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Dullyanna

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About Dullyanna

  • Birthday 03/03/1990

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  • Location
    Land of Hell
  1. Its been a grip but J and I'll be there.
  2. Xrd should always be the big bully and I'm def not biased in saying this. Btw Tiggy and I should be there barring acts of God. Also btw please don't call me by this username. Seriously, I'm sick of it. I'll happily commit to my next stupid nick for the rest of eternity. Edit: HAHAHAHAHAH 9-14 inches of snow yeah see ya'll next time.
  3. If you IB the first rekka on block, you should be able to throw him out of the second if you time it right. His cross up special is +1 on block. Depending on spacing it might not cross up, in which case he can be out of throw range on IB. Also when you go for throw always OS it even if you'll get worse positioning, good Leo players will try to bait it with yrc and you really don't want to give him real damage.
  4. What a shame... unless there's mb this time.
  5. You know about about the cbus fg group thing? If not you can try reaching somebody on there https://www.facebook.com/groups/cbusfg/ assuming things didn't work out with circ. Also since I finally learned something that can technically be called a combo in dfc it should totally be a tourney game this time.
  6. Like Tiamat said, if you're against a character with a good vertical reversal, its arguably better to put yourself at a further range to do safer oki. The basic variants don't work on all characters, and if you want to do meaty low/jD shit after bedslam you're better off doing it off of a different combo.
  7. A good annoying thing to do off safe jump is vary your timing and do jH while mashing 2k to combo/hit low when you land, the varying multiple hits really throw most people off. Its reasonably effective even off standard sweep walk-up safe jump, and easily sets up throw. Just don't get BSd lol. If I smell them trying to reversal, sometimes I just hang out with 8 mid-jump and throw futbol yrc on wakeup to safely pressure.
  8. I don't know if I like the stagger for 214C jD on oki, but it'll probably make getting solid combos off low in same kd situation more consistent. Gonna have to wait and see. The 2h change is flat out awesome though.
  9. Hopefully I can make to two of these in a row. Dunno about rest of Cbus but face is most likely down for it. God I hope mb happens this time.
  10. Save meter to bs the unblockable on reaction or dash yerk against it in case you think he'll feint it to bait bs. It's fine to do it against his other bt stuff if he's predictable but your main line of defense should be solid blocking til he has to dash or spend meter to get back in. In neutral I like to play outside of his s fireball range b/c it's his strongest neutral tool and he otherwise doesn't deal with zoning or runaway well at all. Around full screen he should never be able to get h fireball out b/c you have 3hs, but if he does you can avoid it in the air p easily. Don't ever approach from the air or do bed slam without solid covering fire. Leo's 6p is godlike and leads to full air combo, and flashkick has short charge time along with an asston of invul. Keep him out and wear him down until you have a safe opening to start offense, his mobility is ass and. Demand plays off that really well.
  11. Putting yourself right next to a pressure character and at disadvantage isn't really a good idea. Yeah she doesn't have grenade on you for now, but in a couple seconds she will and in the mean time you're very likely at - thus giving her pressure and time to get another grenade out anyways. Also yeah her cl.S means bad bedslams are going to get bodied, and because she can do it without directional input they don't even have to worry about crossup/non crossup.
  12. Grenade, options at neutral at a lot of ranges, strong pressure/rtsd/oki, grenade, hella good damage off stuff in corner which isn't an uncommon situation for Bedman to be in, also grenade. Also good alfs aren't going to be throwing out 5hs randomly, they're going to use it to limit where you can stick your shit out, keep you from getting air futbol out at a certain range, etc. I'm not going to say this is a bad matchup, but it's definitely a rough one and you really have to be constantly on point during neutral.
  13. 2k is p good vs Slayer in general. So are fS and 2s if you have breathing room, gotta watch out near his 5k range though. From my exp it's best to runaway and zone slayer out until you get a good kd/opening to start offense. Also watch out for dot (The fast super that does all the damage), bdc mappa during pressure/neutral, and be careful + patient during pressure b/c that's generally how he gets nasty damage.
  14. tk 236S RC is also cute b/c it beats a lot of lows and on any hit you can get jS after the RC into w/e xx bedslam combo. If I think they're going to press buttons or try stuff after fS I do it sometimes, because at worse you get dp'd/supered or pressure on block for 50% meter. As far as netplay setups, after good bedslam kd all you need is 214H then instant jD (Might have to walk forward a tiny bit), jump forward FD or any low you want. If they crouch block and respect you on wakeup you can mix in throw in corner.
  15. Except generally in tech trap situations where the defender is trying to tech asap, they probably aren't going to miss the first frame by a large enough window to make a significant difference in how far they tech away from the opponent. Delayed tech in these situations has always been incentivized when the defender recognizes it, because it's harder to catch than the early frames because of both positioning and timing. When they don't, the offender plays off them mashing and trying to get out of the combo asap, and not always getting tech on first frame really doesn't change that.
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