Jump to content
Dustloop Forums

Delrian

Members
  • Posts

    1,934
  • Joined

  • Last visited

Everything posted by Delrian

  1. Looks like a triple jump to me, unless she has a morrigan-dash angle on her airdash.
  2. Just dropped by to say the title of this thread made me think it was a spambot thread until I saw it had a million pages.
  3. It's preparation for the Xbone
  4. Question regarding staggers and throw resets. If the opponent recovers from a stagger state, do they still have the 6 frames of throw invulnerability after hitstun? Have a feeling that they do but a confirmation would be nice.
  5. I only have very minor experience in the matchup (when's US +R), but how effective is superjumping or dash jump as far as getting around curved missiles? The justice I was playing a few weeks ago wasn't detonating early or using f.S often so I was able to time my jumps to get in...
  6. "Integral - 1 a : essential to completeness : constituent <an integral part of the curriculum> "
  7. Unless it changed in +R, you can't throw after airdashes.
  8. Based on the "Too many mechanics!" statement, I'd say he was joking.
  9. I thought Yukiko had terrible damage... did they find some new tech for her?
  10. Ah. Well at that point, since all of their actions are slowed, reversals would still probably be weaker so they have to respect the mixup. Which they changed in CS to be a Jin-only meter bar... too early to say really. And the balls always had different speeds and angles based on the normal, though seeing them stop is interesting.
  11. Actually since RCs only slows down the opponent and other stuff that's onscreen, whiff RC throw will be just as unreactable.
  12. Throw tech into danger time? ...interesting idea.
  13. For the buttons, I had to adopt a kind of weird layout for my fingers: index middle thumb ring
  14. Glad I'm not the only one F5'ing the page.
  15. Characters I'd want to be in the next loketest (because wishing is wonderful): A.B.A Venom Valentine Dizzy
  16. Considering neither is an attack that you would just throw out, I don't think it's an important detail for a beginner video. Good to know though.
  17. I'm assuming time slow wouldn't affect blocking, by assumption is that the opposing player's actions would be slowed (so basically displaying some or all frames twice). I don't like the thought about how this will potentially nullify reversals however...
  18. I highly doubt any projectiles will be hitting low in this version if they're keeping RCs the way they are. Gut reactions to the clash system and RCs aren't that great here, but I'll wait until I see stuff in action.
  19. Are they connected via quick-disconnect connectors? If so just keep pulling until they come off, though sometimes it takes a little more effort than you would think. Edit: Disregard this, learned something new today.
  20. Interesting....
  21. What's happening exactly? If you can provide more details we may be able to help.
  22. Haven't heard of it. I wonder if I can make it Friday...
×
×
  • Create New...