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LunaKage

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Everything posted by LunaKage

  1. I'm not sure why back tech can block it, its a mystery to me. as far as delay forward tech: if someone doesn't tech, they get reset, if they forward tech they also get reset, so even if they delay forward tech, they will get reset. don't worry, tonight at casuals I'm going to recruit someone to help me record this.
  2. I don't mind the loss of optic barrel A, I just wish optic barrel still knocked down, seems like a waste without it.
  3. d.2D crosses up after a j.D.
  4. 4D is body and projectile invuln. if you used 3C, 4D beats that because its a prohectile, same for j.C.
  5. yeah it's the first one, it's the same thing she's had since CT.
  6. you might still be too close, throw more shots in there, and make sure you do 6D asap.
  7. Is there a Relius who posts here that went to youmacon? he was pretty good, so I'm hoping he posts here.
  8. yeah ill have to note all of that stuff as well, I do have alternate moves listed out in the list already, like 5B/2B, instead of just 5B. combo theory in this game is much more simplistic, so I decided to emphasize options as opposed to a definitive route.
  9. unless you're trying it midscreen? I don't recommend using this setup midscreen, I prefer to just use the 2B method. If it doesn't catch rolls midscreen, then its all the more reason not to use it midscreen. did I say midscreen enough? midscreen
  10. I can't make a video right now, I'm at work :c I do want to make a big drive oki tutorial video sometime soon though.
  11. yeah I was kinda second guessing that myself, but at the same time something like that could be confusing to a new user. I'll come up with something, maybe I'll just make a general note on the different ways to combo into fenrir in the info section, would something like that work?
  12. it resets forward roll, but it doesn't seem to punish back roll in corner. they still have to block it though. it also punishes no tech. and that's not even counting the mixup portion. the roll and no tech options get punished by the first 6D that's supposed to whiff, if you react to that reset, you get a 3.7k combo meterless back into the same setup.
  13. "work in progress" As far as the fenrir thing goes, how would you rather present it?
  14. I'm cool with that, I can actually make it most of the time too.
  15. I think roll teching is a much bigger threat, since an opponent can see the post-22B setup a mile away, with the drive oki, we have the advantage of unpredictability, with the Jump OS, once an opponent sees that a few times, they will just roll it for free on reaction.
  16. That's kinda cool, but I think it would probably just be a better idea to use the standard drive oki setup, I'd assume doing the 6D(Whiff) > d.5A(Whiff) > d.6D route of the drive oki will produce similar DP beating results.
  17. The main issue is your spacing when the combo starts. Max range 5B > 5C > 236C > RC > 665B is much harder than a close range hitconfirm, the other issue is that even if you hit it, you need to modify the combo on a lot of characters to make it work, since you will be pretty far after the 665B connects. usually you can do sj.A > j.C > j.D to rectify this problem. That method is also a good idea on characters like Makoto when doing the midscreen overhead confirm into OB.
  18. I'm going to use the first post for the "Must know" BnBs, since we have a decent combo discussion going, I figure we don't need to list all 5 ways you can combo off of every starter.
  19. They normally cost around 15, and yes I've had this idea before and will totally not stop until I've won a Wrestling Belt.
  20. for starters, for someone brand new, start with 5A/2A > 5B/2B > 5C/2C > 236C
  21. I'm relatively sure you can sj.A > j.C > j.D in that situation as well. but yeah 6A is terrible for blockstrings, no disputing that.
  22. in situations where silencer whiffs, throw in a d.5A before you hit 22B, it works.
  23. Shoutouts to Mr. Allcaps liking Noel.
  24. I'm gonna disagree on a couple things: 1. if you use microdash 5B > 6A, it will never whiff on crouching. but honestly, even without it, I have never had it whiff. 2. the best confirm for AA 6A is sj.C/5B. you can get a full combo if you use the sj forward method, if I space the 6A and i think i will hit them at the absolute highest and farthest point of 6A's hitbox, I cancel into throw whiff, which on ch allows you to dash in after the throw whiff and use 5B > (5C >) sj.C etc, on normal hit your opponent can tech in the air though.
  25. the most optimal is a string ending with a close range 2C, since it's +1, but be careful, because people like to DP afterwards.
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