve only canceling your attack to connect another jdd/j2dd.

Not following what you mean by this.

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