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C0R

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Everything posted by C0R

  1. 6b has 60% repeat prorate, no reason to do it twice in a combo unless you're looking to reset into some kind of setup.
  2. The other ones that I know of are Tao 5c~b and Ragna 5b~c. It's character specific, I don't believe it works on Ragna, but that's all I remember off the top of my head.
  3. µ can usually do 6321466c for dashing omohikane and it's range is only slightly shorter than sturm wolf's. Of course she loses if you time your meaty perfectly, but she can control that with the wakeup timing.
  4. ^That Tao has the best movement in the game, and the easiest time maneuvering through space. Lambda's entire gameplay is structured around controlling space and limiting the opponent to her control zone. Therefore, lambda, as the character, has the hardest time succeeding against a character such as Tao. It's a bad matchup in not only concept, but also in practice. In terms of reacting to beat Tao's approach options, she can easily beat them on reaction to your reaction, if you want to trespass into that evil realm. All of her drives can be canceled at pretty much any time during their startup or active window to cleanly dodge any poke or tool you throw out via the vast amount of cancel options she has.
  5. Spoilers. [spoilers]I found a kara throw.[/spoiled] 2c~b, do it.
  6. 9j.a > :j.b > :j.a > j.a > 6a > 5c > SoD > 6a > j.2c > 2c otg > 6c > 5[d] > safejump/crossover oki +charged stein
  7. For easy hitconfirm, the best combo you're looking for off j.a ojn standing is: j.a > 6a > 5c > SoD > 6a > 6b > highloop > midloop > 3c knockdown = 4207 / 45 meter For baller hitconfirm do j.a 5c 2c, j.a 5c 6c on crouching leads to 4559 and 47 meter
  8. ^That
  9. 6b is the overhead, not 6a. Spirit3 can also lead into some pretty sizeable damage >4k~, but it's 30f so whatever. Drive RC 50/50 is pretty good, but only leads to about 3k~. j.2b isn't an overhead, but can be chained into j.a, which is, so you might as well block it high. Tao's air oki is pretty scary, as it should always be applied with j.d~a, which is neartly uncontestable at that range due to the hitbox, and leaves her super plus in the air. I personlly wouldn't try and do much except maybe airthrow her, which is all that's fast enough to catch it, and that can be very challenging.
  10. j.2c is safe on block unless used at an improper height. 236a is only punishable if you're blocking the first active frame (which is rare, due to pushback on blocking pre-special cancel), else it becomes +2 at worst, +25~ at best. Block it crouching to duck under the latter hits as it rises.
  11. The highloop won't work after the first j.2c, but you can indeed replace j.6d with :j.5d on every character after the highloop. I've been playing around with it as well. Seems to be up for preference, though it seems :j.5d is a bit more applicable overall. If you guys like we can make :j.5d the new standard in the shorthand. New Ashura Punish hitconfirm, does exactly 2 more damage than the old one, lawl. Corner old- 5b CH > SoD > 6a > 6b > Highloop > Midloop > lowloop > (supa x supa) = 7524 new- 5b CH > 6b > SoD > 6a > Highloop > Midloop > lowloop > (supa x supa) = 7526
  12. Found some 10k+ damage with non-fatal. Triple Supers. Was bored. Corner CH Yata (Main, Single) > [GB]x2 > 4~5c > 6c > SoD.2 > 6b > Highloop > Midloop > lowloop > 66~2c otg > 5c > yata > j.2c > 66~2c otg > 5c > omo = 10060 (requires 83 meter to start) Will be starting a side project of slowly building this thread back into shape. Little bits day by day, wish me luck.
  13. Tested out the combo, 2c 5c Yata causes an extra minimum laser to whiff 2c yata j.2c 2c 5c omo does 9975
  14. Even at one dollar I can't afford to lose. Let's get this party started.
  15. Let's all ask LK questions and then tell him why he's wrong! As if his personal opinion based on his long fighting game experience is inconceivable! He already explained the reasoning behind his statement. Don't take advantage of this thread as an excuse to tout your personal weekly self-revelation about fighting games and the universe, that goes for everyone, it gets this thread closed. Again.
  16. Jump B is pretty dumb and 5b is pretty dumb, but that's all I really mind about Hakumen. µ gets wayyyyy too much damage off mashy normals, and her overall design encourages risky decision making, so I'd say she's a pretty dumb character too.
  17. When you do airdash j.2c against an opponent who's way up in the air, µ will flip around and do j.2c backwards, but it will still send the opponent in the original direction, it'll just hit in a way that you're more + than usual, allowing you to link into 6b on FC.
  18. This combo is wayyyyyy too specific... Maybe I'll record it later when I get it working some someone besides arakune. j.2c > 6b link steinless is the shit
  19. Remember, you're a professional. Shoutouts to potential 11k combo burstless that builds 100 meter. Catch the notation after the break.
  20. I'm importing the game. I can play it.
  21. The classes I took did, anyhow.
  22. Her basic combo route is very simple. I would compare her combo difficulty to Bang's. Easy stuff is beyond easy, hard stuff is beyond hard.
  23. Pre-press, graphic concept and art theory classes cost just as much as sketch and drawing classes, usually more. Work's work either way.
  24. For Ragna and a few other characters, you need to jump backwards, or at least be spaced out for the tighter j.2c's to hit. Northeast section of the hitbox as opposed to the northmost Ommitting dashes and staying at max 6a range after 2b should fix the combos. The opposite is true for some other characters.
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