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skd

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Everything posted by skd

  1. ayyyy thanks, looks like it is a thing
  2. jcc into standing od to avoid cancel penalty? other characters can do it, so I would assume ragna could too I feel like I'm crazy, I don't know where I've seen it but I'm 90% its a thing :v if someone else could confirm that would be very very nice of you
  3. :8/: u mudda bitch guess we gon ft10
  4. yes
  5. http://www.youtube.com/watch?v=OX89Ugogla4&feature=youtu.be just something silly, haha
  6. my body isnt ready for this
  7. If you are honestly /midscreen/ you can just do 214B 5C 214A CS dash 2B 5B 5C j214B delay CS for like 6k and 100 meter, lol if you are in corner you can do with even less meter and get higher damage than what you posted, something like 214B 5C 236CD CS 2B 5B 5C j214B 5B 5C j214A 5AAA jBD or even oki off of 2C 44 Sweep lol
  8. just guessing, but im under the impression that its head and body invin. It might be slight startup > full body invin too but i doubt that a lot. edit: yeah, stuff > 623C sjB jC jD seems to be safe jump setup, and sets up for highlow with airdash. wheeee
  9. the prorate is excellent, its literally free hits. I think the char is just underdeveloped. And yeah 4 meter cost is sorta steep too, but i think youll see it more in the future. Activation is really really fast.
  10. 90% of the people who say akira sucks or is stupid lose to him more often than not
  11. http://www.youtube.com/watch?v=n38WtRu0eQY&feature=youtu.be the end of this video, really.
  12. its 18f startup total, 5f post flash
  13. you jump and come down with an attack in such a way that if the opponent tries to do an invincible move, you recover in time (due to landing) to block it due to their startup, essentially forcing them to block (if they dp/roll/anything they will always get punished)
  14. can max range jC bs hit same side? either that could serve as mixup, or maybe there could be left right mixup between blood scythe and gh cancel haha Sent from my SCH-I535 using Tapatalk 2
  15. instead of putting it in the notation, for something that simple you can just put it in notes detailing the purpose of the combo, and any changes that might need to be made in certain situations "omit 5C at ranges where 5C would whiff" etc. 214C recovers faster, and allows a safe jump as opposed to 214D which allows normal meaty.
  16. you can throw break while backdashing to be in a non CH state, but some characters get huge damage on air confirms (mitsuru, narukami come to mind) if you mean whiff a grab and have izanagi attack, yeah that happens when you try to grab while izanagi is out after 5d. if they jump/backdash the persona attack will come out, hopefully letting you keep pressure. 5dd is not that quick however, and if they do a move thats fast enough they can break the persona and still cancel into something else to hit you.
  17. http://www.youtube.com/watch?v=iN8zhcaN2-o
  18. jimmy one day we will poke dots side by side at 8otb
  19. im gonna hold an open lobby soon under my name (at this DEFINITELY populated time of day, woohoo) who wants to see if they can block crossup omb
  20. I think he means if dead spike hit later on the active frames as the dash cancel being doable on whiff probably means that the cancel point is earlier than the move actually connects, so dc > purple grab COULD be affected by what point of the move the dead spike connected at. this is under the assumption that dead spike dc purple grab is doable from beyond the first active frame of dead spikes hitbox though (if it isn't then this is pretty moot, I don't know how far the dc brings ragna). dead spike is dc on whiff right, I'm not crazy? I don't know what is real anymore Sent from my SCH-I535 using Tapatalk 2
  21. I guess I can't edit on my phone...but 6:10 in the same video I'm fairly certain he punishes it properly! oh, guess I can edit. and look at that he edited his post too. curse you slow ass phone keyboard
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