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Ross

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Everything posted by Ross

  1. This is very true. But you need to only use 6c at the tip of its range against divine thrust where she will have to run into it if you mispredicted. otherwise yes it is too dangerous.
  2. Chaos v. Orie seems like its in chaos' favor once you get the knockdown. I general just play it slow and abuse 6c when possible to get your knockdown and then run your mixup game. If orie run use beast to threaten. because of where alot of her air moves hits 236+b is actually decent anti-air. Try and shield divine thrust to get advantage and neutral jump in ranges where you think she will be divine thrusting in to try and smack her out of it. You can almost always mash 2a out of strings into over head. Just block low, watch for the overhead and roll (or shield) out of jump ins. Thats all I got so far, oh and try and predict backdashes by assaulting and delaying your attack out of assault to punish and when she has vorpal block more than you think as chain shift is so power ful for her to start her offense. Like wise 6c chain shift is very vaulable for you to start your offense.
  3. I mean 5b meaty is fine too it just depends 66b meaty is only -4 and traps better into azhi set when you cancel it. It also tends to beat some stuff better. 5bb is way better if you expect assimilation but 5bb and 66b are not the same moves for sure.
  4. Some more random notes 66b is ony -4 on block pretty nice. 66b xx a set combos on ch for good damage. I think meaty 66b xx azhi seems like pretty decent oki From assault unless you hit it deep so you can start combo wtih a 2b or 5b your combo is very limited. Standard assault combo off j2c should be 2a,2b,2c,5cc, jb,jc,j2c. From here you can go for C azhi set or cancel the falling j2c into 214+[a] or 214+ (if you think they will backdash b is better) Best combo I found for 22a or 22b is: j.b,j.c,j2c, 66c, 2c, 5cc, j.c,j.2c does like 3k. Wald and Merk and everyone obviously suck when they get you cornered but both Wald and Merk get frametrapped b 236+a xx 623+a xx 623+b because they can't duck it.
  5. Boy this character is tough. I have no clue what do against carmine. Against Hilda you can walk the best alot. But against carmine its just Q_Q. He just obliterates the beast. Currently sitting at a crispy 95 and 19 : ( Oh well Ive still got a lot to learn.
  6. So After messing with my 2b,5cc, IAD combo. I think the best ender in terms of oki and damage is 66c,236+a, 2c xx 22a. The 2c after 236+a is pretty strict but you just input it asap and it always works. Other notes, Seth doesn't get hit by 66b, 5b... probably a problem with other characters as well.
  7. Yeah 66b is weird. Lots of JP chaos wakeup with it. I think it beats all lows? maybe just a attacks? For follow up on normal hit you can do the following 66b, b, j,b,jc,j2c, 66c, 2c into whatever ender you like.
  8. Nice sandwich combo. I like that. i'll have to see what I can come up with. I found out the first combo I posted is almost completely stable on Wald and Merkava - also if the beast is fairly close you can end with 236+b,623+b,623+a, and then depending on distance to corner either 214+[a] or land 214+ Also another combo thats prety good but doesn't work from more than 2b point blank from what I can tell is 2b,5c, 236+a, reverse beat 5a(whiffs), 5cc, jc, j.b,j.c,j.2c, 2c xx 236+b, dp+b,dp+a. Does right around 3k if all parts hit. Im still having some other issues with neutral but im slowly figuring it out. I think learning to hitcheck ch 6c is really good, you do 6c xx b+c (only comes out if 6c hits) and the see the ch, 66[n] 5c seems to connect from anywhere, though in the corner might need to adjust.
  9. it took me 4 weeks from day of order (week before release) to get my play asia copy. regular shipping.
  10. I found 2 combos for chaos but one is just a variation on one that is already known. near corner (can work midscreen but not sure when or why) 5b,5c xx 236a (chain) 2c,6c xx B+C, 5c, j.b,jc,j.2c 66c, qcf+a, 6c (or don't do that cause bad tech and go for oki) but anyway depending on ender it does 3k meterless and midscreen probably a new bnb but seems either not possible or insanely strict when starting from a 2a 5b,5cc xx 236b jc, iad, j.b, jc (land) j.b.j.c,j.2c 66c xx 236a, 6c (or end at the 236c) does 2765 or there abouts. Neutral is hard though : (
  11. I don't know when they will start shipping but I'll tell you guys when I get my notice.
  12. Cause I like doing super useless things All the color name translations and Language of Origin (I think) Prateria Lupo = prairie wolf = Italian Iceberg Lince = Iceberg Lynx = English and Spanish Vulcano Squalo = Shark Volcano = Italian Mare Leone = Sea Lion = Italian (should be Leone di Mare) Landa Vipera = Moor Viper = Italian (Moor as in Irish Moors, as in Places where Heather grows, hence Purple) Altopiano Serpente = Plateau Serpent = Italian Giallo Gatto = Yellow Cat = Italian = WTF WHY IS THE DRAGON BLUE Verde Bestia = Green Beast = Spanish Aldebaran = The Follower = Arabic - Also the name of a star but I assume its a refrence to his beast Grazia Fuoco = Grace Fire = Italian JellyFish = JellyFish = English Cremation Heretic = Cremation Heretic = English Moos Licht = Moss Light = German Eclipse Day = Eclipse Day = English Lapis Lazuli = Lapis Lazuli = English Orquidea Submundo = Orchid Underworld = Spanish Heat Haza = Heat Haze = English? or the in Spanish Haza = small field; plot of arable land in Spanish, so Heat Land or something Nuit Tonnerre = Night Thunder = French Ground Horizon = Ground Horizon = English Uninhabited Island = Uninhabited Island = English
  13. PSN: FMRoss Area: WC - OR CH: Slayer, used to know more characters gotta practice up I'll take invite to GG chatroom as well!
  14. GGs again to Dr. Stormlocke. I can never seem to scrap out the win. Nice reads and such gg.
  15. GGs dr. Stormlocke, couldn't ever scrap out a win : /
  16. GGs Brandelino sorry I missed so many combos and shit. Very impressed with you hitting some of that in the lag. Gotta keep practicing : /
  17. Can anyone confirm that if you cancel ex dandy into follow up on frame 10 you retain the final 2 frames of invincibility? It seems like thats what happens but I am unsure.
  18. GGs to anyone I played..... I wasn't going to play online but I get bored practicing combos (even if I am still only at like 30% of my old combo skill) PSN:Fmross
  19. its short hop specific, kinda similar to cvs2. You can cancel short hop recovery into specials.
  20. Kill rush follow up to ch C attacks is best tech from japan. Just remember to watch the distance and use the appropriate one (A or EX)
  21. I need 5k if its slayer please.... also Muhammad Ali said float like a butterfly that jump don't float, lol. Akihiko is def fun, and when you get his offense right its amazing, but when you can't even get it started : (
  22. Yeah I saw that combo just a bit ago from Kubo def do that one. I think my midscreen does more than j.b loop it is also much easier.... or harder if you want to do double super.
  23. Does anyone know the best way to finish this combo...(meter + no meter) FC 5b,236+b,f+d,b+d, 55b(2hit),2b, SJC, B(1-hit) qcb+b, b+c,f+d,f+a? Currently if I want meter you can cancel there, or no meter do 236+c,f+a for 4225...I saw someone doing f+d, b+d after the dive attack but I couldn't get that to connect anywhere but the corner. Anyone else know what they do? Edit: if you get corner distance right you can link a sweep after the wallbounce into lvl 1 super into lvl 2 super!
  24. I think its easier to get into an effective range to fight yukiko than teddy. Also I have fought better teddies than yukikos... soo take it what you will. I mean Yukiko could possibly be moved to bad but she has lowish health, doesn't do that much damage and in my experience since she doesn't have a super annoying normal (j.b is probably the closest) it just doesn't seem as bad as teddy. just an opinion though.
  25. It is cool for combos. But it doesn't work out as well as you'd think on block.. though I guess you can backdash cancel it.
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