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Spirit Juice

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Everything posted by Spirit Juice

  1. It is a silly argument because you're comparing Litchi 5A/2A to Bang's A moves. lol Not to mention that her overall game does not really rely on her 5A/2A. If you removed her 5A and 2A, she would do just fine without them.
  2. Litchi's 5A and 2A are mediocre at best. Just because she CAN doesn't mean she will be starting a combo off of them in most situations. Kind of a silly argument, IMO.
  3. Haters gonna hate. And probably not.

  4. Double BE combo off of HF RC is 36 meter gain, give or take a few points. The combo was done with 100 meter, so it does not account for landing 5B 5C. The problem with doing 6B 3C 5D 5C is that it's not 100% reliable, and you can't do double BE combos from it without adjusting (i.e. j.C j.D neutral JC BE). For example, the 5D 5C is both character and distance specific. The 5C will not always hit depending on the character and how close they are to you. Max range 3C into 2B 5C works on everyone, IIRC. It does less damage but is pretty much safer and universal. I know the 2D combo you listed does more damage, but you really shouldn't be doing 2D outside of max range or close to it...
  5. If I banned everyone I wanted to like 90% of DL would be banned.

  6. Yes, it depends on positioning.
  7. If you somehow land a 2D upclose (doing it that close in the first place is pretty risky; if it's blocked you're going to eat a punish), 5C into the air combo I posted is pretty much your optimal combo. End it with 22C, of course. For max range 2D, run up 2B 5C should work on just about everyone, although linking the 2B is pretty tight. Seems to be a two frame link at the worst. Natural combo would be 2D 2B 5C into BE combo. 6B combos vary. Up close: 6B 3C 5D DC 6A into double BE combo. End with 22C. 3.9k At max 3C range: 6B 3C 2B 5C into double BE combo. End with 22C. 3.4k (or somewhere around there; forget) At near-max 6B range: 6B 5C 6C into BE combo (forget if you can do double BE) SUPER PRO MAX RANGE 6B COMBO: 6B 5C 2D run up 2B 5C into BE combo. End with 22C. As for HF RC combos, you just go into 6C DC or late SJC into BE combo. Double BE combo is possible.
  8. I'll ban you for now showing me your boobs! D:< Seriously though, that's worth an infraction, not a ban. If he gets more infractions, then I'll ban, obviously.

  9. This Koogy is about to explode!
  10. Off of 2D, you can also do 5C JC j.C j.D JC j.D BE into double BE combo.
  11. 2D is unchanged from CT. Normally, you'd RC GH just to ensure you don't drop your combo after it.
  12. Off of j.C you can do 5B 3C 2B 5C into a double BE combo. j.C j.D you cannot. If you manage to get j.C j.D, do a 5B 3C 5D DC 6A into single BE combo, ending with 22C.
  13. May's singles tournament will be on the 22nd, not the 29th.
  14. Considering the tech time for OS throw is 5 frames and the reject throw window after is pretty huge, I wouldn't say that. OS Air throw is pretty good though.
  15. OS Throw is pretty awful now. You're better off doing regular throw if you're expecting it/reacting to it.
  16. MB also has throw invulnerability on jump start up. Not sure about AH, but it probably has that too. Can't really think of any other mainstream air dashing games that might have it. Maybe HnK? Not sure.
  17. No, BB air throws are hot garbage. A lot of air dashing games have throw invulnerability for the start up frames of jumps.
  18. I'm glad SolBadass and Ladon covered this, EVEN THOUGH I SAID THE SAME EXACT THING IN AN EARLIER POST. orz Like they said, characters have specific jumping arcs and how they fall during a jump. Character weight specifically refers to how fast a character falls while they are in hit stun. Everyone in BB falls at the same rate while they are getting comboed. In Guilty Gear, this is very different. Here's an example. A standard combo for Sol is ending a combo with 2D into 236K (Bandit Revolver). Let's compare Ky and Robo-Ky, which have the same hit boxes or very, very similar ones when they are getting hit. On Ky, 2D into 236K will work because he has the default weight of 1.00. On Robo-Ky, 2D into 236K will NOT work (most of the time) because he has a weight of 0.95, meaning he falls faster to the ground than normal. Make sense?
  19. Oh my fucking god K-On I hate all of you fucking faggots. *rage face*
  20. Mashing 360s/720s isn't a good idea. lol
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