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raisedbyfinches

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Everything posted by raisedbyfinches

  1. 5k 2k should push back less. Maybe also an option to cancel 5k into at max range (e.g. It's quicker so better against hammer fall). I can't think of much else it could be used for.
  2. No. 632146 >>>> 623.
  3. 5k A bit of an odd one. For me the other way (2k 5k) would seem to be more useful. I guess the way it is it opens up 5k 2/6k 'mixups' that people can just fuzzy guard. ohk I really don't prefer the new input. pulse I have a feeling that rc combos ending in ensenga? still won't be worth much in terms of tension now that the rc pulse recovery nerf is in [4s -> 6s for those that don't know]. Which means I will end every combo in 6h. ball jump guess it can't hurt to actually have a use for this now
  4. Sure you can, but you wrote it like you expected an already very strong character to get worse.
  5. I'm gonna pretend AC -> +R transition doesn't exist and I'm gonna bite. Why on earth would they nerf anything she has [even though I think the OHK input change is one]?
  6. It feels like applause k doesn't push back as far as applause p, I cba to check but if they say they're normalising it then it can't all be the same. There's only pixels in it though.
  7. Wouldn't be as much of a buff as the old range What I really want is a reliable way to knock down at mid-range or the old s-hd range back. Even if it were just the old 5s 3k gatling that'd be better than nothing.
  8. NonoV2 - you can't cancel buttons into FD so all you need is to do the first button in neutral and then you can move to back before you gatling into all the rest. The exact combo you mention uses the same charging method as the old 5s 5h [2]8s loops in AC. You can literally press to gatling into 5h before starting to charge but that'd just make your life harder. I hope that makes sense. The point is your combo does work already whilst holding buttons.
  9. It's no problem for me. Currently I would do 41236k, let go, p[k]s. It would be ok here because I have not let go of k again yet and it stays charged until I do. I just gain the option to do something else and get back use of k. It's on the second RELEASE, how do you do it now if not my way? Because for me it's already working that way. Now I get even more options.
  10. Hoops are the way you stop him doing it. If you knock him down make sure there is one and that you know the timing to beat dandy yrc
  11. I actually don't prefer these changes other than Mr Dolphin.
  12. This depends where on screen you are, how much meter you have, who the opponent is [in terms of character] and what you're punishing tbh. A punish can range from 5s 5h 2d hoop to 200 damage meter used combos.
  13. Current favourite combo is 5h, ]p[ 6p 2h [2]8h, 63214s [about 8 hits]~p, (66) 5s 2h 41236p It looks awesome and makes people cry.
  14. Yay, a use for jump installs in blockstrings How about if they block on wakeup? Does it still cross up? It surely doesn't if they FD?
  15. 6p 2h as a confirm is alright. On block you can do 2d, hoop, [2]8s etc etc. Outside the corner and more than just outside throw range you're asking for trouble though [if they FD your 2h can completely whiff which is absolutely glorious]. I treat it like its +r 6p 5h.
  16. I fought this for the first time [proper] at a tournament yesterday. Completely not knowing how to handle his new things and getting around teleport [specifically setups into teleport j.h stuff] now cost me the set. I played this match a good bit in AC(and +r) but it feels somehow different, I could not get my 4h OS to work at all when it worked pretty much every time I used it in old games. All info welcome.
  17. Exactly what Kyle said. Some other points to note: Don't try going air to air with him without a summon there to back you up. You won't really win much in a direct battle like that. I'm pretty sure that stun dipper can always be punished by 3k on block. Just in case the distance is misjudged in a combo [rarely]. The videos on the gameplay discussion showing the iad oki options off of 2d shd works as a great safejump against vapor thrust. As does doing ohk, 5s 2h [2]8h, 5s 2h [2]8h, OTG f5s jc.iad.s. Its really pretty hard to punish greed sever unless its point blank. Watch these matches: https://www.youtube.com/watch?v=aTGEn8wZFsE https://www.youtube.com/watch?v=YTbeAV94MW0
  18. Easiest way is to do it by [i'll use applause P as an example] doing: 41236p [p]ks So that when you do the yrc you press the three and let go of two. I've never had any problem at all with this approach.
  19. There is no 'charging faster'. You still need to have 30f to do things. The easiest way to increase successful charging is to use hit stop and hit stun to then start the charge. For example, if you do 5s 5h you can dial the 5h in before the 5s has finished doing its thing and this allows you to be in charge position before the 5h comes out. That and having a plan of what you intend to do at the moment you're pressing the buttons a la the post above this and you'll soon be dashing dolphins in everyone's face.
  20. I use 5s
  21. @CurrentLemon For me it goes like this. Worst: Ramlethal - you can't move, you lose air to air, air to ground and ground to ground Ky - same reasons that it was always hard. Everything he has and does is just better than yours. I really quite enjoy fighting everyone other than those two but even those two matches are definitely winnable. Mirror matches can rot in hell though.
  22. I swear I've hit them both with [derp] 2d [4]6s rc (66) j.h, iad.sh, 6h 41236s Ok, it's not as much damage but the oki is bless. Mid screen you still get a 'free' jump/late air dash in but the empty jump is basically sweep only. Maybe I imagined it 0.o.
  23. What Kyle said. You will have 100% success if you let the stick go back to neutral before pressing your button. @ben reed, I find j.6kh is always a much better os throw because of the more upward hitbox. If you can't get someone else to infinitely play in training mode with the aim of improving your air grabs then recording is the best way. I never checked - is there a way to have the dummy play back a random recording slot? A few variations of the string you say where chipp reads that and counters or evades too and having that random would get you pretty hot
  24. I think this is probably our hardest matchup right now. This includes Ky. Played well enough your movement is hugely hindered and air to air we generally lose to j.p. We can't get any summons out safely. How are people actually approaching this matchup (other than very, very carefully)?
  25. Note, the first one probably doesn't work if you put any other button before sweep (at the j.h it will probably blackbeat).
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