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Seifuuku

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Everything posted by Seifuuku

  1. doesn't fatal jayoku add 1k damage midscreen with j9d 623d j6d relaunch
  2. i was just pointing out there are true reversals with fc properties when someone said hotaru was the only one
  3. calamity sword is also invuln from frame 1 and has like 14f start up total and it FCs.. both versions of yukikaze as well worst fc.. i guess it'd be rachel level 3 j2c outside of combos. no way anyone is getting hit by that
  4. calamity sword doesn't seem that bad if you have 100% meter.. bit slow on the start up so you can't really reliably use it in ib->reversal kind of situations but leads to 9k or so i think, on ch->rc.. but i think arakune's 5c fc is really good. ragna 2c is also nice, but short range+limited gating options
  5. let me know when you find another ragna..

  6. doesn't jakou make burst last like half an hour? could probably rc and punish it if you have meter
  7. 214214d when crossed up becomes D divider.. might win into big damage, might not.
  8. .. what is wrong with 6a, again?
  9. called it on shounen's team winning gg, eat shit huey. n-o didn't even make top 3 a little surprised that kaqn&dennou got knocked out first round. how far did stunedge's team make it?
  10. mm.. i really want to find a way to make it work 100% because it would be a really nice addition to ragna's oki game, since it would force an emergency tech instead of you using divider/hells fang which isn't true oki.. it messes with DP/reversal inputs, puts another layer of thought on wake up games (you used to just look for overhead/throws, now you look for crossup/overhead/throw) which obviously increases your chance of getting some more damage from oki. unfortunately my execution for this type of thing is somewhat bad since i play on pad+i have not had a lot of time to play lately
  11. linear is your name tommy yun
  12. it's from end of eternity

  13. i.. don't know. i'm sorry leo.
  14. can't you just auto pilot to 4d if they just block 2c
  15. barrier is very strong in this game.. if you barrier and block an entire block string then 90% of the time they will have to do something risky to get back in because of barrier pushback, which is where you punish them/jump out. learn what you can punish on block (ie 2d, 214b, 5d for ragna) and learn when you should keep blocking instead of opting to jump out
  16. it is actually fairly easy for some characters. 214d~c->dash->very slight delay always gets you 3 chains if their hitbox isn't huge. the problem is that using j214b at the end can get you punished if they mash air tech and punish with 5a or something asap also here is a hillariously impractical combo that uses 150% heat 5th hit of j.c ch->236236b->214d~b->dash 5c (2 hits)->2c->6d~a->4d~a->623d->5c->2c->6d~a->4d~d->j214b#->rc->236236b enemy must be in corner, must have fat hitbox
  17. is it possible to do something like anything into single belial (no follow ups after belial) dash under 22c33a3c(if they don't tech, 22c comes out. if they tech, you cross under them as they emergency tech and 3c comes out after you cross under them, possibly leading to big damage+oki on hit, or pressure reset with 5d(1) dead spike.. mix it up with 22c3a3c for fake cross up, throws/overheads after cross up/fake cross up, etc
  18. if they don't respect, play 2c fatal mindgames and dont be obvious with your resets/overhead attempts
  19. 5b->2c->3 chains is a lot easier than 5c->2c->3 chains, or even 2 chains in net play
  20. gh is 20f normal, 16f tk
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