Jump to content
Dustloop Forums

LuminAbyss

Members
  • Posts

    4,262
  • Joined

  • Last visited

Everything posted by LuminAbyss

  1. "Sure hope you can do that low light kick to close heavy punch to triple half back super." On the subject of max range CH 5C, Deadspike will connect after that. I wonder if we can now utilize the dash cancel to continue the combo off that?
  2. And yet. Somehow. Life goes on. I can't wait for that midscreen 22C stuff.
  3. In this case, it's a positioning or hitbox thing, and that's why it's used earlier. Though all things considered (damage, hitboxes, etc), 22C > dc stuff is more optimal. I totally called midscreen 22C stuff weeks ago man
  4. Godlike. Games are totally happening, 10x more BlazBlue this time
  5. that website is a goldmine, holy shit. So is 6D actually still good for combos?
  6. perfect. SKYE. BLAK. ARE YOU TWO BUSY ON MONDAY.
  7. There isn't, buff lifesteal pl0x
  8. Yeah pretty much. It's hella convenient.
  9. I'm personally really excited to see what Tetsu does for a combo vid whenever he gets to it. It probably won't be until the game hits consoles or something though.
  10. Maybe 6C > TK BS, since i"m pretty sure 6D prorates pretty badly, it'd probably hurt more than help.
  11. Do you mean off a raw 2D?
  12. Oh no, whatever shall we do.
  13. Careful man. This is a no fun zone.
  14. You guys should come up and pick me up for Final Round. Real talk.
  15. 214D, basically Deadspike's old notation.
  16. Tis quite the curse, let me tell ya.
  17. Yeah, I thought about that later and realized "Wait that's not what I meant." Hence my later post. The point about being interrupted relatively easily during both still stands.
  18. It's easy to hit Ragna out of 6D. But anti-airing or air throwing I'll concede isn't an effective way of countering it, due to the hitbox on it, as well as Ragna's position. However, just about every A and B normals (and even things like Jin's 5C) will counter hit him clean out of it's start up off most gatlings if you react correctly. Just like if you react correctly to BS, you can anti-air or air throw Ragna out of it. 5C into 6D or 6C into 6D is your safest bet going into it, as the gap is smaller, but you can still hit him out of it But let's face it, how fast do people react usually, especially if you're creative with your strings. Thus, 6D is effective, and Blood Scythe probably will be too, especially with it's easy cross up potential midscreen (which will avoid pretty much every anti-air in the game from the looks of it) EDIT: You can space 6D really well to avoid being hit out of it, but then j.D whiffs and you're pretty vulnerable to being hit after since they'll recover from blockstun faster than if you made them block both moves. Everything has it's use.
  19. >Both pressure reset tools >Both avoid lows >Both slow Yes. They're different moves that serve surprisingly similar purposes. Blood Scythe's animation is just less subtle than 6D, but honestly looks pretty much the same speed, if not just a little slower. It also hits overhead.
  20. People don't like it cause you can easily anti-air it. But you can also easily anti-air Ragna out of 6D and we use that move to hell and back so (admittedly, it's a more subtle animation)
  21. Katz you don't even go here.
  22. 5B > 5C after TK BS does combo, at least on some characters. I've seen it done in videos, as well as after Hell's Fang.
  23. I was just thinking DID might be fast enough to fatal people when we bait their bursts. It'd be fun.
  24. It might work considering since BS looks like it's only a little slower (if not the same speed) as 6D. Plus it hits overhead, and gives ridiculous plus frames. The animation is less subtle though, so 6D will still have it's uses. On an entirely different train of thought, anyone know how long people are in counter hit state after blocked bursts (if they are at all? I can't remember)
×
×
  • Create New...