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psycofang2

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Everything posted by psycofang2

  1. I put it in the OP above his normals.
  2. Its too slow for that. 6A serves better, the sword is a combo tool it can be used to stop a read approach but dont try tip harasing with it, it has a lot of recovery.
  3. Most likely a compatability clause/avoid spoilers Mu 12 did the same
  4. What you choose to unlock first is up to efficiency vs personal preference. personally i got for level 3 214A and unlocking his DP 623C for safety and defensive reasons while still being a able to net a combo off a random blow while i work on anything else. For me wheel 214B is a second priority once you get decent levels and combos going youll ant to start ending your combos with this move to push damage and secure Oki as its air version acts as a pseudo Belial Edge/Break. He shines by staying in the enemies face but not IN their face, mid/close range is where he can keep mashes and shorter normal users in check with his giant normals and specials, he has a ton of hit stun so he can secure a combo even at that distance of neutral starting.
  5. Now what we know so far? fiddling with him in the lab for the last 3 days ive come to find he has something id call simplistic depth, which can peak interest but also cause his downfall, by simplistic depth i mean he has very stream lined combos most will end in 6D, 214A or j.D, air wheel. This characters depth comes from the fact each round hes locked out of his specials and need to be unlocked each time. As mentioned above hits and the opponent blocking your normals moves the iconbar. so knowing when and how many buttons to hit to unlock/level up the mentioned specials is where his depth comes from. From neutral he barely has any jump cancel-able normals sans 2C(2) which unfortunately allows the opponent time to react if they are expecting it so mixing between 2C(1)>3C or 2C(2)>3C will help deal with those trying to predict and IB. Abusing/harassing people at range with 6A is ideal for those trying to keep their distance BUT be mindful it has very narrow ground range meaning some can jump/hover over it. Its not a good idea to use at mid/close to close range as its punishable if they jump over it or block too close. mid/far to long range is where the abuse shines and can roar cancel very quickly netting you a level 3 214A which can extend combos on the ground.
  6. Courtesy of Myoro and Emba Icons are in order: 1: "Dash" 236A a dashing attack, has three levels, level one is just a hit that knocks down and away, level three does an additional attack that allows for a follow-up, 1. At level two, it becomes comboable by linking a 2A or 5A, but only vs Air hit (achievable by comboing off of sweep) 2: "Spikes" 623C Susanoo punches the ground and spikes come up. it's a DP. only has one level. 3: "Splash" 214A it's a kick, LVL1 seems to be 0, LVL2 has startup but is, as you say, plus. LVL3 has huge startup, but guardbreaks for a free combo. 4: "Wheel" 214B he jumps and then does a few hits knocking downward. It bounces allowing for follow-up. only special with an air okay version. THe Aerial version drags the opponent to the ground for Oki. 5: "Grand Viper" 236B it's literally Grand Viper. attacks low along the ground and then launches. it jump cancels for an air follow-up and it cannot level up. 6: "Spark" Mash C x N he zaps in front of him as long as you hold the input down up to a certain point. it can push opponents out and chip, 7: 63214C a charging command grab that takes the opponent to the wall and does roughly 2K. Can rapid to continue. doesn't level up. 8: "Sword" 236D hits (nearly?) fullscreen along the ground sends opponent bounding toward the wall. does a lot of damage quite fast and wallbounces into a follow-up on CH. Can be followed up near the corner. doesn't level up. how his drive works: Each time he lands a hit he cycles to the next Icon in numerical. he starts on none of them so if you did 5A>5B>5C(1) you'd be highlighting icon 3. When a drive move hits or is blocked that icon becomes unlocked or it levels up if it's already unlocked and the highlighted icon is set to the beginning state so it is no longer highlighting any icons. it's known that one of his supers adds one level to all icons ether leveling them up or unlocking them, and another super uses all currently unlocked specials in order to deal more damage the more icons you have unlocked/leveled up. It seems like gameplay will revolve around getting the tools you need and balancing that with damage and your current highlighted icon. You have to constantly be aware of which icon you're going to unlock until you have what you need. His icons reset every round. 4D: Roar. Cycles through specials each time its used. If its used on a move that is locked or has levels that are not unlocked, it will unlock them. Otherwise, it will continue cycling. Supers: 236236D: Sword super, Invuln, full screen. Huge damage. Punishable at close range. 632146D: Auto combo super. Uses every move you have unlocked in the super for more damage. Ends with a beam. OVERDRIVE ONLY: Charge 2-6D: Only useable in Overdrive, No invuln at all, but unlocks ALL of your specials for 50 meter at base level. Does not level them up to max though. His overdrive unlocks the aforementioned super, but also allows all of his specials to be used, at max level, for the duration.
  7. what we knew so far courtesy of Emba PROS : Strong average damage, good range, good momentum when unlocked. Cons: Slow, requires skills to be unlocked before use, skill levels determine if certain combos are possible. Very tall so instant overheads will be a thing. Normals: 5A: Standard poke. Angle is kinda like Tsubakis, littler farther reaching it seems 5B: Tail swipe. Good range, doesn't hit terribly high. 5C. An upward facing Kick. Slow as hell 5D: Palm Thrust. Special cancelable, unlocks current move (all his D's do this) 2A: Good range poke, but is NOT a low. 2B: See above, scaled to a B move. Also not a low. 2C: Very high reaching kick with two hits. Upper Body Invuln. Not a low. second hit jump cancelable 2D: One of his only Lows. Goes very far. Special Cancelable. 3C: Insanely Long range two hit sweep. Special Cancelable. 6A: Full Screen instant projectile. Punishable up close, can be canecled into Roar 6B: Two hit thrust palm and punch. Fatal Counters. Comboable off of his 5B on air hit in some situations. 6C: Dropkick Overhead. 6D: Really quick Overhead stomp, long range. Special Cancelable. j.A: Quick air poke. Okay. j.B: Horizontal Air claw. Hits lower than it looks, with decent range. j.C: Gigantic two hit aerial roundhouse. Very solid. j.D: Hits in a circle around him, small range CT: A forward moving stomp, level 1 can be combod if using fast A attack, level 2 CT will combo into 5B, 6B.
  8. Because Hakumen exists and i must kill as many players with him as possible. Now a certain someone exists i must as many players with both of them as possible.
  9. Nah the CP OD combo routes are still king in terms of damage. The constant 6a-6b/ 5a-jb routes are for consistent reliable damage and gaining back more net loss meter so when you inevitably end your combo with a knock down youll have far more options remaining/ returning instead of just none. Basically damage isnt always the best option especially concerning the nature of the game.
  10. Yeah thats what i feel exactly. Combos ate fine and dandy but the practice of opening up the opponent is an art in itself due to a lack of available/immediate resource. Fighting a competant player means staggered use of kuzanite. Seen into falling j2a setups are ok but theres a glaring flaw. If you can consistently watch kuza(stocked) she'll need to use staggered pressure to really mess with you since -seed/rain- j2A/B/C - spell link requires a very specific and odd block string. Gravity eats chicken jumping which helps unbelievably. Doom clock i feel is ment to help open them up if overly defensive but youll be fighting in a way youll plan for clock to fail. Things to note hakumen AI hopped over doom clock when it activated and missed him entirely. Skull when hit gives meter so if you feel youre going to be playing a battle of atrition it can help granted its gimmicky nature.
  11. Oh but thats notto say there arent any strange ginmicks you can do but they rely on orb control big time. Knock down into H fire ball 2144k pulls the ball back into a foe while the overhead is charging and things like that
  12. Essentially. The more i use this character the more i feel i needtl to try alot harder to open ppl up. Her moves are slow and pushing anr pulling the orb back and forth can become difficult. If you block for any reason the orbs vanish. The inputs also seem strangely strict, incomparison to other dp inputs hers are odd as im having difficulty inputting them consistently and ive a 90% success rate with those for years. Im not seeing any super armor on any abilities, 2HS is not head invul but 6p is. Unlike alot ofyour betters youll need to spend meter to put the hurt on foes and considering your size youre subject to more shenanigans. Super Orb is odd but it can go up and doen which is great but theres a red version ive yet to figure out howto procure.6234k is a good blow link into air combo but getting people to respect your options is difficult. 6k is a great standing low that can beat into 623[k] standing p combo
  13. Oh sweet jesus what gift have you given me.
  14. Wait something just crossed my mind What if Sol isnt the one to destroy the merciless apocalypse? What if that man is beefing sol up to kill him instead of the apocalypse? Basically merciless apocalypse is an abstract form of destruction, basically only magic works but barely. That Man has to absorb it into himself, giving it a tangible body, then sol using all of the jinki kills that man and apocalypse? Man returns Aria or releases her, sol gets peace and etc? The only thing I cant fit into this theory is Original Man. Playable Man incoming?
  15. so knowing what we know now and considering that the next game should hopefully focus on that mans full goals, just how much mor eover powered are sol and that man going to have to get to stop the merciless apocalypse? when you can bust something like felion without effort theres gotta be a massive power discrepancy if that man is trying so hard to beef up sol before it arrives.
  16. wouldnt you just do the typical falling jB>5A>combo? 1.7k for frees not too bad.
  17. anyone got a veil off chain shift combo that hits 6k? i hit someone with 236>CS>2C5C>j.B>j.A>j.C>land>2C>5C>214B>2C>236B>236C>41236D for 5978. needless to say they were quite upset.
  18. he does kindof just not a constant stream of them like vs vatista. slow ball full screen laser is hard to get by, youll have to inch your way in or 214/j214C>C>A or something to cross the distance.
  19. ima be honest the 623x series on a scared and or double webbed opponent is a d*** move and i love it, its a command grab at a certain distance even if the opponent is in block stun. for 623A any level of 123 chains (ex. 5a 5b 5c) will put you at command grab range as will 2 2As. after the command grab its a slight requirement to 66 2C to get back the distance required for the jump cancel bnb (jb ja jc) otherwise it'll whiff. mixing around with charge and uncharged 3C leaves people open to the command grab so is empty web jumps into 2AA>623A/C. command grab is fast at 2AA normal block push back range because he grabs right after the twirl instead of twirl>forward dash animation>grab where its the signal to mash out. best to keep your combos on the short side side it IS a web starter and it shortens our combos a bit, i got about 3998 damage with chain shift and 200 exes (not optimal but thats for the kill really) so the general 623X>catch>66>2B/C>5C>236A>6A>6A does respectable damage and you can mix it up with 236A>4A/B>A>D>land 2AA block or 623A again for serious shenanigans.
  20. D teleport? what do you mean?
  21. depends on where you did the hard knock down and how far into the combo. mid combo off 214X>X>B then usually whiff jA land 2C>combo into ender. if you ended a combo into the corner then off knock down you can 214A for eye level web into mixup if they really respect you, you can 214A then j214B for floor web and a web right above their head to lock them down, can be done off chain shift after j214B you can >6a/B>A/B if B version is blocked whiff ja>j2C charged eats most mashing (use with discretion) if none of the above then 2A>66>623C on their wake up will cross them up putting you into the corner then 2C>5C>3C> 214A>hop over them (putting them back into the corner) while having a web out to crap on some of their options, mix around with poking with 5C, 2C and 236A>4A>6A and raw 214A>6A/B of course theres back throw then hold 4 to slam them outside of the corner then throw them back in. assault jB/C are also decent options. also you can have 3 webs out\\a ground 214x 1 j214x and a ground 623a/B all at once to make them shifty.
  22. yeah because 3C lifting properties are weird and keep them at an odd angle
  23. i was literally about to post those lol. Its much harder to do on linne but delaying the jb so it hits her a little lower works wonders, but the rest you gotta plink quick. for people who cant get the jc JB JA JC 5C part down theres a more simplistic version until you want to better yourself 5A 5B 2C 5B 236A 214A-A-B>JA whiff>2C>rekka for 200 less super will give 3.1. half screen push combo is 5A 5B 2C 5C 236A>delay>214A>delay>A>A (you want the attack to hit when the web relaese them)land>2C > B rekka (dont use A it will miss) for 2.6k if you tag them with 5A mid screen this will put them in the corner and youll be at distance enough to pop a A or B web. the trick to this combo is to make them web hit them a little later than usual, meaning not immediately, then delaying the forward jump into A attack leads to getting good stuff done. Edit 2: in reference to other shadow ninjas 5A 5B 2C 5C jc j.B j.A j.C, 5C XX 236A XX 214A~A~B XX (whiff j.A), 2C XX Rekkas [2791 / 3331 with 236C at end] you can trade 5C for 2C for easier execution and 6 to 10 more damage.
  24. he'll probably be in the mid to upper but nothing serious. it seems like off corner or mid screen knock down (distance depending) keeping a web above or behind them (infront of them in the corner) and terrorizing them with your charged B+C (hits over head, crumples on hit and long enough to get in and get weird) keeping a web above there head basically lets you at 1/4th the 1/2 screen : 214A>A>A into a high damaging overhead combo, it looks like 6D>jC but has hard knock down and lets go you right into 2C>[5C]>combo for 2 to 3k+ IW with standing. speaking of his IW he can easily land in anywhere at anytime, its hilarious. EDIT: i also forgot to mention his dashing 6B and dashing 6C are decent tools for messing with people. 66-6C can net 1.3k off the 1st blow, its a 9 to 10 hit 3/4 screen punisher, and 66-6B is a low VERY low slide attack. it seems to low profile right under a ton of attack.
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