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Beautiful Death

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Everything posted by Beautiful Death

  1. I look at the tier list and pick whoever's playstyle I like best from among the top tier characters. So, Nu in CT and Ragna in CS. Dunno how long that's going to last, sadly, with all this scary loc test stuff going on.
  2. uh dude if Lambchops gets you with a 5B or 3C at point blank and she has gravity she can do 4000+ damage. and who cares if you're throwing your gravity away. it's a garbage reversal. may as well use it for something worthwhile. ANYway. This is.......incredible. Jesus. I would be fine with the drive buffs by themselves. I'm sure just about any Lambda player would be lol. In addition to loc test buffs, I am hoping they just decide that trying to give Lambda a reversal is pointless and give her back Nu's gravity. Would be SICK.
  3. Dunno who cares about these, but it's cool. Blood Kain off of run of the mill ground normals. Stuff you will probably be hitting with. Like, blockstring stuff. We can't ALWAYS get 2C fatals all the time. Because I have the feeling that newer players might get the idea that the Dude Edge can only get off Blood Kain with the help of a Throw, 2C Fatal, or 6B. With all these flashy combo videos showing off the absolute best case scenarios, I mean. So! Not SO! Dudena can get Blood Kain off of nearly any of his A, B, or C attacks providing he is close enough and he has near 50 Heat. Thats probably pretty nice to know. Just make sure your execution is like 99% there or be careful of bursts, because everyone knows that dropping a Blood Kain can hurt really badly. ANYWAY. The basic template is this- XXX>3C>214214D>6C>66>6Dd>6Dd>2+9>JD>7>JD>214C>66DD>5D>632146D Hit them with whatever moves, get the knockdown, then go bloody. Here are the stats on some combinations of starters I've tried out. 5A/2A>5B 4756 4.5+ off of a jab with 50 meter! WOW 5A/2A>5A/2A>5B 4006 Yes! We can't always recognize we are punching the opponent with ONE punch ya know, and in that case, you STILL get 4000! With two jabs the proration is bit nasty, so you have to drop one of the 6Dd's. Oh well. Such is life. 5B>2B 5492 2C 7045 2C's proration is way too awesome. 2B 5131 In case you didn't know 2B has rough proration. Very jab-like. All of the above need around 43-47 meter to begin with and consume exactly 100 heat overall. Of course. And the damage is NOT completely accurate. It should be close enough, though. I'm not going to bother with the life gain this time, because well, uh, apparently there is some kind of multiplier thingie that I had no idea existed. Sooooooo...just damage. You can do that exact combo from a jumping whack too. Same thing. Just plug in the starters and if you have too, drop one of the 6Dd's. May as well explain some various delays and notes. After you activate Blood Kain and do 6C, you want them to fall AS FAR DOWN as they can before slicing them with your 6Dd. What else.....I believe that when you super jump into the first JD, you want to pause when you hit them. You also may need to run before the 5D into Carnage Dudes ender if they are not already in the corner somehow. I don't think I left anything out? AND I forgot to mention, I try to use numbers in combo notation as much as possible. So instead of typing 5D>DC(Dash Cancel) or 5C>JC>J.C I'll type 5D>66 and 5C>9(or 2+7/8/9 for a super jump)JC. Also, when I type a letter in lower case, like say- 6Dd, that means you do not hit with that attack. So. Just to clear some things up. Sorry for mind-boggling anyone out there. It's been nice knowing you, S- Tier Dudena.
  4. oh no, I'm not the Jin player. I play Ragna. I just think it's best to know all sorts of things to know what I can do. And well, according to the frame data, the hitbox for Jin's Shoryu C comes out on 20. Waht does this mean? Well, similarly to how you treat Lambda on wake up, you can always jab Jin on wake up since if even if he DOES do Shoryu C and you jab him, you have time to block since your jab will recover before that snail hitbox comes out. It's no 50-50, that's for sure. But, anyway. Gotcha.
  5. Mmmmmm just curious. What is the general consensus among Jin players on the usage of 623C as a reversal? Because after looking at the frame data and testing some things out, it seems Jin is completely helpless on wake up unless he has at least 25 heat. I must be missing something.
  6. even if Ragna doesn't get much damage off of his shoryuken you're still taking damage and giving the Dude 50 meter. So yeah. Ragna is probably one of the few characters in Blaz in which you should be judicious with your wake up stuff. Anyway. To clear up some stuff in the first post. 1. Yes, 5A only combos into into 5DD on counter. But only if the foe dude is above you. So, pretty much in AA position. Yeah. Something about the hitbox position. 2. Both hits of 6C are NOT jump cancellable on hit or block. Only 6C(2). All Dudena can do after 6C on block is dash cancel both hits, jump out of the second, and gatling either hit into 6D. So after the second hit, it's still posibbly Gauntlet Hades time, so WATCH OUT. 3. You can't jump cancel 5D, so well, there's not going to be a TK Gauntlet Hades coming afterwards. Just the ground one. Same thing I guess for the most part lolz. 4. If the Dude gets you at point blank with 6DD on block, don't bother trying to do anything but block if you know he's going to jab. 6DD>5A is seamless even with instant block. Must be useful to know you're stuck. 5. Maybe this is obvious, but I feel it's important enough to warrant a mention. Many character's overheads leave them with only a special cancel. Not Ragna. He can still gatling to plenty of other normals in addition to specials. So it's not just say "this guys overhead is -8, block, boom. Punish." Ragna can still do just about everything off of a blocked 6A. Except a direct jump. Which is too bad, really. Everything else looks about right. I think.
  7. I hate to press the subject, but I am 100% sure that 6DD>5A is impenetrable. So, no Shoryu, jump, backdash, nothing. All that can be done is different types of blocking, CA, and burst. I've tested this pretty extensively. I have set the dummy to instant block to first hit only and I have gotten 6DD>5A. I have recorded the other player doing 6DD>5A and well, I instant block, and let go of back and am still stuck in block. One of us is crazy.
  8. the other day some fool Bang's 5A clashed with my Dudena's wake up Shoryuken. It was a little insulting.
  9. about 6DD into 5A. it's a brick wall even if they instant block everything. you can get the 5A no matter what providing you do the 6DD as fast as you can and are in 5A range. if 6DD(2) (The followup which is often called J.D) is NOT instant blocked, you have time to dash in and do just about anything in the world. really really.
  10. if you're close enough might you be able to gatling into a grab provided that move has that gatling ablility?
  11. Removed due to request. My apologies.
  12. I noticed that you don't have any jab combos listed. While it may seem obvious what you can get off of jabs, I think it's still important to have them listed anyway because well, where do you think somebody new to Blaz is going to look when looking for combos? And I think knowing that you can get 50 meter off of jabs is prettttttyyyyy important. I feel like a fool for posting these, but whatever. Might make things go quicker. Jab Combo 1 5A/2A>5B>6A>5C>2+9>J.C>J.D>9>J.C>214C>66DD>9>J.C>214C>66>5D>623D>236C>214D Dmg He Life 2770 52 460 -More meter and life. Jab Combo 2 5A/2A>5B>3C>5D>66>6A>2+9>J.C>9>J.C>214C>66DD>9>J.C>214C>66>5D>22C Dmg He Life 3203 49 330 -This one gives quite a bit more damage then the previous but nets less meter and life. Still, it's like what, 500 more damage compared to -3 heat and 130 life, so this is probably the one to go with overall unless you really want a quick-draw RC or super or counter assault. Double Jab Combo 5A/2A>5A/2A>5B>6A>5C>9>J.C>J.D>9>J.C>214C>66DD>9>J.C>214C>66>5D>623D>236C>214D Starter Dmg He Life 5A>5A-2373 54 460 2A>2A-2291 53 460 5A>2A-2348 53 460 2A>5A-2327 53 460 -Above are the damage/meter "differences" you get according to the combinations of jabs you start with. It's really, really minor, but I checked it out, so what the hell. It isn't even that perfectly accurate, since Berial Edge is kinda finicky sometimes. Just know that in order from greatest to least, concerning damage it goes- 5A then 5A 5A then 2A 2A then 5A 2A then 2A There just might be someone out there that cares about that sort of nitpicky, super specific garbage. I haven't gotten down what is best off of 3+ jabs yet, but it will most likely not be anywhere near as awesome as 50 heat off of two or less jabs. So it's probably just whatever.
  13. People have been playing Mu for like what now, around a MONTH and here we have people just jumping up and saying Hakuman goes 7-3 against her? Christ.
  14. Frame Data. Does anyone happen to know the stats on her meterless DP? The diamond one. Specifically when the hitbox is out. I know there was some Mew frames posted some time ago but I don't remember where it was. Oh. Never mind. Lol. But still, it's just her normals and I don't think the speed of the attack is listed. So I guess nothing has changed concerning my question. Anyone?
  15. woa. that's exactly my small problem right now. whenever I am playing an actual match and I get an opportunity to get into the loop, I have to REALLY force myself to slow down and get into the rythm. I don't find it hard besides that. The match is just going so fast and stuff then suddenly, STOP. It's so jarring.
  16. Can't imagine why this isn't more active. Every Lambda player in the world that can't do this should be looking at this thread. Heh. Didn't even see this thread until NOW, AFTER I can do it pretty easily. Lol. Is this where you got it from Luna? If so, you're not such a genius. Yeah. This is SO easy with 9 Saber. Lol. Like really. Wonder why Japanese dudes like Goro and Minori run forward during the loop when you can just 9 Saber. And of course, you should NEVER 5b unless you have too. Like, if your Saber is too high or something and you need to pop them up higher. It's pointless otherwise I think. Takes away damage and doesn't do anything outside of being a safeguard. Something funny of note. I've only tried this against Ragna, but if he's in the corner you can go 5dd > Parser B > 5a > 6a then loop from there. no meter or anything. dunno if it's practical because the timing is a bit strict, but was fun to discover. Well, really hard, but still. I used to think the loop was difficult at first because I would have to run every two or three reps, but with 9 Saber it's SO easy. Course, when you're getting near the end of the loop you'll want to either do a standard or backwards TK saber to get in position for the ender. But otherwise, 9 is the way ta go. Or if you're the boss at Lambda you can alternate between forward and backwards saber so you hover back and forth with every rep. It looks pretty cool! AWESOME thread! Can't believe it took so long for a corner loop thread to appear, really. Maybe soon we'll start seeing some U.S Lambdas actually making use of TK Saber for once. Heh. Luna dude you should say something. I'm sure you could explain it much better then I. By far. Oh never mind. You got it. Hee hee hee. Yeah. That's the way ta go. The buffering 9 thingie. It is SUPER easy that way. I feel like such a BA when doing the loop. swishy-jotaihenko-swishy-jotaihenko-swishy-jotaihenko Lol it's TOO fun.
  17. hey moron. that mext wasn't just FOR SHOW my god. but it's cool dude dude it's cool do what YOU want. That's what matters.

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