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Zeromus_X

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Everything posted by Zeromus_X

  1. While it is a bit disappointing (losing options = less fun), they've pretty much nerfed Habakiri every version to the point where it's almost strictly combo filler now. Hopefully this new move will replace the functionality of Habakiri or surpass it.
  2. New homing move ("Kuninotokotachi") seems to replace Habakiri entirely. It's listed as 214D in Mu's new command list. RIP boom combos
  3. The only cure for EVOla is to not go to EVO! Ohohoho.... ...;(
  4. Yeah, that new move looks pretty hype! Been waiting for another move that actually interacts with the steins for a while. Can't wait to see what direction they take Mu in this new game
  5. Some CT guard crush combos. Midscreen you can't be point blank or 6C will whiff, but it's probably not a good idea to try and get in their face for a CT anyway. In the corner, if you're too close you can omit the 6C and just do SoD and the combo will do 300 less damage. [Midscreen] (CT)> 6C> SoD(max)> dash 2C> 2D> jC> jB> djB> djC>dj2C V jB> jC> djB> djC> dj2C (3,850, -25 meter, + 17) [Corner] (CT)> 6C > SoD1> dash 2B> 6A> 4D> 5C> 6B(1)> 4D> delay 2C> 214[D](max)> 5[D]> 5C> jB> jC> djC> dj2C> jD> dj2C (4,370, -25 meter, +22)
  6. This is kinda cool: http://www.dustloop.com/forums/index.php/topic/10957-%E3%80%90ggxxr-bug%E3%80%91-the-minus-r-mode/
  7. Which throw combo is the most consistent for you guys? Having trouble with crossunder 6A/5C after Tachi in the corner, so I tried H.H.'s throw combo: https://www.youtube.com/watch?v=ul21QyZeLcM&feature=iv&src_vid=KEHgIsi4QaU&annotation_id=annotation_1913093585&t=3m03s However, it seems inconsistent across the cast. The 4D set after 2C will hit and mess up the combo on fatter characters like Arakune. Which throw combo do you guys recommend?
  8. Anyone know the best combos off of 6c FC and 5c CH in the corner? Starting to grind down dash 2c after tachi. You can dash a lot sooner after tachi than I thought. Inputting 661C after mu flips helps me get it pretty consistently.
  9. Will we get a combo/oki thread compiling all this stuff eventually? My mind is struggling to comprehend the alien geometries of these new combos Also, any tips on dash 2C after Tachi or is it just a "practice moar" thing?
  10. I suppose I'll shoot for around 4 as well. I'll bring edh if ray/brian/ruben are down for that
  11. Wait wat is that screenshot real Edit: Damn, got my hopes up ;(
  12. Air steins are still airdash cancellable right? So you can still air stein set and airdash to be safe. Unless I'm wrong then welp
  13. *someone mentioned Persona* You summoned me?
  14. FC Blight loop might be gone, but now we can just combo into poison off regular BnBs which is pretty cool.
  15. Naoto looks super strong and easy in this version. My body is ready for 2.0.
  16. Yeah I'm not really sure what to do in this matchup either. Seems like he can bully us pretty hard with his buttons + koro and then play with himself with 20+ second blockstrings. I try to hit the dog whenever possible to stop them from just advancing mindlessly, but easier said than done. His AoA has FC recovery, so it's good to know an FC throw/5A combo to punish. But, if they use the dog properly, they can make it safe on block anyway. Try to learn the timing to 2[C] his DP as he's falling down. That way, you get an FC punish while he's in the air, before he can super cancel. Pretty sure you can get triple blight loop off it, but I haven't messed with it in a while. Air hit FC 2[C] > 5C > IAD jB jC > 5C > delay Sweep > 236C > 665C > IAD jC > 5C > delay 236C > 5C > IAD jC > 5C > delay 236C > 5C > 236B > 5C > 214A~Cx5 > (6D~236236AB/SBM > 236236ABxN etc). There were some other punish combos posted in the combo thread.
  17. That combo has been around since vanilla, but it's still good to know. With S.Naoto, if you land a grab while the opponent is still fear'd, but after meter cooldown has expired(if they managed to block your hamaon mixup), you can pretty much build the meter and combo into mudoon/hamaon right there.
  18. GGs to all. I hope people continue to show up for Guilty Gear.
  19. I find A shots the hardest to SBM after because they have the least untechable time on the last shot. Try mashing A for the first few shots, then inputting A+C+D for the last one. Not too early though, or you'll end up accidentally SBM'ing the second to last shot. You can also try mashing A for every shot, then double tap/mash A+C+D after the final shot.
  20. You mean after reversal Awakening super? Do dash 5C, then do TK 236236AB so Naoto turns around to face the right direction.
  21. wow that guy was doing the hypest shit. It actually makes me want to play uniel. I wonder what the mystery Hyde's name is.
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