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Miheko

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About Miheko

  • Birthday 09/24/1993

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  • Location
    TX
  1. fc did combo, midscreen to corner FC divider>(dash) delay 2c>5c>GH (1)>5b>delay 5c>5d (1)>delay HF>5b>6a>TK BS>5b>5d>c divider~kick (4378) FC divider>(dash) delay 2c>5c>GH (1)>5b>delay 5c>5d (1)>delay HF>5b>6a>TK BS>5b>5d>22c>CS (5226) numbers might be slightly off
  2. 5b>3c>22c to punish fireball lol
  3. roll forward>ib>get out
  4. it's a bit depressing a lot of OD combos barely do more dmg, if at all, than just ending a normal combo with OD super ender orz 5c CH> jcc OD is nice at 50% though 5c ch>jcc od>5c>2d dc>3c>22c>dc dead spike>6d>d divider->axe kick>j.D> slight delay gh+follow up>jc blood scythe>DbD - 7057 adding CT after 5c CH turns it into 8k
  5. trying to join a room you are unable to join (network issues, ports/whatever etc) will sometimes crash the room entirely
  6. ah, that makes sense, good find
  7. huh, why not just sj block 22b then airdash out lol
  8. a lot of chars can do delay tech roll forward>dash away vs 6b/b bunker->5c set up, not sure on the list, but feel free to test. all i know is ragna
  9. yeah, half the cast basically needs delay 5c after 5b in most combos, might as well get into a habit of doing it
  10. i have more trouble with dash 5b than TK BS nowadays w 7214d works for most applications it feels like. 8214d works too.
  11. don't get too attached to blackhole->22b->3c for 7k+ dmg combos forward tech roll sort of neutralizes it, in that it makes the 3c hit too early. they wont escape with the forward roll but they'll push you back far enough
  12. yep typo orz ;_; noted!
  13. Black Hole What is it? Kokonoe's 632146D super, aka Black Hole. It is an unblockable attack with a vacuum effect created in front of Kokonoe, with 54f fully invulnerable start up and active frames. It's a major part of her oki game in the corner, as it leads to guaranteed free damage (7.5k+ meterless, 8.3k+ with DD ender) in the corner vs many characters, especially when they lack meter. How do I set it up? Typically Black Hole set ups are designed for corner use - these are the main methods of setting it up currently, but feel free to get creative. x->B Bunker->5c->Black Hole The go to set up. Safe vs forward rolls automatically, easy to set up from many combos. It loses to Litchi's wake up All Terminals - and for other DD escape, inputting the DD is very easy. x->6b->Black Hole A more specialized set up where you can dictate your positioning better, or use in case of risk of combo drop in B Bunker route. Positioned correctly, it will beat even Litchi's All Terminals super. However, if you mess up and execute this too close to the corner the opponent is able to delay a forward tech roll and escape the setup. The key is to position yourself just right - an example being 2c->6c->5d->j.b->land->6a->7 jump->j.b (1)->j.2c->j.236d->dash 6b->black hole. x->B Bunker->5c->22b->Black Hole A different type of set up - this beats out the roll option entirely regardless of positioning and forces an almost immediate tech. The advantage is that it makes doing a wake up super/special/overdrive quite difficult compared to a regular knockdown set up, since you're forced to tech before 22b hits you, thus putting you in a position where you need to input your super at an awkward time. The escape route would go | delay tech->superflash goes off->still in mid air from tech animation -> input super, hit the button as you land. A con of this set up is that it opens up an escape route for Jin/Hakuman, and if they choose to eat the 22b, your damage potential is reduced slightly (but still above 6k). It also opens up the open of bursting after blocking 1 hit of 22B, since bursts still hit invuln supers. What do I do after it? You either let it rock by itself for a free 1200 dmg that won't be able to kill (even if they have 1 HP), or you be a man and combo after it. You can combo after Black Hole in 2 ways - after 2nd hit, and after 3rd hit. If you combo after the 3rd hit, you start your combo with the 1200 damage from the super, along with bonus proration - this is Kokonoe's best starter. Comboing after 2 hit still works, and you'll still get good damage (3.5k~ meterless) with the option to loop into another unescapable Black Hole. Combo examples 3 hit - 8.3k, 60 meter before using Black Hole in corner. Note - 3c has a minimum range, unable to execute if you're too close. 22b->3c->2c->6c->j.5d->j.b(1)->jump->j.b(1)->j.C->j.236d->6[a]->22b->5b->5c->6b->236b->5c->5d->214214a->22a->236c www.youtube.com/watch?v=YObbTE5mxeU&hd=1 2 hit - 4175 meterless, in corner 2c->6c->j.5.d->j.b(1)->6a->j.b(2)->jump->j.b(2)->j.2c->j.236d->6b->22a->6[a]->6b->236b->5c->236c Check the combo thread for more. Who can escape it? Gets out meterless Carl - Vivace Rachel - Wind Tech Azrael - Growler Field Tager - Charged B-Sledge ->Additional Sledge. If you are able to delay tech (6b/B Bunker set up) then you can just make it by with delay tech+charged B-Sledge Gets out with meter required Ragna - Carnage Scissors Bang - Daifunka Valkenhayn - Sturm Wolf Amane - Rensoukyaku (632146C) Terumi - Messenga (41236C) (vs 22b set up, delay tech to avoid all active frames of 22b while also not getting hit by it, and then input super at awkward timing mid tech) Kokonoe - Superball C (214214C) Taokaka - Imma Beat The Crap Out Of You (grab super) Gets out with astral required Izayoi Tsubaki Arakune Hazama (Overdrive->Astral) Can get out in certain situations - typically at fault of setup [*]Litchi - All Terminals (632146C) - only works if the black hole is far enough - changed 6b setup will beat this and forward roll. [*]Hakuman/Jin - Yukikaze will get them out if you use 22b set up - but they're free to 6b/B Bunker set up. Gets Fucked (aka everyone else) [*]Mu [*]Relius [*]Makoto [*]Bullet [*]Platinum [*]Noel [*]Kagura -- relius doll super didn't really work for me - not really sure what you mean by litchi puffball lol. feel free to delete the archived post quotes
  14. i did this in one of my day 1 videos for fun http://www.youtube.com/watch?v=bZyi4Nf3-ho too lazy to notate it, but it's basically b bunker->5c->5d->214214a->black hole>optional otg ice gun if you're [mlg]
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