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-Seo

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About -Seo

  • Birthday 12/20/1991

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    @ImtheSeo

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  • Location
    Okayama, Japan
  • PSN
    SeoJC

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  1. Any sort of throw will remove ribcage immediately, regardless if it's teched or not and if it was the Izanami player to use it or the opponent.
  2. They got stopped in mid air.
  3. Makes sense actually, I'd assume an attack that's unblockable and puts you in a hitstun state and an "unblockable" that puts you in a guard crush state are treated differently by the game.
  4. No, that's definitely fully charged.
  5. Ah I figured it out today, inputting a super jump motion while floating causes you to fall MUCH faster, it's needed for those combos and overall is pretty damn useful.
  6. Anyone been able to hit float stuff 5C>2C>6C>fall>5C etc, I feel that whenever I go for this the unfloat pops me up a bit too high to land and hit the 5C.Is there a faster way to fall from float that anyone knows of?
  7. For 5B followup yeah it's needed, on fast starters like 6A it's needed to actually hit the land 5A>2C.
  8. Just a few small bits of information 5B and 5C can only be jump cancelled on hit 2A and 5A can be jump cancelled on hit and block 6B is an overhead while floating as well as grounded First hit of 6C is a low, second hit is overhead
  9. I thought it added to both regardless?
  10. Dunno if it was confirmed previously, but float 6B is still an overhead.
  11. The dialogue is between Rachel and Izanami yeah. On the last scene with just Rachel, she's saying something else, but with no subtitles and because of background noise, I couldn't make any of it out ;;
  12. Ahh nice, I was looking at ways of using Araragi on knockdown but was using 6B>5D>623B~214D. Was going about it all wrong :shot:
  13. Yeah, not sure how long exactly it takes for them to come back.
  14. Her neutral game is a bit weird, but I'm still getting used to it. Her combos themselves are easy, but neutral and pressure are sorta tough. Her normals have way too much recovery on them to just use on their own, really need to cover yourself with float/mode change when you can. Floaty jump is something that takes getting used to as well, but I suppose the idea is to jump>float>airdash kinda low if you want out of the corner or something.
  15. It's not quite as hard as it seems, though it does take a little bit of practice. I definitely don't think it has a 45f charge time though, I may just be imagining it. You can buffer the dash 6B pretty early and just go straight to holding [9] and get it pretty easily. It's not all too dissimilar to doing 3C>6DC>[2]8C in CPEX.
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