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wighti

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Everything posted by wighti

  1. Found out that you can do a double Fenrir corner combo on Tager for 6.7k. 3C -> 22BC -> 66C -> 4D -> d.6C -> d.2D -> 623D -> 6C -> sj.D -> d.6D -> d.6B -> d.5B -> d.5C -> 236D -> Fenrir x 2 So err yeah, if you've the heat to burn, why not?
  2. The stuff below that, it's from the previous loketest?
  3. http://generalnantoka.blog35.fc2.com/blog-entry-390.html Something about 5B in there, if I'm looking at it right - moonspeak and all that,
  4. Will be interesting to see if it's possible to combo from the, now a bit more relialbe, ATG j.B into j.4D. Probably will need a CH in order to work, if even that - j.4D is still quite slowish.
  5. And hey, look at the bright side - 6A hitting crouchers makes our already easy enough astrolling ability even easier
  6. The j.4D was definately faster by the looks of it - tho judging from what I saw of that, it's still easy enough to block on reaction.
  7. There's a note on the latest post in the loketest thread
  8. Cant really say anything until we see what 'D moves changed' means. Like Luna, I can understand the haida ditch, since they're getting rid of loops - losing 623D > 66C is a big hit tho, since that's pretty much what you used instead of haida for damage. Hopefully we'll get something a tad more solid in the coming days, maybe even some videos. Still would love to see the new j.4D.
  9. Hehe, the first match of the 2nd vid reminds me of my own play somewhat. "Oh shit, guard crush and I didnt see it coming. MASH PALM ON ALL BUTTONS. Shiiiiit"
  10. Correct me if I'm wrong, but aint ~2.5 pretty much what you get out of a 6a? There's really not much more that you can get. So saying, 'only' is kinda misleading
  11. + It was said that the machines at the first test were running with some serious input delay, making it really hard to gauge some stuff like that.
  12. I'd recommend this for a vid, not that long tho. (Yes, I'm a fanboy) http://www.youtube.com/watch?v=wzavbV0a3X0
  13. Dunno if this was mentioned before, didnt see it tho: If you start a haida loop off a clean 3C(non-CH) hit and starting the haida with just 22c instead of 22bc, you can get to 4x22bc to finish it off in the corner for 5997 as well. (3C -> 22C -> 66C -> [22B -> 22BC -> 66C]x4 -> 5D -> d.6B -> d.5B -> d.5C -> sjc -> j.D -> d.6D -> 236D -> Fenrir (5997) Getting a clean 3C to hit on a Tager is quite something else tho
  14. Has anyone tried to replicate the reset you get after 22B with 22BC if you time it right? Noticed it happening at times when practicing, also in some laggy instances I've had it happen in a real match. Just wondering if it's at all feasible to do repeatedly and succesfully when intended. EDIT: The real match setting did happen a fair while ago, so I just might be remembering it wrong. Definately happens in training if you try long enough thou EDIT2: Nvm, only works if they emergency tech as far as I could understand it. Guess you could still get a random reset somewhere if the opponent is mashing tech.
  15. Aight, fair enough. Figured the 2D working was a bit of a fluke, just wanted to confirm it. The other thing I was thinking that is it, anywhere remotely safe, to try to IAD if you manage to get a few pokes in when he's looping you?
  16. Is there any decent options of getting out of the ground loop once it kicks in and when you get the chance to block? The few games I've played I've had major issues with this - something like block, 2b followed by 2d seemed to work half the time, so I'm guessing it's up to the carl player to see it and have Nirvana smack me out of the air.( Atleast that's what happened most of the time the 2d failed.) There anything else decent one can do in that situation. (Aside from the obvious "Dont get looped, fool" :D )
  17. And my my not so amazing blocking keeps getting me trashed, guess I'll have to think of something else.
  18. One thing I'm curious about when watching videos from people like R1 is that, how come the opponents let him to poke so much? Is it some kind of a psychological thing, where the opponents know that one good hit turns into a 3.5k+ combo more often than not? Just seems a tad weird compared to my own experiences with trying to lay on any kind of preassure only to have Ragna "5B IN THE FACE YO!". (Or any other equivelent)
  19. I'm pretty sure I've got the 'right one' for me as it feels really comfy to use and doesnt wear out my arm in the long run. Still, it's been just a few months since I started using a stick, so it might as well be just practice, practice, practice. As far as the handle goes, errr. I've got my fingers wrapped around the stick sans the pinky that's loose and then my thumb rests more or less on the top of the ball. Not quite sure what's the name for it.
  20. Been using a TE stick for a few months now and from what I've read, I've still quite alot to work with before it becomes a bit more natural to use. Just like the person above, I'm having issues with simple moves like 44 dashes that seem to wiff alot. The thing I find strange is that something as simple as 44 causes me pains to no end but other, more 'complex' if you just count to the number of imputs, flow out like the stick was a part of my arm. And then, those same moves, for instance doing the air super with Noel as 214214 is easy as hell I find myself wiffin' ALOT of the same move in reverse at 236236. Hell playing from the 1P position is so much easier for me at the moment, so I'm scratching my head as to why the double quarter circles keep wiffin when I'm stood on the left side of the screen. Boggles the mind man. Boggles the mind. .... wish I had been born ambidexterous!
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