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Posted

And even if that is used, the command used to set the staff before this is what decides the recall type.

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Posted

on the third video starting at 2:19 what is the command for that sexy looking combo? Will that combo hit everytime or can they tech out during some parts of it? Also, was using the whirlwind staff good okizeme or could the opponent tech foward past it? sorry for all the questions and thanks!

Posted

Ok, so when I was playing today I noticed something, dunno what to think about it but it can REALLY open Litchi's pressure options.

When you have Matenbou, you can do a string like 5b 5c 41236D~C. When 41236D~C hits on block, since the Matenbou is count as being set, you can do an input as if you are staffless. Can someone figure this out? I don't have the timing quite down. When I did do it, I did 421/623D. Tomorrow im gonna experiment with it more because if it works you can really move a lot more seamlessly in between modes.

Also TK D if you have 50 meter is the shit, just RC it on the way down to w/e bnb.

Posted

I dont think thats right I did that combo in the arcade today its actually

5b5c3c > D >6c6c (return hit) >6c6c > 623D >2c>jb>jb>236B 236C

Posted

Right after 632146D, input any direction + D. You will hear a sound similar to the one you hear after inputing the second move on dizzy's fish. You can do this up to 6 times according to my test. I could be off by a value (might be 5). Using 632146D3DDDDDD against cornered opponent doesn't seem bad at all.

Update on the staff recall, The move used to set the staff down also effects the 41236d recall

Setting the staff down with the following moves will make both normal and 41236d recall arc upwards

-5d

-j2d

-6a

-632146d

Setting the staff down with the following moves will make both normal and 41236d recall move strictly horizontal

-2d

-j5d

-3c

-623d

-41236d~anything

Using 63214b to throw staff around does not effect this.

Posted

Stuff I translated that people probably didn't catch from videos:

Staff whiffs on return after 6C or JC down: Jin, Noel

5C-2C after ittsuuA instead of 2B-2C: Taokaka, Ragna

Landing 6C(2) impossible if airborne: Carl, Bang (possible, but difficult)

Corner ittsuuC combo impossible: Arakune, Carl

EDIT: Yes, you can store up to 6 inputs for Daisharin.

Posted

has anyone played around with 41236D's autoguard properties?

im not sure of the frame properties of the autoguard frames but i had some fun the other day just autoguarding single projectiles from jin for fun

does it autoguard only high? i know it's not throw invincible

one time i ran up on oki and did autoguard by accident and tager did his 2 part super on wakeup and it autoguarded through most of the super

Posted

You can 41236D autogaurd to burst bait. :D

Anybody mind posting up more B&B's? The 6C loop seems pretty character specific. Also could people post a B&B that starts staffless?

Also any combos that start from the 6A overhead? I thought I saw 2B 2C link after it. Thanks. Hopefully will get to play it again soon so I can confirm some stuff for myself.

Posted
one time i ran up on oki and did autoguard by accident and tager did his 2 part super on wakeup and it autoguarded through most of the super

I'm assuming you had the smarts to actually release the coil and interrupt, right?

Or would you get hit before you could reach?

Posted

You can't interrupt tager's spinny super. From what i've experienced it's full invincible for a very very long time, something like 7-8 hits. I've seen that super last long enough to go through entire burst animations and still hit the guy for double damage.

Posted

Well, out of curiousity, when does the autoguard officially end?

Is it based on a set amount of time, or is it the moment the staff uncoils?

If it's a set amount of time, then releasing it faster would be the way to go in many cases, either way it looks like one of the best anti-airs in the game.

Posted
You can't interrupt tager's spinny super. From what i've experienced it's full invincible for a very very long time, something like 7-8 hits. I've seen that super last long enough to go through entire burst animations and still hit the guy for double damage.

If it is timed right her tsuname-gasei 214D can go through it it's her best poke period!!!

I did it a couple of days ago in the arcade right on start up of the move!!!

Posted

yeah i've done that a few times also myself where the opponent did the spinny super on wakeup and i used tsubame

i can't remember if it was the up hit or the down hit that killed him though

we need some frame data

Posted

question..with litchi's distortion drive (holding manten), how do you make it move more than the initial one? and alter its direction, max amount of times u can move it..etc?

Posted
Right after 632146D, input any direction + D. You will hear a sound similar to the one you hear after inputing the second move on dizzy's fish. You can do this up to 6 times according to my test. I could be off by a value (might be 5). Using 632146D3DDDDDD against cornered opponent doesn't seem bad at all.

On the previous page. Read the thread first...

Posted

Question: Is it possible to snuff out/cancel a single hit projectile with either hit of tsubame-gaeshi?

Might be good to know for the Jin's that rush after an ice missile.

Posted

Hello everyone, just signed and registered on the forums today. Not real used to talking in depth about frame data and such, so sorry if my statements appear very... confusing.

After reading the entire thread I haven't found an opinion on an option I discovered accidentally in a match.

Upon an anti-air hit (3C, or perhaps a confirm during opponent's IAD towards you), what is the opinion on 41236D~A? In a match I was able to immediately pull this maneuver out in order to get the opponent on the floor (Apparently the hitbox of the staff no matter how close the distance is large enough such that any airborne enemy can be OTG) in which I simply did the 236A236B236C ground string. It leads me to believe that in strings which the staff is returning, 41236D~A may serve some purpose as the staff usually comes back fast enough pull out another 623D. Though I haven't tested how much proration this causes, I wonder if it can be utilized as a meter gain string.

Also, I seem to be having troubles with relaunching characters that are on the ground except for utilizing Daisangen or staff 623 D. A friend told me it was character specific, but I'm having some difficulties figuring out which is what. Any data would be appreciated.

Thanks.

~Chun

Posted

Hm, interesting. That staffless 5c to otg off 6c (well, not otg since they bounce a little, but you get what I mean) opens up a lot of new opportunities. It doesn't seem too character specific either.

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