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HexaNoid

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About HexaNoid

  • Birthday 12/25/1992

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  1. Guess I should lock this now, huh?
  2. It does 5.9k and you can't add that last extra d.5C without your opponent teching out.
  3. This isn't the second coming, SWD. I'm always here. Always watching...
  4. Not at the moment, but I'm working on a small write up for the strategy section of our wiki. I'll try and have something up in a day or two.
  5. Generally speaking that's a pretty solid tactic in most match-ups, but you can't play like that all the time. Depending on who you're fighting (in terms of both character and player) you might find it more beneficial to stay in Luna form more than Dia. To reiterate what Toan said, you should never switch modes without a purpose and you should try and stick in one for as long as possible either. Since there's really no set rules on when to be in x mode, it's up to you to analyse a situation and decide which mode is best suited to what's happening.
  6. True, but I thought we were assuming the j.C hit so that doesn't really matter. Feels pretty much the same for me. Also, doing 66A is a lot easier than 665B, so if someone is having that much trouble with microdashing, I would say the extra ~70 damage you get from the 5B isn't really worth it.
  7. Definitely.
  8. You can in the corner, but not midscreen.
  9. Looks good to me. I'll give the info a more thorough look in a second and change things if necessary, but it seems fine as it is. Good job.
  10. I've never experienced that myself, but you could pick it up with j.D if that ever happens. The combo will obviously be a lot worse, but what're you gonna do?
  11. 6C > j.D always connect if you super jump cancel the 6C. Or rather, it should do unless something's changed about it. Also, Noel's air throw is really good and will typically land you a much stronger (and easier to confirm) combo. You should try abusing that too if you're having trouble AAing opponents from the ground.
  12. I only ever use it for the improved Calamity Sword at the end of combos. Nine times out of ten I'd rather just use it as a burst though. I'd have it like this preferably. Makes it easier for people to find changes on specific moves instead of going through a semi-well of text.
  13. This guy knows. I think I had the most fun with CS2 Noel followed by CT > CS1 >>>> CP > Extend.
  14. I'm assuming you needed those values for the wiki? I would just go ahead and change that to 660 points since we know now that Luna consumes more gauge on whiff than Dia. Or we could use %ages for the consumption like we have in the past. I feel like that would be slightly easier to read, to be honest. I, for one, feel that you should all follow Blood's example and be nice to me.
  15. Okay, since my Christmas break starts from tomorrow, I'm finally gonna get around to fixing this place up a little. To-Do List Add Critique Thread Fix/Create New Combo Thread Compile Information For Nu Guide Thanks for being so patient guys. I have a month of (sort of) free time, so if there's any other changes you wanna see around here now is the time to ask! Noted. On characters with larger hitboxes (Hakumen, Azreal, Bang etc.) you can actually go 23B > 662A > 3C > 214B > combo. 2B can replace 2A in this case too for better damage (and 6B works against Hakumen!) Doesn't work on Tager though, oddly enough. Hype doge pls go. Also, good work on the safe jump stuff guys. I'll make sure I add that to the guide too.
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