Jump to content
Dustloop Forums

Recommended Posts

  • Replies 224
  • Created
  • Last Reply

Top Posters In This Topic

Posted

Sooooo from watching all the videos, the most viable strategy is to put someone in the corner and then pull of a combo that takes away their entire health bar.

 

Guess I'll need to practice execution. A lot.

Posted

Sooooo from watching all the videos, the most viable strategy is to put someone in the corner and then pull of a combo that takes away their entire health bar.

 

Guess I'll need to practice execution. A lot.

Pretty much. That's where Akatsuki shines the most. I've been using his projectile to get in and light tatsu for pressure. Uppercut is great as an anti air

Posted

Uppercut is 6c right? ATM I need a decent mid screen combo tho. Also a couple of good block strings and mini dash strings

Posted

Its the AB parry as far as I can tell, so if it hits it will do a minor bit of damage and I don't think there is any way to combo from it. Its probably only useful if there is an attack you can't or don't want to block. Well you can also cancel into it during a dash, so I guess you can surprise someone with it once.

 

Ahhhhh the dash after 6C is really hard, its giving me a lot of trouble. So many combos rely on it too.

Posted

You can also parry projectiles and it won't do the followup attack automatically; just like in Blitzkampf. This could be useful as you can pretty much act immediately after you parry one. Haven't played against humans yet, but theoretically you could Parry -> dash forward to work your way in, or if they throw a projectile you can jump forward into it and parry it. In Blitzkampf you retain your forward momentum when you do this, allowing you to land right in front of them and punish the fireball recovery. I forgot to test if you can actually do something similar in this game. I will when I get a chance.

Posted

Finally got a chance to play him a bit before going to work and liked how good his movement felt. Combos with him also don't feel that difficult either. I plan on messing with him more later today, along with Orie.

 

@HiguraShiki - I swear I'll add you when I get home on PSN this time, lol.

Posted

Its the AB parry as far as I can tell, so if it hits it will do a minor bit of damage and I don't think there is any way to combo from it. Its probably only useful if there is an attack you can't or don't want to block. Well you can also cancel into it during a dash, so I guess you can surprise someone with it once.

 

Ahhhhh the dash after 6C is really hard, its giving me a lot of trouble. So many combos rely on it too.

It's hard for me as well, but basically the second you input dash, you gotta press 2C
Posted

Played a bunch of online today, mostly against 0 bars so any starter into an easy 6C>Deep 6C>22B with all the hits is doing 2500+. The air game with his tatsu catches a lot of people as well as air throw. 

 

Not finding too much use for his meter so far, normally saving it for super which you can get off a lot of things.

Posted

Played a bunch of online today, mostly against 0 bars so any starter into an easy 6C>Deep 6C>22B with all the hits is doing 2500+. The air game with his tatsu catches a lot of people as well as air throw. 

 

Not finding too much use for his meter so far, normally saving it for super which you can get off a lot of things.

Which move is his tastu? And I kinda need help with air approaches. I'm not sure if his j.2c counts as an overhead
Posted

His tatsu is his 214 series, and j.2C is not an overhead.

Ah i see. So yea block string wise what should I usually go for. After i land a 5C and its blocked I usually try going for a 6B overhead, but it gets pretty predictable. What's a good way to keep momentum?

Posted

gg in those matches @HiguraShiki

 

Am starting to feel the issues with mobility and lack of range. Have a real hard time against people playing defensive and having to rely a lot on dash throw

Posted

gg in those matches @HiguraShiki

 

Am starting to feel the issues with mobility and lack of range. Have a real hard time against people playing defensive and having to rely a lot on dash throw

oh snap that was you lol. Who were you using again?
Posted

oh snap that was you lol. Who were you using again?

 

You joined on me a couple of times for some akatsuki mirrors lol. Actually played a fair amount of the mirror match up so far and its pretty fun imo

Posted

You joined on me a couple of times for some akatsuki mirrors lol. Actually played a fair amount of the mirror match up so far and its pretty fun imo

OOOOH ok u were the one with the brown jacket. Yea nice matches lol. Hope the connection was good for us. So far I'm doing pretty well against ppl

Posted

So quick question. How do I punish attacks? 5A is pretty much entirely useless for this because push block/block push puts everyone out of its range.

Posted

One of the characters that totally clicked with me yesterday. Definitely gonna spend time with him in the lab. Once he's in he becomes a monster.

I think his double jump gives him awesome movement options. He really needs that, though.

Posted

So quick question. How do I punish attacks? 5A is pretty much entirely useless for this because push block/block push puts everyone out of its range.

Yea punishing would be pretty difficult. 6C is a good but risky punish. You can also do a nice trick by charging your GRD in between block strings or a bit away from the opponent and catching them with a raw 6C, since it covers a bit of distance. Other punishes I ain't so sure of though.

Posted

So what are you guy doing for your main combos? 

 

I'm doing: 

 

2a>2b>5b>5c>6C>dash>2b>5c>J.a>j.b>j.214b>236c

 

For around 3.3k with the 10% buff and without the last 236c like 2,8. I feel like I need a better one, Aka struggles way too hard to get in so I need to make every number count.

Posted

So what are you guy doing for your main combos? 

 

I'm doing: 

 

2a>2b>5b>5c>6C>dash>2b>5c>J.a>j.b>j.214b>236c

 

For around 3.3k with the 10% buff and without the last 236c like 2,8. I feel like I need a better one, Aka struggles way too hard to get in so I need to make every number count.

That more or less is his main bnb. For better oki you can omit 214B and just ad a j.c. Aka's main goal is to get the enemy in the corner. From there he can dish out a lot of damage. 4.5k was the highest I got. His other bnb is from a raw 6C. 6C, 6C, 236A, 6C, 236A, 6C, 214B. I believe u can add a 41236D at the end but the timing may be strict. Do note this combo is a bit input strict. You have to let the enemy fall but not too close to the ground and then hit 6C. The 236A must be inputed when 6C lands.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...