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weika

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Everything posted by weika

  1. Deathscythe general discussion JP Wiki: http://www4.atwiki.jp/arcgundamexvsfuvo/pages/52.html Move list Normal Mode [A] Beam Scythe Standard Main, 2 rounds available at a time [CSa] Taurus Throw It has limited guidance. Blast impact is improved. Launches on hit [AB] Altron summon assist Calls in Altron gundam, does multiple hits. [AC] Hyper Jammer Invisibility, cuts guidance on attacks. Goes away when you attack. Can activate/deactivate cloak during it. [bC] Active Cloak Mode Activates Cloak armor, negates damages from BRs. Still takes damage from certain attacks (MGs, Gerobis) 2B parry/counter Slows parry that counters melee attacks. Activates when opponent is within range. 5B Decent range, main melee attack used in combos. 4B/6B Mainly used in melee range has good range. CC8B Great melee attack, used to close in on opponents. Has great range. Stuns on Hit. Active Cloak Mode [A] Vulcans Standard MGs, stuns after 5 hits. 2B Somersault kick, launches on hit can be rainbowstep cancelled 5B Stomp kick, knockdowns on hit Cancel Routes A → BC 5BBBB, 6BB → 2BxN Strategy Deathscythe is a front, melee oriented suit but can also work as a back. Gameplan usually revolves around good usage of Hyper Jammer to get in on opponents. A good hyper jammer activate is done when both units aren't focusing on you. ~~ WIP Combos Note: -> means normal cancel, >> means boost dash cancel, > means rainbowstep cancel Normal Mode Active Cloak Mode WIP Video Section ~~
  2. I also feel like she's "different", Her combos are interesting now and her counters are as Kaeru stated. I wouldn't say she's completely like in AC+. The only thing I wish was still present is the old j.D knockdown untech time. Also iirc, her defense values changed?
  3. I think I can see the confusion, j.K is being jump cancelled but not immediately, so it looks like there was a delay on j.K > j.HS
  4. That's true, I just hope light weight characters don't fall off or something haha.
  5. I guess from now on, (stuff) j.236K land 2HS, 6P is the way to go now to put them on the corner. Then again, it could also be character specific. Kuni added a 6K before 2HS for example. EDIT: It looks like a 5K but it's actually 6K
  6. Ohh, nice! I thought we couldn't depend on j.D midscreen oki in +R no more. I'm glad I'm proven wrong. I think the more j.K attempts in air combos are used to reposition the character, so that after landing, you'd be able to combo after j.236K. That's what I think at least.
  7. Shoutouts to Kuni! http://www.youtube.com/watch?feature=player_detailpage&list=LLcrkZ_2IyQP2NXeAfbovycQ&v=2O0Sj3vkyo4#t=673s Near corner Yozan > RC > j.236K, land, 6HS > j.SD FRC, AD, j.HS > j.236K, land, 6K > 2HS > 6P > Suzuran~412P I think this could also apply to tk yozan as well? Height is obviously a factor. Great damage.
  8. Probably gonna make it to this.
  9. Shoutouts to Mahouko's stick. (hopefully I won't be as free next time in GG loll)
  10. PSN ID: weika77 Time Zone: EST State/Province: NJ Main: Hazama Sub: Jin, Relius, Tao Availability: Random, usually late at night.
  11. Sorry dude, I had to dip .
  12. Yeaaa, I'm definitely hitting up NL more often. Get on that GG and MB grind.
  13. I'm just gonna shamelessly promote this here, H-Ryougi combo video.
  14. Haven't played alot to know enough players but I'd nominate Nineball.
  15. Not sure where to post this but here's some new EX combos; http://www.nicovideo.jp/watch/sm15813966 Too lazy to actually write them down, but yeah..
  16. Kyokushi! Nanaya indeed and thanks. lol

  17. Win avatar is win. Seriously, why hasn't anyone thought of it before?

  18. Actually...do want. :d
  19. Fancy meeting you guys here, now we can take over the world! We'll count on your Ragna. :eng101:

  20. Yo Nineball, mind if I add you? It's been a while since we last played and I do want to see if I actually got better.

  21. This. CH Jabaki leading into a high damage combo will make him too good imo though.
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