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Posted

I haven't tried that one yet but thus far every big dmg habakiri I've attempted fails - they patched it lol

Posted

Well give it a shot and tell me - still sick here so I've got to TRY to rest a bit more. If I touch CP I know I won't budge and I don't want another till 6am mind blowing run with countless victims. ( quite countable thanks to battle record... god I love seeing those pages full of wins)

Posted

Habakiri DOES work, you just need to do 4d4d4d5d5d

Posted

Yeah it is kind of annoying; too far away from the corner and you'll have to settle for a ghetto 5C 6C combo if even that. Also I am not used to really doing super jump j2C for the corner combos but now it seems mandatory, I really have to grind that 282C motion. On the plus side our combos are hype as all hell now. It is hilarious how everyone IMMEDIATELY bursts after they get hit by 6B, even if it's early in the round lol.

Posted

If you can only clip them with 5c after SoD, do HH's combo: ...SoD 665c 2c j.c j.2c 662b 6a 5d j.abc j.c2c

Triple bomb combo is character specific

Charged Stein combo seems the easiest

Triple stein combo is the in-between

For confirming against characters that have a lean sliding hitbox, use 2b instead of 6a/5b.

Nothing works well on valk.

Posted (edited)
Yeah it is kind of annoying; too far away from the corner and you'll have to settle for a ghetto 5C 6C combo if even that. Also I am not used to really doing super jump j2C for the corner combos but now it seems mandatory, I really have to grind that 282C motion. On the plus side our combos are hype as all hell now. It is hilarious how everyone IMMEDIATELY bursts after they get hit by 6B, even if it's early in the round lol.

Execution wise i find H.H.'s corner combo the easiest if you don't like to input sj.2c, but i don't think any of the regular corner combo's are that hard if you get used to it

It has become my " lazy man" corner combo on netplay except with a 6b starter

edit: i was wondering if my bad habit of ending a corner combo with a bad starter from "6c> (5d or 2d)> dp" is a good or bad thing? Mu's dp seems to cause a fairly long wallstick and to me it looks pretty way to end it, but i am not sure if i should try something else after that 6c?

Edited by bakahyl
Posted

Something I've been wondering is, for the tachi combo ender, can you use anything but j.6D? I mean, maybe j.2D and then do it? I haven't been able to get the backdash out properly afterwards, and was wondering if anyone else could. Maybe it's just user-error. Maybe I'm just bad at video games.

Posted
Something I've been wondering is, for the tachi combo ender, can you use anything but j.6D? I mean, maybe j.2D and then do it? I haven't been able to get the backdash out properly afterwards, and was wondering if anyone else could. Maybe it's just user-error. Maybe I'm just bad at video games.

That part is kind of tricky. There's a somewhat high minimum height on airdashes, so you need to make sure you're cancelling the tachi into the stein early enough, and then cancelling that into air backdash as soon as possible. The whole sequence needs to be done pretty quickly, if your inputs are clean it's only a timing thing.

Worst case scenario, you can also do 6c tachi land 2b 2c sj.b j.c j.2c or something like that, until you get the timing down.

Posted

I think ending in DP on weaker starters is perfectly fine to tack on a some extra damage since it's untechable forever now.

@pochp/C0r: Are the matchup threads going to be created soon?

Posted
I think ending in DP on weaker starters is perfectly fine to tack on a some extra damage since it's untechable forever now.

@pochp/C0r: Are the matchup threads going to be created soon?

Hm, I dunno, bad starters I do like 2a 2b 3c SoD dash 5c 6c 5[d] neutral jump. I haven't given DP a shot though, it seems like 2a 2b 3c SoD dash 5c 6c 6d DP jump forward, would be pretty good, since the laser shoots after they recover from the earliest possible tech.

Matchup threads.... soon. The new matchups are pretty confusing, don't worry I want to talk about them too lol.

Posted
Hm, I dunno, bad starters I do like 2a 2b 3c SoD dash 5c 6c 5[d] neutral jump. I haven't given DP a shot though, it seems like 2a 2b 3c SoD dash 5c 6c 6d DP jump forward, would be pretty good, since the laser shoots after they recover from the earliest possible tech.

Matchup threads.... soon. The new matchups are pretty confusing, don't worry I want to talk about them too lol.

Are you going to making all of them or can some of us start a thread for certain characters? I'm actually more interested in MUs than combos.

Posted

So i got completely destroyed by Mu steins zoning. Am i missing something here? I've seen some Mu's do this in match videos, but not for long and they don't really stop because the opponent got the upper hand, so im a bit confused. Sorry for asking for advice against Mu in the Mu forum but i had no idea what to do. I have a feeling that in this case it would be non-matchup specific, but in the matches i played i was playing Kagura. I tried to son ic boom to take away some of the projectiles to gain some ground, but usually just got hit out of it, tried to 6D~C to armour through it; worked sometimes but i either got hit out of startup a lot or the move is just too obvious and makes for an easy punish. I tried to jump and edge my way through but if you block a few steins you are back where you started and if you get hit you get Justice'd and get hit by about 5 more. Only time i really got through was by getting hit and air forward teching to gain ground lol. I was pretty lost.

Posted (edited)
So i got completely destroyed by Mu steins zoning. Am i missing something here? I've seen some Mu's do this in match videos, but not for long and they don't really stop because the opponent got the upper hand, so im a bit confused. Sorry for asking for advice against Mu in the Mu forum but i had no idea what to do. I have a feeling that in this case it would be non-matchup specific, but in the matches i played i was playing Kagura. I tried to son ic boom to take away some of the projectiles to gain some ground, but usually just got hit out of it, tried to 6D~C to armour through it; worked sometimes but i either got hit out of startup a lot or the move is just too obvious and makes for an easy punish. I tried to jump and edge my way through but if you block a few steins you are back where you started and if you get hit you get Justice'd and get hit by about 5 more. Only time i really got through was by getting hit and air forward teching to gain ground lol. I was pretty lost.

Don't let her set up so many steins? This is from my experience playing against Kagura players.

Kagura's "sonic boom" is not a good tool against Mu, because either habaya completely beat it (tried it) or if you were trying to do that during her barrage of lasers then you will get hit out of it by probably a laser above or behind you.

His 6D~C usually won't work against Mu, because you can easily see it coming (especially from full screen) and on block it's very punishable. Sometimes i can hit Kagura players out of that with j.2c and that will lead to a decent combo.

The problem seems to be that Kagura's neutral is worse than Mu. For starters Kagura is not very fast, his air normals has less reach than Mu and his C ground normals are slower than Mu and at full screen Mu has the upper hand as well. However Kagura has great Air to ground pokes and his stances are pretty good for mixups (because it can have lows/overheads/command throws depending on which stance), so the best thing you can do is to rush in, pressure and mix up Mu while avoiding/baiting her dp.

Also I have some minor issues when rushing him down because his dp will stop most crossover and overhead mixup attempts because it uses a down up charge motion

Edited by bakahyl
Posted (edited)

Ow wow....

Mu's challenge 30 is not to deal over 10k damage but in fact deal over 11,5k damage because it says defeat Azrael. The previous OD combo with FC Tsurugi starter and 4d and 5d habakiri spam is a little too short to reach it

edit: meh, too tired to try that combo again today but theoretically i think i can clear that challenge if i have preset 4 steins in 4d position before starting that combo, this way Azrael will hit by 3 steins with habakiri instead of 1 with the first loop

next day edit: it's 12k damage....

Edited by bakahyl
Posted
Any of you guys know what Mu says during her astral?

I am sure once you get playing you'll hear it EVERYDAY

Posted

So, is it just me, or does Terumi's j.D clash with Wisdom of the Divines? On two separate occasions, I thought I had managed to set off the most perfect distortion to counter his j.D in the corner, but both attacks just...didn't hit. Looking at the Dustloop wiki, it doesn't say that his j.D clashes or anything (seriously--it hardly says anything). Any insight?

Posted
So, is it just me, or does Terumi's j.D clash with Wisdom of the Divines? On two separate occasions, I thought I had managed to set off the most perfect distortion to counter his j.D in the corner, but both attacks just...didn't hit. Looking at the Dustloop wiki, it doesn't say that his j.D clashes or anything (seriously--it hardly says anything). Any insight?

I havent fought enough competent terumi players for that to ever be an issue -- its interesting you enjoy countering ppl's jump ins with DDS - risky lol - but if it clashes you may as well just mentally prepare yourself for it as learning to anticipate and deal with clashes quickly will do naught but serve you, as Mu-12 loves to clash

Posted
So, is it just me, or does Terumi's j.D clash with Wisdom of the Divines? On two separate occasions, I thought I had managed to set off the most perfect distortion to counter his j.D in the corner, but both attacks just...didn't hit. Looking at the Dustloop wiki, it doesn't say that his j.D clashes or anything (seriously--it hardly says anything). Any insight?

j.d doesn't extend his hitbox, neither does omohikane. When two redboxes hit without the presence of a bluebox it'll clash.

It's the same two hakumen's 3c'ing eachother.

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