Jump to content
Dustloop Forums

Kirnupiima

Members
  • Posts

    73
  • Joined

  • Last visited

Everything posted by Kirnupiima

  1. Or press P too late.
  2. As for OHK, try doing it after blocked IAD j.S or something, after which you land (let the blockstun pass) and then JUST DO IT. Get a feel for the range and pacing of it. Dolphin oki is also good, let the dolphin's blockstun finish and be ready to go for it instead of high/low hits.
  3. You can use the empty Struggle to go low once you land so it's definitely not useless. I personally practice the TK by running up (as you would in a match) and doing the 2369 from the run and I try to do it low but still it to hit. It's getting better every time but still needs just the mechanical practice.
  4. Oh ok, my bad. Now that I think about it it makes sense. Static difference.
  5. Mad Struggle also has 6f of landing recovery. I get thrown alot from it.
  6. Make sure you run deep under them so that you get c.S for certain (anchor hits up high). The jump cancel into j.S shouldn't be too hard after it, there's plenty of time and then hit H when it connects. Keep at it!
  7. I'm still learning too but if you really get it to hit meaty then that's great. You have plenty of options for safe things after it. 1- you can do aerial normals; they are overheads so keep him guessing how many until you land. If you dash jump you'll probably go over him and can either land->low or backward airdash jS (unsafe) for example. 2- land->low. If he blocks your 2K you can either continue with c.S pressure or walk a bit-> grab. These are the things I do. Sometimes they work sometimes not but atleast that's some me-time, pressing buttons.
  8. You can get a good feel of the charge times by doing H Carcass Raid. If you do it right he will remain standing. With my execution his que will move two recovery animation frames and then you can do another 8H. I believe it's the same charge time for both Stinger Aims and Carcasses so basically you can charge [1] and do whichever special you like with the same timing and return back to charging.
  9. The stance can be broken easily with Stinger Aim YRC. That of course costs meter but is really safe. Good findings you have there.
  10. I can't connect 6P to 6H for the life of me. Maybe doesn't work? It's supposed to be a gatling right?
  11. You cancel the second hit of 2HS into carcass raid. It's really tight. I input it 66[3HS]69S and look for the sweet spot at the end of the hitstun in second hit of 2HS.
  12. Thanks for the alternative combo! I was wondering why I whiffed the IAD jS on I-No today. Any tips for I-No and Millia matchups? I played both a little in +R but as Venom now it's really tough. How do you make the space to summon balls and protect yourself from HCL and hoverdash air throws while doing it?
  13. There's a systematic error with all the listed combos' enders, jSHSD doesn't work. jH does not gatling back into jS. I think jSHD is the correct one. Cheers! Good commentary @NEC DaiAndOh!
  14. I've found 6H to be surprisingly good against IAD but you kind of have to yomi it. 6P is fine and on counter hit combos to 6H and set. You can also S Double Head Morbid to shoot K and P balls straight up, it's really neat when it hits :D Oh and air throw is the name of the game!
  15. Negative edge doesn't work anymore I used to Carcass Raid my 2Ss with it all the time but not a big deal.
  16. That was for reference from the +R wiki. I doubt they'll take away something like that but we'll see in less than 22 hours :]
  17. If c.S[3] gives 28 untechable frames in +R and jump startup 4f + airdash startup 7f + jS startup 7f. 28-(4+7+7)>1 Unless I'm really off with the numbers or misunderstood something.
  18. How tight is the IAD timing btw? I-no in +r has an IAD link with 3-4f leniency (by my counting) and it's a bitch. I hope Venom's isn't as hard so I could always resort to using him insted if things with the lady don't work out as smoothly.
  19. Technical question. If I hit an opponent with a move that makes e.g. 18f of untechable time, does the next move need to come active on/before frame 18 or would active frame 19 still extend the combo? Edit: the other way around: does the teching player need a full "free of stun/hit" frame to tech?
  20. I really like how different OSCA's and Hasegawa's play look. Hasegawa uses really simple stuff, short combos into KD and oki. OSCA is a bit more of a wild card; trickier stuff and more punishes from pokes and random hits. I like!
  21. Wasn't it a month or so ago they told Arcsys would do the localisation themselves, not aksys?
  22. I'll take it! Still nearly two months till proper release
  23. Thank you guys for these combos and the really helpful Wiki! Yesterday evening I spent 3 hours learning simple stuff and that has not happened in a long time :D GG combos are tight! I welcome you too, Xrd I-No.
  24. How do you feint 5?
  25. For example with 2 you don't neet to buffer the direction, just hold B and she releases it when it's full.
×
×
  • Create New...