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Kamano

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Everything posted by Kamano

  1. Speaking of pulsr's video THANK YOU PULSR Excellent video, very well done.
  2. I got ~5050 last night from a mirror definitely my record so far, almost died laughing when I saw how much it did
  3. Just for a point of reference, in the "Guide" section at the top of the site, there's frame data for most characters (All except Mu and Makoto). "Good" 5As, such as Bang's, Ragna's and a few others are 5 frames, the rest are 6. 5Bs are roughly 8 frames or longer. According to the Mu Guide topic, assuming I'm reading correctly, sword of decimation is -10 on block. So yeah, it's unsafe, but at the same time, ending a blockstring with a sword generally means they're going to be a decent distance from you. A few characters could probably punish it, but distance is just as much of a factor as frame disadvantage, so they'd need a really fast, looong reaching normal to do so. Personally I'd say keep at it until someone gives you a very good reason otherwise. Jumpins: j.C and j.2C. Her other aerial attacks don't really stand out, so those two are your solid options. Personally I really love j.2C in general... Could just be me playing bad opponents but I can land silly j.2C shenanigans all day long Antiair: 2C and 6A. 2C is excellent if you have the time to get it out, as it's a bit on the slow side, but it's air unblockable, and has a decent hitbox, easily comboed from, etc. 6A is your quicker option, but it hits more horizontally than vertically I've been messing with Blessed Mirror a lot myself recently, and I've been fairly successful in using it as a sort of antiair and to punish a few things from a long distance. It can be comboed into, but I think the real beauty is the almost absurd damage it can do on its own as a punish
  4. For blockstrings, I personally tend to end just about everything I do with Mu in sword of decimation. It knocks off primers, has a big hitbox if they attempt to do something, and, well, I just like using it. I don't know how it stacks up in terms of frame (dis)advantage though. As for steins, They all have their uses, though in my experience you'll get the most mileage out of 5D, 6D, 4D, and j.2D. The others tend to put steins too high in the air, and by doing so they tend to lose a lot of their usefulness. The lower they are to the ground, they better angle they're going to have in terms of shooting at a far away opponent; too high and the lasers control significantly less [useful] space, and having them too high also reduces your ability to successfully hit anyone by blowing them up.
  5. Pardon my scrubbiness... I'm going through Hazama's challenges, and I'm having a lot of trouble on challenge 6. The dash after 214D~C in the bnb they have you do was giving me problems, but I think I got that worked out. What's giving me an issue now is getting all the hits of his j.C properly. I keep finding myself jump cancelling the 4th hit really easily, but the challenge and the proper way to do it is to get 5 hits... If I try and delay a little bit, I tend to not get the jump at all. I'm absolutely making sure to hit C 5 times, and I'm doing it with a fairly even pace between each hit. Is there some trick to getting it, like using a different rhythm in the hits? Is it legitimately any easier to jump cancel out of the 4th hit than the 5th, or is it just in my head? If the answer is just "practice more", that's fine, I just figured I'd take a minute and check in here in case I'm missing something that could make my life easier.
  6. Oh god I just started legion mode, hovered over Mu, and hit start to select my color... and it just selected her with default colors Default colors don't feel like the same character anymore after 100+ matches as Dizzy colors Sorry for this being non-gameplay related, but I love my Dizzy-Mu
  7. I've had excellent damage from using it while all 4 steins were behind my opponent, so that the lasers had to travel through the opponent to get to the steins, and then back again after bouncing off the steins. Best I've had from this is right about 4.8k I'd presume having them in a tight group around head level, and sandwiching the opponent between the steins and yourself would produce the best damage, but for something like this, a practical setup and an ideal damage setup are probably going to be worlds apart
  8. Over the last few days I've realized just how much I love Mu's Blessed Mirror super as a simple punish. Before, I had been typically just been tacking on a Wisdom of the Divine at the end of short combos or after overheads, but seeing just how much damage Blessed Mirror can do has really changed my mind on how I use my meter... With 4 steins out I'm easily getting 4-4.5k from just using the super raw to punish bad jumpins and the like. I wish I would have realized the usefulness of this super sooner, it's really quite nice.
  9. Yeah, I tried starting my rounds off with 236A or j.236A, and in general it wasn't very effective, and found myself being hit out of it a ton. Now I tend to either just sit for a second and attempt to 2C any forward jump or airdash, or I'll j.C j.2C... oooor superjump back and throw a couple steins out. Really depends on the character I'm up against
  10. Ah, that's what I was looking for This is what I was having a brainfart about and should have been doing instead of thinking for some reason that a 6C during sledge would miraculously hit him I'll keep this in mind for next time Thanks, both of you
  11. Played a few matches against a tager today, and during one of the rounds I managed to guard crush him... all 10 primers, no bursts were used. I was so proud of myself :3 I did run into a couple problems during those matches though that I never quite found solid answers for. Pardon my scrubbiness here, I only just started playing BB with the US console release. Anyway here's my problems: What's a good answer to sledge? I found that when I had a couple steins up and threw a laser, he was timing sledge to get through the laser easily, and my normal fallback of "they're doing something slow half a screen away, hit 6C" obviously wasn't working on sledge either. Is there anything better than perhaps 214C to punish that type of approach? Second one is just my unfamiliarity with the game I suppose. What is tager vulnerable to while he's charging spark bolt? I had the idea after the guard crush I did to try and knock off a primer or two when he took a couple opportunities to charge, but I noticed even though it seems to act like a guard, he doesn't lose primers. So I guess my question is, how do I stop him from charging it?
  12. I wholly agree with this statement
  13. I support this also. Tried it on my ipod touch, didn't work, and that brought me to the site suggestions board to see this topic From my understanding, it doesn't cost anything other than a few minutes of installing an addon in vB to get it working
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