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ARC-IX

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Everything posted by ARC-IX

  1. Sorry for the double posting of Combo x.x, lol anyways. Here's one to try out (Corner)5B > 3C > 214D~C > 5A > 5C > (slight delay for higher height)2147B > [2B > 5C(1) > 2C > (slight delay)2147B](loopable?)
  2. @ Demethieus Pick someone you think you can somehow expand their potential. If Hazama feels nice, do spend some time on him and see how far you can go with him
  3. new combo? ok here's 1 before i left Hazama XD 5B > 3C > 214D~A > 5A > 5C > 4D~A > j.214B#
  4. For AA, i would prefer either 214D~B or sj.2C (if fast enough)
  5. Good to see more hazama's combo video, getting more and more ( which is good ) sadly my hazama is kind of a bit out of tune. likely not to touch anymore (maybe some time) gonna use either Jin / Hakumen. But still, i will be frequently visiting Hazama's section and try to help people with what I know.
  6. lol i deleted my last post because fireryda was faster then me by a sec X.x hm, about delaying. Why not try 4D~A > delay 4D~A > Jakou they tend to fly outwards if you let your 4D lock loose for awhile
  7. Tested, works witout CH J.214B# > RC > delay j.4D~D is basically worthless, trust me. i did it once and I pit it against the normal combo, damange increment is less then 100 + waste 50% HEAT (FA)_(IL)
  8. maybe 2B > 5C(1hit) > 3C?
  9. not excally 800 damage IMO, that actually depends on how long your combo is going OFFTOPIC: Im back from a long hazama break XD
  10. Currently Focusing on Ragna, if you have any questions regarding Hazama, feel free to put a mail in my inbox - ARC-IX

  11. chains will be risky, if your opponent techs back and anti-air, they can woop out 1k - 2k damage (depending on who ur opponent is) [maybe 3k for tager]
  12. 6D~A x3, you must adjust it so that ur 1st 6D hit locks on head hit ( hit the head ), 2nd on the body, 3rd on the leg change *100 Heat* to *150 Heat*? and i think i understand why the 1st 4 j.C is whiff on purpose 5th hit of j.C prorates by 110% = basically more damage on the long run reduce combo count = more combo before tech
  13. lol, true
  14. about the j.6D, it works on tsubaki too from one of the video
  15. Weird, i cant get how they 623D > j.6D though Not really, do it on comps and you'll see eyes staring @ it and having the WTF expression XD
  16. but really, 10k damage is ALOT, lol but considering the difficulty and the fact that it uses 150% is really not worth it unless you can pull this off and finish players with @ least 80 - 100% hp that almost killed you in a rebel 3/5 and that they does not have any burst stock left
  17. DAMAGE : 2673 BLUE BEAT : 21 , 23 5D~D > j.a/j.2c whiff > 3C > 214D~C > 5C > j.C x5 > 2C > 4D~D > j.C x5 > dj.C x5(4) > j.214B
  18. Yeah, ALL AI usually sticks out something when u do something, even if you're far away. lets say u stick out a 5D on an AI Bang and he'll too stick out a D move lol
  19. I cant even get pass Haku on Score Attack mode, his counter ability is seriously too, annoying . and i think the AI got more intelligent due to the fact that they read your output commands faster and then recalculate the frame data and finally stick out something to counter u lol, The 5th hit also gives bonus 110% proration so my guess is that they prorate on each hit
  20. i think they prorate on each hit. becuz, if they prorate on 1st hit, the damage output would have been somewhere around Ragna's O.o?
  21. I don't know why but i just seems to like 5B >
  22. lol , i'll off topic some, Normal / Shaded is t3h best XD
  23. ok got it ty. damn the j.6D is 1 pain in the ass Normalizing Jyayoku's 4D always hits too high then 2nd 4D whiffs
  24. oh yeh its 3C XD lol, urgh, on ur combo , y does it FC twice? lol :9 still cant do the 623D > (Dash)3C its still all blue EDIT: Ok nvm, i got it, must start with 6D and not 4D lol Then what about 623D > j.6D O.o
  25. weird, i don't know how u all get the 623D > 6C / 623D > j.6D O.o, i tried it @ the fastest possible but they all seems to teck
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