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WolfCrimson

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About WolfCrimson

  • Birthday 08/30/1990

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    WolfCrimson
  1. Tong, I found another route for belial midscreen, it has the same character specifics as the other midscreen belial routes: 6C> slight delay HJC > jB > jC > belial The delay of the HJC is easy to visually time; Ragna's sword has a sort of afterimage on the second upward swing of 6C. Time the HJC as soon as you see the afterimage disappear.
  2. ^ I'm assuming you mean Task A' and its deja vu? (236K and 214k) Bedman teleports to the side which the projectile head hits the opponent. If the head hits them from the front side, Bedman will teleport in front of them. If it hits them from behind, you'll teleport behind them. There's no other way to control the side which you teleport to.
  3. I got a question regarding 5D oki in the corner: I've been watching CHaos (RG) vs Leon (KA) and I see chaos always ending his combos with 5D, not doing HF. What's the advantage of using 5D as an ender instead of HF?
  4. About Noel, i found that hitting her with any j.X normal causes her to align her body horizontally, which makes Belial whiff if you do it below her waist, except in the corner, and belial wont prop her up if you do it above that. So midscreen only 6C > 6D jc j214 works, and maybe even 6C into raw belial.but that's harder to pull off. It seems like you gotta pay attention to how the characters' bodies align with the hit prior to belial to get it to work. Sent from my HTC One_M8 using Tapatalk
  5. Oh, ok. I could swear its startup feels faster though Sent from my HTC One_M8 using Tapatalk
  6. Thats a good video. But I cant read Japanese. I can guess what a few of the numbers mean, but thats it. I wanted to ask about 6A specifically, what is the frame advantage on block? The new 2A>6A gatling has given me hope as to this can be used in block strings Sent from my HTC One_M8 using Tapatalk
  7. Hey guys, now that the english ver of CPEX released, I'm back to playing the H-man. I was wondering what the new frame data looks like? The frame data table in the wiki is for CP 1.1.
  8. Homing dash?! but what does that even mean?
  9. Th-those changes... I am so happy
  10. I think that you'd have to condition the opponent to block on wakeup, seems like doing DV of Task B and Task C after KD with those moves to cover your oki. Edit: I mean start with combos doing this, then condition him and then go for crazier ones.
  11. ^Holy shit that vid is amazing, and is exactly what I was looking for. I need to learn set-ups like these.
  12. Hey guys, Bedfellow here, I dunno whether this was posted or not but here's a cool use of 6H YRC (useful if your fS pushes them too far out to 5H afterwards): (grounded opponent) xx> fS > 6H YRC > throw/walkforward throw You gotta YRC during bedman's dash part of 6H, because they'd be out of hitstun/blockstun by then. You might need to adjust your distance a bit by moving forward if the fS pushes them too far out, but only for a millisecond or so.
  13. Mash-to-tech is dumb, it's pretty tough on pad, keep getting black-beat hits. Easier on stick though, but it still isn't ok.
  14. Yo guys, I heard it's possible to command grab Axl's chains?
  15. VV, better than C ID? Sorry, but no. Not even as good as C ID. Not only does C ID have better horizontal range than VV, its hitbox can hit a bit below and behind Ragna. HS VV has better vertical range, but that isn't that big a deal. C ID can be followed up in the corner for damage, Sol can't follow up VV without RC. C ID is invincible for longer than both VVs. Ofc both are punishable, C ID is in CH state the entire time, but VV forces crouch-landing on the ground. Although VV's followup can be done even on whiff or block, so you can mess with the opponent's punish a bit. So yeah, C ID is the better reversal here.
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