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Fireryda

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Everything posted by Fireryda

  1. it's always possible off a chain hit against them on the ground with D follow up. it just depends on your angle on whether you can follow it up with a ground combo (like if you hit the top of tager's hitbox with a j.6d from max range and you do a ~d follow up instead of ~c so you hit him with j.2c and go flying past him >.>). afaik it doesn't connect off full distance 5d~c j.b is better to use than j.2c as it gives more damage? and more heat but if you mistime it and miss the j.b land 5b link the cpu does bs stuff. if you hit them with a chain then you should be pretty safe anyways.
  2. 5d~d > j.2c > 5b since j.2c has MASSIVE hit stun. 5d~d >j.b > 5b won't link at the 5b part if you hit the j.b too early (like at the tip of his foot) and then you land try to 5b and get bs cpu GETB countered. if you do want to use j.b 5d~c > j.b > .. but apart from that, practice. you'll eventually get a hang of the distances. I've never missed a 5d~d > j.2c. j.6d~d > j.2c > (whatever) on the other hand...
  3. It's very fast and has to be barrier blocked in the air. If you can get the spacing right it's good but it's just really risky. Good for getting them when they can't barrier but most likely they won't be in range though the hitbox is pretty large so i guess that's a plus there. It's not bad every once in a blue moon but not an abusable anti-air like 2c. Rather just 6D if you're going to AA from long range as it gives you all sorts of options after.
  4. he has head invul halfway of startup. pretty much when he's ducking down so attacks will go right through.
  5. that's why 2c is better most characters on a jump-in would be poking with a long range air-ground poke. i wouldn't use 5c much but it comes out fast. j.214b is slower than both 5c and 2c. the good thing about j.214b is that if you get stuffed, you're airborne and they have to react to that.. depending on the character. jakou is high risk high reward thing. good from far away though.
  6. tk j.214b as an anti-air? no. its usefulness? good for breaking the last primer. Isn't an overhead so it's not good for mix-up. 623D is good but a bit hard to time and doesnt hit them if they're really close to you.
  7. pretty sure he meant 5c. it's not a bad anti air, its hitbox is pretty big and can connect to j.cx5>2c on a low hit or 5c>2c>... or hell 5c>4d~ax2>4d~d>j.214b# lacks head invul though
  8. Sure you can. Some of the stuff in SFEX's expert mode.
  9. pretty much. that and if it's blocked you're in a bad position.
  10. Is chip damage even a big thing? Apart from Ragna I don't see any other characters doing any noticable damage with chip.
  11. in jabaki range chains are useless. they give no hit-stun at all and it takes longer to recover. even on CH you won't get much off it unlike jabaki which on CH you have knock-away and even on block its slightly in your advantage.
  12. well.. his air dash backwards is useless imo.
  13. 5d.. is not even a reversal.. AT ALL. it just has BS invul frames that go through everything. jabaki (236d) is pretty safe on block (+1) but it can't be cancelled with everything so it's usually a pressure ender as far as i know. most times you use it you'll be too far to do anything else. Either way it's combo'able on CH in corner 236C>5C>2C>whatever and on CH mid-screen RC > 5d~d>j.b>5b>2c... not worth it though
  14. that and 5c OTG's tager, rachel and i think hakumen and arakune. combined with it also doing 2 hits and yeah.. free damage
  15. please... use notations instead of attack names unless they're commonly known. cause i have no idea what the hell venom sword is >_>
  16. 2c.. has meh horizontal range too.. >_> really shouldnt be using it much outside of combos. except as an anti-air.. which it's freaking good at but i wish on CH it didn't launch them to the top of the screen.
  17. I can't give up Hazama forever.. He is one of my best characters.. My lambda is better now but that's because I don't auto-pilot with Lambda..much. But yeah I dont think i'll be hitting up matches with people outside of AU much.. lag gets to me and I only have a finite amount of spare controllers before I move onto my sticks ><;
  18. well thats what the 2b is for. relaunching them, the corner is to keep them close I guess since the 5c and 2c push them back a bit.
  19. 2149b? it's how lambda players do crescent :>
  20. Sounds good. how many loops can you get off that? doesn't look like it'll be much. and can you bypass the 5a alltogether?
  21. would it be better to do j.214b > RC > 4d~D > 5c > 2c > 4d~a >4d~d > j.214b# ? and j.5d~d > j.b/j.c > dj.cx5 > rc > 4d~d ... would that work or not due to untech
  22. totally mine~ it's possible to start combo off a standing 214d~a non-charged though. Requires a certain spacing and is a pretty small frame window link. 214d~a > 5a > 5b > 3c > 214d~c > 5c > 2c > 4d~a > j.cx5 > j.214b might have to remove 2c > 4d~a because of untech time.. can't remember Damage is crap.. something around ~1800-1900.
  23. if any of them hit they'll have the same CH stun. I generally don't use it up close as it's pretty suicidal. Only for a delayed pressure ender or oki. Isn't an attack that should be used a lot as it has a risky startup.
  24. yeah thats what i was thinking. While a 6C CH starter is rare, it isn't difficult to nail a 6C against fairly good players. It's a pretty decent get away ticket.
  25. dont think it has but going through that, it's possible to add more 6d~a's then DC into 3c jayoku for at least 8200+ damage the 6c CH starter and 5d don't prorate much and are just adding on free damage.
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