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STenSatsu

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Everything posted by STenSatsu

  1. I like to 2c if they always backdash at the start. Otherwise just stick 5b out.
  2. You might want to try and add the Daisharin combo from your vids in there somewhere LK. Getting ~4k off random j.b is worth 50% super imo.
  3. If you mean when she runs, if you run a certain amount you can call the staff while moving without making an animation for it. Also, nice update. Thanks LK.
  4. A little more info on which riichi combo? Midscreen or corner? And when would you cross them up with a jump?
  5. Ya, I've been looking at 5b,jb into some ja also. Discovered you can crossup pretty randomly with 5b,9b,ja,fall b. Was kind of funny. I guess I should probably give up on rushing with staff since she doesn't seem to have any real mixup and most of her block strings are unsafe.
  6. 6b is where she spins and then pokes far with the staff straight forward. You can hold b during this to just spin instead which is good for throw tries. Kaigu was IBing both hits of 5c, the 2hit staff normal. Really, you can IB pretty much anything after her 5b(knee) since all her staff stuff is slow as hell. Which is why I was wondering what to do better for 5b[m] blocks.
  7. So, I'm trying to improve my staff blockstrings but everything feels very slow and IB punishable. Seems like there aren't any good options off 5b except maybe just 6b feinting if they block.
  8. Ya, that combo seems off lol. I think it is dash 5c, jbc,d,airdash c,etc. Think you may need to add a B after the airdash depending on positioning.
  9. Pretty sure it does. At least according to Dreamskep. (Best online Ara i've found so far.) We had some matches and he was saying bird was getting beat by jb. Usually if I see them doing bird right off the bat though I'll 2c at the start and air combo.
  10. Airdash 2d~b+c You kara cancel j2d with throw basically.
  11. Dives: Block (ya I know they crossup stupidly sometimes), then try to punish if they aren't canceling. You can also get the with a dp if it isn't going to crossup. I try not to have the staff just sitting around for too long personaly. Just go for the d toss to see if you can catch him and then go and try to bait a dive or get him with dp while he is floating around. If they block staff, they block staff. Try again a bit later and just block j2d low. Just don't get cornered. I think you can als get rid of clouds by using shishin, so doing d->shishin for high couds and 2d->shishin for the ones in front should help. I also like to dash jump and do j.b at the very start. It will beat most of his air shit if he tries something, and at worst he is blocking or on the ground. Also, I responded again to your gfaqs thread if CCsine is you, but it's buried on like page 3 or 4 now lol.
  12. Was yesterday I think. Was probably using zombie or green color under this name. Pretty sure it was blue or purple which makes it even sillier lol.
  13. Ya, Carl negative edge gets a lot easier with a shoulder Drive button. Arakune is the hard guy to use on a pad. -_-
  14. Lol ya, our mirror matches were kind of silly. All about if somebody flinches and is a bit late. Swear, every time you were just slightly higher in the air for j.b lol.
  15. Ya, hold D a bit longer Shining. Also, make sure you are hitting the ground before you rejump for J.c. And yes, it is probably better to just get your damage in and gtfo of the corner against Tager rather than trying to do staffless mixup that will probably get you IB->360/720. I'm still way too agressive against Tager because his hitbox is fat and super-silly in the corner.
  16. She's the johnny of BB but she's actually playable on a pad.
  17. God damn, that man loves his RiichiB. I thought that was kind of unsafe on block but I don't think he ever really got punished and it let him add some extra damage to his combos it seemed.
  18. Man, I think I got logged out of Nico or something, Always shows up as a pic of the video and a bunch of text beside it and I can't figure out how to view the damn thing lol.
  19. Ya, there are a few RC combos using her rekkas where they RC chun into fall c and then continue with a ground combo.
  20. More damage. 5b is good if you end up doing chun too high or something, but it is better to do the 2c version. Try holding down C when you go for it right as you land since it keeps inputting for 5 frames if you do. Aside from damage though, I'm not sure if there is any reason 5b is bad mechanically. (As in, making the combo not work sometimes or something.) It can also be kind of a pain to land online in red or worse, since the 2c can be kind of tight sometimes.
  21. Didn't realize patching arcades was so normal. Interesting. Anyway, this isn't really the thread for balance discussion or tier list shit. Just make a thread in gameplay forums or something. Some stuff could be better and I'm sure it will be better next patch/revision/whatever if the GG series is anything to go by.
  22. Just gotta do 96 really quick. Just learn when you've recovered from [d].
  23. Well, not sure about a patch, but there is almost for sure going to be more iterations considering how big the community seems in comparison to GG at least. I don't remember, but how long did it take for #R to come out after XX was released?
  24. Lorax: Litchi actually has mostly close matchups with the cast. So they probably just outplayed their opponents. She also has damage now that riichi combos were found. Only need like 3-4 hits to kill somebody since nearly everything goes into a combo.
  25. You may have done the combo slightly too slow. I think it was figured out earlier that tech time increases based on time passed while in combo and not technically on hit count. I'll try it out and see if I can get it.
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