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Kyle

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Everything posted by Kyle

  1. Midscreen throw w/ a D-trap behind: 3 skulls 2539 dmg 214D, 66, 6C+D, OMC, 214C, IAD, A+C, J.C, Land, C, IAD, (214C-Hits), J.C, Land, C, 236A~D, (214D-Hits), 66, C, 236A~D Midscreen throw w/ a D-trap behind: 3 skulls 2557 dmg 214D, 66, 4C+D, OMC, 214D, 2AB, 236A~D, (214D-HIts), 66, Underneath, 2B, C, 236B~D, (214D-Hits), 236A~D
  2. CH C, IAD, J.A, J.C is crouching only CH C, IAD, J.B, J.C is standing only tested on Yuu
  3. Miyako- The idea is you get the trap to play w/. For example. If the cross-up hits you can do this combo. J.B, Land, B, C, 214D, (214Dhits), 66 underneath, 2B, C(Autocorrects)236B~D, (214Dhits), 236A~D, 214D If the crossup is blocked you can pressure B into another IAD. @ this point they are forced to block the original trap & give you an incoming mixup. Maybe B, C, 214A+B Will crossup the trap?
  4. YOu have to use IAD turnaround oki afterwards
  5. ^2B does not connect after IAD J.A, J.C. 0SP- SMP loop 4627 dmg corner, crouching Yu only CH C, IAD, J.A, J.C, land, 66, AA, B, 2AB, 236A, OMB, 2[C], C, (236B~D)x5, 236A~D.
  6. Corrected. also, ch 5c, IAD, J.A, J.C works on crouchers. XD
  7. I updated my throw post w/ all damages & combos tested. If people have more dmg & skulls than what I have listed, plz let me know. Two more highlights here. -Picking up after 236236B: you can link a LATE airdash before you land, than land and 66, B. This brings you all the way back into the corner. Thsi helps tremendously w/ getting the fuck in there, - If you can a LOW airthrow in the corner, you can link J.A as OTG and continue a combo from there. :D Speaking of CH 5C. Here's a small standing combo w/ oki. 1163 dmg CH C, IAD, J.B, J.C, Land, 66, B, C, 2AB, 214D a good oki starter is a superjump IAD turn around J.B. YOu have the trap to play w/ at this point.
  8. - Punishing AoA & some R-actions. Successfully blocking leaves the attacker in CH & standing. The ideal punish is C, IAD, J.B, J.C into whatever. Be nice if you could punish w/ FCH 236B. Anyone had success w/ this? I cannot test for a while. Also, Congratz to Omni! Also, AA CH2B, Link 5C, IAD into whatever
  9. Yeah, your answer is one of two combo starters depending on spacing & how prepared you are. She is left in CH state while standing during healing. - CH 5C, IAD, J.B, J.C into anything you want - FCH 236B, into anything you want (best in the corner)
  10. ^You've got some error in there dood. 8576 DMG & Silence. Cost 100 meter & requires a corner FCH. FCH 236B~CCCCC, 236236D, IAD, 214D, 214C, 236A~D, C, 2[C], B, C, 2[C], 2B, C, 2[C], C, IAD, J.A, J.C, C, IAD, J.C, J.D, 236A~AAAAA, 236236A
  11. her Ice super (BUFFALO?) is air UB. I was able to successfully punish by buffering a gold burst and having her super whiff thru me. I was able to land from the burst and punish. I hope the opponent I was playing was not mashing & this truly is counter option to it.
  12. Her R-Action is projectile invul. This means you can't punish it from full screen & you can't use your R-action against it.
  13. OMFG this foukin game is EXCITING
  14. Updated the post to correct 2SB TYPO, included FEAR 2A link. damages to come on Sunday possibly
  15. Two points to be cognitive about while implementing death toll tactics. 1.) It is preferable to NOT use the IK round #1. b/c you had to take down all skulls, their health should be pretty low anyways. The problem w/ IK's round#1 is that round#2 they recover all of their skulls. Not just half. Given the opportunity, go for DMG round#1 and save the quick IK for your winning round. 2.)Once you've taken all the skulls away, you lose the SMP loop b/c the Mahoodon will kill em. If this is round#1, it's not preferred.
  16. Who plays which character down there? if this thing gets a SERIOUS as I am hoping, we'll run Ohio vs Tn events. 5v5 6v6 whatever. XD Try to LVL up your mid-level players. I have faith in 6 of ya, but there's another 6-7 who could be great players too,
  17. before I begin to dominate the dumb-SMP loop. Here's the details on optimizing death toll. Throws: Midscreen 0 meter = 2 skulls, 1045 dmg C+D, C-follow up Midscreen 50 meter = 8 skulls, 14051 dmg C+D, C-follow up, 236236B (tight timing, Cannot buffer super) MIdscreen 50 Meter = 3 skulls 1959 dmg C+D, OMC, 214C, IAD, J.A+C, J.C, Land, C, AID, 214C-HITS, J.C, Land, C, 236A~D Midscreen 100 meter = 9 skulls, 2391 dmg C+D, OMC, 214D, C, IAD, j.B, J.C, Land, C, 236B, 236236B Midscreen 50% Meter FEAR = 6 skulls, 2239 damage C+D, LINK 2A, C, IAD, J.B, J.C, C, 236B, 236236B Corner 0 meter = 2 skulls, 2247 dmg First C hits early & step back on 236 C+D~C, C, IAD, J.B. J.C, C, 236B~D, 236A~D Corner 50 meter = 8 skulls, 2505 dmg C+D, C-follow up, 236236B, 66, 66, B, C, 236B~D,C, Delay 236A~D Corner 100 meter = 14 skulls, 2790 dmg C+D, C-follow up, 236236B, 66, 66, B, C, 236B, 236236B, 66, 66, 2AB, 236A~D Midscreen 0 meter = 0 skulls, 1800 JC+D Midscreen 0 meter, persona D = 0 skulls 2508 dmg release D, J.C+D, 357, J.A, J.C, J.D Midscreen 100% meter = 6 skulls 3573 JC+D, OMC, J.C, C, IAD, J.B, J.C, Land, 66C, Delay, 236B, 236236B VERY LOW airthrow 50% meter = 6 Skulls 3220 dmg JC+D, J.A, Land, 66B, C, 236B, 236236B 0 resources corner throw: Kanji- C+D~C, C, IAD, J.B. J.C, C, 236B~D, 236A~D. 2247k DMG. First C hits early & step back on 236A. Labrys- C+D~C, C, IAD, J.B. J.C, C, 236B~D, 236A~D. 2247k DMG. First C hits early & step back on 236A. Aigis- C+D~C, C, IAD, J.B. J.C, C, 236B~D, 236A~D. 2247k DMG. First C hits early & step back on 236A. Naoto- C+D~C, C, IAD, J.B. J.C, C, 236B~D, 236A~D. 2247k DMG. First C hits early & step back on 236A. Yu- C+D~C, C, IAD, J.B. J.C, C, 236B~D, 236A~D. 2247k DMG. First C hits early & step back on 236A. Elizabeth- C+D~C, C, IAD, J.B. J.C, C, 236B~D, 236A~D. 2247k DMG. First C hits early & step back on 236A. Yosuke- C+D~C, C, IAD, J.B. J.C, C, 236B~D, 236A~D. 2247k DMG. First C hits early & step back on 236A. Akihikio- C+D~C, C, IAD, J.B. J.C, C, 236B~D, 236A~D. 2247k DMG. First C hits early & step back on 236A. Very Tight Mitsuru- C+D~C, C, IAD, J.B. J.C, C, 236B~D, 236A~D. 2247k DMG. First C hits early & step back on 236A. (VERY TIGHT) Yukiko- C+D~C, C, IAD, J.B. J.C, C, 236B~D, 236A~D. 2247k DMG. First C hits early & step back on 236A. (VERY TIGHT) Teddie- C+D~C, C, 236B~D, C, 236A~D. 2121 DMG step back on 236A Chie- C+D~C, C, 236B~D, C, 236A~D. 2121 DMG step back on 236A Mitsuru- C+D~C, C, 236B~D, C, 236A~D. 2121 DMG. First C hit late & step back on 236A Yukiko- C+D~C, C, IAD, J.B. J.C, C, 236B~D, 236A~D. 2247k DMG. First C hits early & step back on 236A. (VERY TIGHT) For consistency, I included the tight ones w/ the small opponents. There we have it. =)
  18. 14 death count combo: corner only C+D~C, 236236B, 66, B, C. 236B... I assume we can finish w/ 66, 2AB, 236A
  19. haven't tested yet, but can super-BETA stack twice. Example: Trap hits, combo into super twice = 15 death toll removed in 1 combo? Lastly, It seems the criteria for SMP loop is to have combo'd the D-trap, Charged 2C into doublefang xN. Anyone know why this is? It's almost as if that combination forces a fatal counter, but it doesn't say Fatal counter... what mechanic is granting the extra hitstun?
  20. After training mode, here are some input shortcuts I've ran across. -Supercancel from snipiefrontx5 to Pistal-Alpha can input as (236A)x5 -Canceling Aim can be input by holding [D]. This can be buffered for the ENTIRE SMP loop. ([D]236B)xN - Goinng from throw followup into a pistol super can be buffered by this: C+D, 236C~236A/B
  21. Can j.C be used as an instant overhead? also, J.C, one more time, J.C, land combo like Mitsuru? Maybe character specific.
  22. Interesting look at the totals Kurushii/Ai. Are these values fro XBOX, PS3 or Nesica? Possibly all (3). be interesting if the ranks are cohabitant.
  23. I excited to investigate punishes, burst safe options & Resource management options.
  24. Good player showcased here: https://www.youtube.com/watch?v=Nt_Ja5QhPig&feature=youtube_gdata_player
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