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Rhiya

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Everything posted by Rhiya

  1. Not off the top of my head.Ending with super like that is useful sometimes, though. Maybe you could OTG if you did 5bb>5cc>22d>6c>j.bc>j.236a>j.214d. I might check that later. Probably not, though = /
  2. Lol, there are plenty of combos that don't carry off sjc. To the TC, you can sjc with any down input into an up input. On pad, lots of players like 19 instead of 29 for sjc in combos.
  3. You have to end it early and go into super, or spend the charge on j.214d's godlike knockdown. I think there's a mugen combo in the corner (REALLY in the corner, like you have to be right in it) off 5bb>5cc, but the timing is tight. It's something like 5bb>5cc>214214d>623d>j.214d>6CC>etc., maybe 623D>j.236d>j.214d>2CC>etc. I'm not sure off the top of my head.
  4. Corner variants and higher charge combos should come next. 22d>6CC>sjc j.(b)c>j.cc>j.236a>j.214d>(land and wait the tiniest bit) 5C>2CC>(can't remember if 5c(w)c goes here or not)>(s)jc j.(b)c j.cc>j.236a>j.214c is the 2 charge corner combo off 22D or a high p1 starter like 3C or 5bb (yes, 5bb has 100 p1). Midscreen 2-charge is also important: 22d>6c>214d>2cc>5c(w)c>(s)jc j.bc j.cc j.236a j.214c. 5b starter to the corner is 5bb>5cc>22d>6CC>sjc j.(b)c>j.cc>j.236a>j.214d>(land)236236c. This pushes you back to neutral. On one charge, don't be afraid to just go 22d>6c>j.bc©>j.236a>j.214c. Gives legitimate knockdown at the cost of some damage. This is really something you just have to get a feel for. I -think- the 22d input should start just a bit before her feet hit the ground, but I'm not positive; it's something I do by feel.
  5. You all considering running more stuff next year, or any time soon? Good shit on getting third.
  6. Oi, how'd this go? Still salty as all hell I couldn't make it.
  7. If someone was even considering going to a major, what'd you suggest they do in terms of planning, etc., both gameplay-wise and non-gameplay-wise? Also, what made you choose to switch charas entirely in MB, rather than switch to a more viable moon for VAkiha?
  8. I don't think this matters to anyone here besides me, but, I'll post it anyways on the off chance it will: No anime club meeting tonight, which means no BB = (
  9. Godly to see someone else post. Feel free to add me on PSN.
  10. Rachel has the elusive power of GRADE A STALLING, which Tsubaki doesn't have. Her stalling power is like grade F-. Even if Rachel doesn't do damage, she's better at keeping health leads intact, which is ungodly important when your damage is shit.
  11. His point is you don't have the rights, so stop before you get in deep shit. Making your own game would ultimately be more rewarding and NOT in violation of intellectual property laws, especially if you should ever intend to make a profit of any sort.
  12. Tech trapping/punishing tech on reaction Example of one of the best tech punishes: with your opponent in the corner as Hazama, position yourself so that a forward roll would cross you up, and input 214214B on your opponent's wakeup. If they neutral tech, 5b comes out (which is +2), and if they forward roll, they eat Houtenjin into nasty damage. Most charas can punish forward roll with a move that OTGs/has foot property, iirc, like Tsubaki 2b. Back rolls CAN be punished (although I think it's somewhat harder), but I don't remember any setups off the top of my head. Neutral tech is safe. Quick getup has no invul, so only do it if your intent is something like DP EDIT: Pertinent data for the rolls: Neutral has full invul for 32f, quick getup has no full invul, and forward and back have small full invul windows (through 3f for forward roll and through 10f for back roll). All techs have throw invul up until you can block.
  13. Bursts aren't really HERE, LET ME REWARD YOU FOR LOSING. They're just an added defensive option. Hell, bursting was like the fucking opposite of a comeback mechanic in CT, lol
  14. Not seeing how any team that can't exploit DHC reset glitch is going to be remotely viable
  15. Still salt I can't make the tourney. >_< Need to get the guy I play to post in here, lol
  16. This is hilarious. Capcom can't ever seem to get anti-absurd-combo systems right, lol
  17. So, uh. Is the command interpreter actually less ass now?
  18. Can anyone confirm if 236B would work (since it's got DP-like projectile invul)? 236B RC should make a better punish, damage-wise.
  19. ...I like this Tsubaki. He still has lots of improving to do, but I like him.
  20. IAD might actually be usable now
  21. I'm sad MB got kicked off the stream for AH3, but not much could be done about that. Small tournament, etc. What I am kinda ticked about, honestly, is that ehrik was supposed to stream melty singles, but never did
  22. And now, tager is GUARDBREAK 720 ALL DAYYYYYYYY
  23. 5bb>5cc>214a>2cc> j.CC>j.236a>j.236c You have to to be smack in the corner, though. And, honestly, if you're in the corner with no charge, I would be going for more solid knockdowns with 22C to get charge time in, since charge is damage and pressure (preferable against charas with weak reversals/normals and zoners), or ending with super to reset to neutral for a good 2-3 stocks (preferable against charas with strong reversals).
  24. Sacchin has to burn meter to do throw loop, though. Her mixup also isn't really typical grappler fare. Although she's sort of a grappler, Kouma qualifies more than Sacchin. Just find a vid of someone playing Sacchin. It's easier to see.
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