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gli

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Everything posted by gli

  1. Got to play a bit yesterday: Gatlings I noticed. 4B > 3C 4B > 6C 4B > 6A TD damage is like... 1.7k at max level, haven't checked OD All of her normal combo routes have the opponent fall faster etc. Not sure if lobelia loop exists (probably not!)
  2. Nice setups. Played everything there. We played sets
  3. I can attest to the delay tech issue you brought up. It's almost always the case that he will snipe your air tech. I think I just ate my words yesterday since I fought an Axl that outplayed me out of 5 matches. Even though I never took a match away from the Axl player, I think Ramlethal is still the dominant character in the match-up. The player just needs to be on point :>
  4. Ramlethal absolutely wrecks Axl in this match-up provided that you have some level of patience. Ramlethal can play a zero-risk game from fullscreen and can deny Axl with sword deployment all while forcing him out of his element. From experience, I think midscreen is where Ram is strongest in the match-up. Around mid-screen Ram can threaten Axl's approach with 2S/2H for massive damage and a possible CH (made even safer with meter!). Up-close Axl has command counters and a new reversal special move. Respect these accordingly and you will do fine.
  5. San Antonio TX Usually on at 8 PM or later.
  6. Anyone have information on Sin's timer scam? Apparently this is actually a thing.
  7. GGs to people who stuck around for more than 1 game. 2 out of 3 seems standard fare.
  8. vs. screenwrap teleport: counter with airthrow vs. Minazuki pressure: Guard low. Fuzzy jump his options (AoA, jump-cancel normals, throw). vs. AoA you can also throw him on reaction. If you fuzzy jump you will guard it jumping instead.
  9. It looks like you cannot use the old OS for anti-air fans. 1B/2B/3B > Maharagi was easier to land before. Fan hitstun looks to be lowered in P4U2. So the confirm from anti-air fans would probably be 5C in this case and, without meter, you can confirm into 214B combo enders.
  10. I think Normal Yukiko is still the stronger of the two versions but Shadow Yukiko is too fun to not play. The loss of awakening and burst really hurts. In Shadow mode I think you just have to bide your time and get your damage all in one go. Heavily momentum based but extremely risky.
  11. Not sure if anyone has mentioned this but you can delay Rise's D normals. Hold any D button move and you can delay when the scan comes out.
  12. GGs ranked. Special shoutout to the Seth that invited me to a player match room. That's the spirit. The grind is tough but fruitful.
  13. UNIEL Bi-weekly is today. Will be going tonight.
  14. I am not sure which character you played but, a lot of stuff I do can be countered simply by playing more patiently than you think you should. GGs. I got lit up by some Seth, Carmine, and Gordeau (TSB 4th Seed da gawd)
  15. ggs ugh hilda
  16. I'm with TheArm. I am reminded of the kneejerk reaction to CS1 Makoto Parry Loop. It's weird but... this is a fun quirk at best.
  17. https://www.youtube.com/watch?v=6yxzS8tqnXo on pad just mashing as hard as I could fffff
  18. Alright, more testing stuff. You have to be mashing really fast to get a constant stream of lasers and orbs to come out. I tried: Hold Right on the Left Analog Stick and press Left + A or B. Once any of the 2 moves come out, start tapping back + A or back + B as fast as you can. I was able to get 2 Lumens, 1 A Laser > 1 B Laser, 1 B Lumen to come out back to back.
  19. Haha, I'll eat up any theory out there -_- But, it doesn't seem to abuse SOCD. If this were true then I could do something like walk forward and hold down to charge flashkick and then I could let a flashkick rip while moving forward (this happened in ST HD Remix) The only thing I was able to get from this was how early you have to input a button after a charge to get a move to come out. I tested and got 11 frames (from input viewer in the game) to input the direction + button. So try holding down for flashkick, walk forward for <=11 frames and press up + button. If you do it right you can move forward a little bit and flashkick at the end. So in general: Fulfill the charge time for a direction. Once fully charged, you have up to 11 frames to input the opposite direction and a button to activate the move. Within those frames you are free to do whatever you want so long as you are able to actually do the move on the 11th frame.
  20. Just saw the actual reason. Yep. UNIEL has SOCD issues. If you have a controller such as a HitBox or just a normal dualshock you can do what Diveman has posted and get the same results. For reference: SOCD - Simultaneous Opposite Cardinal Directions
  21. Ah okay. I think I know how this works. * Warning -- Super Speculation about this -- I think that video is titled "Machinegun Musume" * There are multiple charges being stored with 464646. It looks like UNIEL keeps a check of how many frames a direction is stored separately. Once a direction has been charged long enough (X amount of frames) and you input a button, you will get whatever move is next in queue. So this means you can 464646A46464646B4646C and, depending on how long you charge each of those directions (4 or 6), you will get a mixture of laser, lumens, and either EX Lumen or EX Mico at the end.
  22. Hey guys. I lost to Grover's Vatista in a mirror match. Keep in mind his main is Hyde and that, from what I saw, he won using only pure basics and simpler combos. So basically, I lost to a person who subs my main! Mirror match feels like you have to counter a turtle playstyle with an even lamer turtle play style. Any ideas? I feel like I am missing something very basic if something like this happens.
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