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NickExtreme1

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Everything posted by NickExtreme1

  1. I'm interested. Depends on the date, btw. Either Mu or Tager for me, and you guys don't want me picking Tager, now do we? :bad: PSR is a no-no btw, unless said person has like 500 matches under his/ her belt :/
  2. Looking through this thread, I notice no video showing the TK Crescent Loop. http://www.youtube.com/watch?v=yO36R8q2L5Y Now, I personally don't main Lambda (or even play her much, for that matter) , but this thread helped me learn to pull off the loop consistently (always reach at least five reps before either droping it or ending it with an ender combo.) Thanks.
  3. Recommend that Spark Bolt when Tsubaki is air charging or standing charging. Crouching charge recovers pretty fast and Tsubaki can react with B version sheild rush to go through it and punish Tager with a fat combo (lol no damage )
  4. BBCS - Tsubaki Yayoi Astral Set-Ups and Combos Going down the list in order of appearance: Astral Short Combos / Set-Ups Midscreen: CH 2C > 632146C 22D > 632146C (Obvious) 214D > 632146C CH Air 214A > 632146C 623A > 236D > Air 214D > 632146C Near Corner: Air 214D > 632146C Longer Combos: Midscreen: 5A > 5BB > 2BB > 5CC > 236A > 214A > 22D > 632146C 5A > 5BB > 2BB > 5CC > 623A > Air 214D > 632146C 5A > 5BB > 2BB > 5C > 623A > Air 236D > Air 214D > 632146C 5A > 5BB > 2BB > 5CC > 623B > Air 236D > Air 214D > 632146C 5A > 5BB > 2BB > 5CC > 623C > Air 236D > Air 214D > 632146C 5A > 5BB > 2BB > 5CC > 236D > 214D > 632146C While opponent is in air: CH 2C > 623A > Air 236D > Air 214D > 632146C CH 2C > 214A > 623B > Air 236D > Air 214D > 632146C CH 2CC > j.C > j.C > Air 236D > Air 214D > 632146C LOL Combo (Requires 5 Charge, Near Corner, Your back towards the corner): 236D > 214D > 22D > 623D > Air 214D > 632146C
  5. Video references for the following combos: http://www.youtube.com/watch?v=ymWRD6ZHJSY http://www.youtube.com/watch?v=JyKIrXVYBUE I'll post and test some more combos when I have the time.
  6. I personally backdash then poke with 5C when the opponent gets up, then 6C into steins(5D & 6D most often) on hit or block, which sets up for a lot later on
  7. Something else I found out: Please use Makoto's Planet Crusher in a combo if your planning to end the match in an Astral Finish against Tager. If not, Tager can punish you with a reversal A version Tager Buster and make you extremely sad. EDIT : Crap, sorry for the double post, just realized it
  8. Fatal Counter Combo: (Corner only) 6C > 5D > 214D > 6B > 5C > 2C > j. C . > j. 2C > 2B > 5C > 2C > j. C > j. 2C > 2B > Wisdom of the Divines (Damage : 6108)
  9. This is the truth, push Litchi in the corner with your BnB's into LV3 D's and your in good shape to win. All Green can be parried and countered also, but due to All Green's speed, it reserved mostly for the pyschicly-gifted
  10. I catch people sometimes with 6C > 5D > 6D > 214D. Catches Tager pretty well and any character that would backwards roll/neutral get-up on wake-up. Even if they foward roll, you could poke with 5C and combo if it hits, or 6C cancel into steins if blocked.
  11. Parrying Taokaka's air-to-ground attacks is pretty useful when you can parry confidently. That and j.B work wonders. I wouldn't try 6A against them, animation lasts too long (5C I find a better alternate) Also, Tao's air-to-air game imo is better than Makoto's, I wouldn't try any random attacks in the air besides j. B.
  12. Tested this same thing for Jin, and it applies to Hakumen as well. Big Bang Smash vs. Yukikaze If Yukikaze is used as a reaction to a point-blank LV1 and LV2 Big Bang Smash, Yukikaze will hit clean. However, if Yukikaze is used as a reaction to an point-blank LV3 Big Bang Smash, Makoto actually recovers from Big Bang Smash fast enough for you to super-jump over Yukikaze's counter assault, leaving Hakumen open for punishment. If Yukikaze is used against any LV of Big Bang Smash from a distance, Makoto recovers from Big Bang Smash, leaving you the chance to super-jump over Yukikaze's counter assault, leaving Hakumen open for punishment. (Makoto's blue fist counts as a projectile, FYI) Particle Flare (Initial) vs. Yukkikaze Hakumen can react with Yukikaze against Particle Flare(Initial), but here's a little heads-up: If you release a LV3 Particle Flare(Initial) against Yukikaze, Yukkikaze will hit clean. However, if you delay Particle Flare(Initial) to reach LV2 at it's second pass heading downwards, you can hit Hakumen after Yukikaze fails (counterhit), leaving you the rest of your Particle Flare combo to complete. NOTE: This is all when Hakumen REACTS with Yukikaze against Particle Flare(Initial) not when he throws out Yukikaze and you react with Particle Flare(Initial). The same method of delaying your hit to a downgraded LV2 will still work out, though. This applies to Hakumen's Astral as well. Speaking of Hakumen's Astral, similar to Yukikaze , if Hakumen reacts against a point-blank LV1 and LV2 Big Bang Smash, Hakumen's Astral will hit clean. However, a point-blank LV3 Big Bang Smash will actually counterhit Hakumen's Astral. Also, any LV of Big Bang Smash from a distance will counterhit Hakumen's Astral.
  13. Big Bang Shot (at least the blue fist of Makoto during BBS) counts as a projectile. Point-blank BBS adds extra damage (Makoto's real fist + her blue fist).
  14. Three notes: 1) You can parry Tager's Spark Bolt. It will still magnetize Makoto, but you won't take Guard Primer damage. 2) You can Corona Upper through Tager's Spark Bolt, but Corona Upper must be used at the very last moment before impact (obviously not recommend for laggy netplay) 3) Makoto's 3C can go under Tager's Spark Bolt.
  15. Discuss the Jin match-up here. I'll start with some findings from using Makoto's Distortion Drives against Jin's Yukikaze( Big Bang Smash vs. Yukikaze If Yukikaze is used as a reaction to a point-blank LV1 and LV2 Big Bang Smash, Yukikaze will hit clean. However, if Yukikaze is used as a reaction to an point-blank LV3 Big Bang Smash, Makoto actually recovers from Big Bang Smash fast enough for you to super-jump over Yukikaze's counter assault, leaving Jin open for punishment. If Yukikaze is used against any LV of Big Bang Smash from a distance, Makoto recovers from Big Bang Smash, leaving you the chance to super-jump over Yukikaze's counter assault, leaving Jin open for punishment. (Makoto's blue fist counts as a projectile, FYI) Particle Flare (Initial) vs. Yukkikaze This is a little more complicated. Jin can react with Yukikaze against Particle Flare(Initial), but here's a little heads-up: If you release a LV3 Particle Flare(Initial) against Yukikaze, Yukkikaze will hit clean. However, if you delay Particle Flare(Initial) to reach LV2 at it's second pass heading downwards, you can hit Jin after Yukikaze fails (counterhit), leaving you the rest of your Particle Flare combo to complete. NOTE: This is all when Jin REACTS with Yukikaze against Particle Flare(Initial) not when he throws out Yukikaze and you react with Particle Flare(Initial). The same method of delaying your hit to a downgraded LV2 will still work out, though. Also, two notes about reacting to Jin's Touga Hyoujin (Ice Fang) 1) Makoto's Corona Upper may have invincibilty on start-up, but that invincibility is not large enough to through Ice Fang clean. If your a certain distance in the air when Jin uses Ice Fang, you can use Corona Upper to go above Ice Fang (above, not through) Lame mens terms: Corona Upper /=/ Infernal Divider 2) If Jin uses Ice Fang mid to long range of Makoto, you can parry it ,avoiding Gaurd Primer damage. I don't recommend using Space Counter against a good Jin in mid range though, since he can react with C version DP and counter your counter. However, don't try to parry when Jin has 100% meter, he can just throw out another Ice Fang and hit you while recovering from your parry or when you try using Space Counter.
  16. XBL - NickExtreme1 (East Coast) Take it easy on me, Makoto is just a sub for me. You can get wrecked with Mu-12 and Tager, however, if you wish.
  17. Discuss the Makoto match-up here.
  18. Yeah, it works on anyone , crouching or not, as long as its counter hit. I think you were thinking about Mu-12's challenge combo that starts with J. B while someone is crouching.
  19. Pretty simple combo here: CH 6B > 2A > 2B > 3C If your close enough to your opponent or your opponent has a large hitbox like Tager, you could follow up with 2B > 5C > 6C > 5D/6D > Whatever
  20. This is true. F'n hilarious I'll edit with a video example in a few (my ISP make me ) EDIT: http://www.youtube.com/watch?v=H5KDEIjHkI8
  21. Not really a good anti-air, but it is a good mid-range poke (with a fatal counter possibility for massive combo damage) to keep Hakumen out. Mu-12's best anti-airs would be 6A and 2C. 6A would be better to use, since it comes out fast against Hakumen's great air-dash speed.
  22. CH 2C > Jump Air Dash > J.C > J. 2C > Dash > 2B > 5C > 2C > Jump > J. C > J. 2C > 2B > Wisdom of the Divines (4287 Damage / 50 Heat Required) Found this to be useful Anti-Air Combo.
  23. I am having trouble with Mu-12 Missions #6 and #10 myself, nothing to be ashamed of. As already stated, practice makes perfect. It helps also to view the demonstrations a few times to see the timing of the various combos your having trouble with.
  24. Truth about Jayoku. Interesting funny fact: On-reaction Omohikane after Jayoku will land clean. Did this against my friend who mains Hazama and the dark green/black pillar that Jayoku generates freezes in place during Omohikane's animation. Truly an epic sight
  25. I don't know about you guys, but when Ragna came across Platinum the Trinity in his Story Mode, I seriously laughed my f***ing ass off.
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