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C0R

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Everything posted by C0R

  1. Wakeup mortal is free against Yuu and Chie's Oki.
  2. Treat 5b as l like a 85/92. It's excellent mid combo as a filler and an average starter. B.bufu tk.d.garu 2a 5b sweep d.garu 2a 5b 5cc 2c b.bufu j.c is like 47xx ~?
  3. My courtroom is cold.
  4. Maragidyne has some sort of higher level projectile as well, they go right through Chie meteors.
  5. Youske BD completely shuts down all of Thanatos' mixup. Kind of lame. In other news apparently Youske's BD completely whiffs on Liz if you activate it with garu. He can sometimes punish you, sometimes it remains active and punishes him. Depends on the active frames you hit with.
  6. Whoops one sec Edit: Here's the fixed link http://www.youtube.com/watch?v=Wld8aZGs1KU&feature=player_embedded D.Garu path on Chie
  7. http://www.youtube.com/watch?v=Wld8aZGs1KU
  8. sb garu 9 d garu 2 > xxx works on chie, as does hitting with only the second half of d garu, so long as you're decending. I got D.Garu 2a to work on her off 5d > 5b > Sweep > D.Garu The prerequisite seems to be hitting with D.Garu when she's as high as possible.
  9. For d garu I use a smooth half circle back motion starting from 9 to 2. You get a feel for it after a while.
  10. I think sb.agi is one of the better starters. You can get a full mamaon combo off it at least. Will have to check it out when I get home.
  11. Chie is like the only one that I can't combo off dgaru on. Everyone else is pretty reliable.
  12. Found a better 5b combo... again. Lol. 5b > Sweep > Sb.Garu[9~2] > j.D.Garu[2] > Sweep > D.Garu[9~2] > 2a > 5b > 5cc > 2c > B.Bufu > B.Bufu > j.C = 4901
  13. ^^ More optimal, testing D Garu loops off other starters. 2a seems to have better p2 than 5a? Replacing 2a with 5a in the Dgaru starter combo seems to make the final link neigh improbable.
  14. Kiba, here's a more optimal midscreen route off 5b, also believe it works off 5aa 5b. 5b 2ab sb.garu (3~2) 2ab d.garu 2a 5b 5cc 2c b.bufu b.bufu j.c 2a 5c connects on fc air hit, handy for corner combos. Also at the end of more prorated combos 2a 5a 5c tends to be more reliable than 2a 5b 5c.
  15. If you're close enough, 5d > Backdash 5b times the 5b perfectly for a timing os. 5d > 5b > 2ab > D.Garu > 2a > 5b > 5cc > 2c > B.Bufu > B.Bufu > j.c is 4160.
  16. They're most likely still in the character revision steps of their design, or, alternatively, are waiting to release them for marketing reasons.
  17. Xi is the greek numeral after 13, Nu. It's the placeholder name I use for the next murakumo unit.
  18. A murakumo emblem is actually still presented in the trailer, though it's too blurred to define which one. The highlighted graphic is the markings shown on noel's breast whenever her collar is loosened, the same that glows when her murakumo form activates. The blue icon in the lower middle is a blurry murakumo emblem.
  19. Sup dudes. I bet Lambda's overdrive is double drive like unlimited Nu's. Either that or gives her 44(66) Act Parser. Maybe both? Unlimited Grav Gauge?
  20. Lambda was Ikaruga's Murakumo unit, iirc. One of the BBCP stages features a murakumo graveyard, and will all the allusions to the 13th being rebuilt, I would consider it impossible at this point, from a business standpoint, to scrap two characters that they've invested so much raw manpower in animating and balancing. Looking forward to playing Xi.
  21. It's really good in the Litchi matchup, counter pokes 6b and itsuu very easily. It's also excellent in the HK fights because of how it doesn't extend her hitbox and beats out kishuu
  22. j.b is a great jump in, it simply can't be used conventionally. It's best to hit with the recall portion after Liz has crossed over the opponent, making it neigh impossible to antiair, even against stronger 2b's. As for on-demand air pokes, j.a has a good amount of horizontal range, whereas airthrow covers slightly below and slightly above her. J.b and j.d are also great to throw out when retreating from an advancing airborne opponent.
  23. j.a 5a feels better. It's just easier in general because it's almost independent of your spacing from Thanatos. When I first tried to combo of 5d it just came naturally. Jp players tend to go with the more comfortable combos.
  24. You mean 5a parry cancel? From what I can tell, either 5a socks 5d in the face and he gets out with next to no recovery, or 5a hits 2c's armor and then parry catches the active frames. Luckily you can deal with it when they're knocked down due to the range of sweep/5b, but for midscreen I don't see a way around it yet. 2b > j.c > sb Garu seems to be a very reliable self-confirming string that's very safe. Because sb garu recovers in the air you still have your air option remaining, assuming you chose to move upwards, allowing you to airdash away with j.b or the like on block.
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