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AdmiralKorngold

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Everything posted by AdmiralKorngold

  1. Thanks. And that is a rather nice write up on movement. I typically use those options. Specifically I am looking for ways to do long range dash ins that cross up. Every now and then I'll see a valk zigzag unexpectedly or dash over and behind a baited aa. If I bait aa's I typically land too far back to punish and I don't use wj.214 a/b since it's less safe than before. I really would like to land in ch range. Any further gimmicks or tips?
  2. I need some help on movement. Not really combos, but approach. For instance, if I am full screen away away in human form, I have the bad habit of j.7 into diagonal wolf dash in, and there has to be a better way to hone in with different wolf dash trajectories. Any input ideas would be great, as I need to vary my long distance approach instead of straight dashes and wolf footsies.
  3. I've been having success with using two hosts and 3 or 4 people in each room. Whoever gets ft3 swaps rooms. It's great for scrubs like me who don't have much time to play but want to get a lot of matches with a variety of people. Everyone gets to play more without having to resort to ranked. Anyone who wants to join in this ongoing experiment...get at me. Also @Moy-your fl is full. Drop some inactive fools and add me xD
  4. Ranked pros: good when you just wanna get several matches in a few minutes without too much effort searching and waiting, training while waiting after every match allows me to practice what I messed up in the previous match, psr is fun, get to compare win % among all my characters, get to play more people (in theory), player rooms are kind of exclusive if you are looking to fight new people Cons: ranked has worse players (in my experience), worse players often means more salt, I always end up playing the same person over n over (fix this!), gets old much faster after long waits between every match, a lot of people just dodge Since I stopped caring about arbitrary numbers I stick to player matches.
  5. If you are having trouble closing in during curse, put them in insect blockstun and you can start a mixup. On a side note, add my psn if you wanna hang out in a Kune lab. Really for anyone who wants to swap recipes, etc. I am searching for >ness in situational curse setups.
  6. TokyoWillEXPLODE Ny Main: valkenhayn / arakune sub: a b c is a universal combo, right? I am available after 7 pm and randomly on weekends. Sat morning fights are teh best. I mentioned it in another thread, but I'm looking for matches in which everyone wants to improve. I used to have the chat but I deleted it when it got infested with trolls. Hopefully it's better now.
  7. Good to see you back. Do you mean his unblockable reset? v=dRBRy72_6ZE&feature=youtube_gdata_player
  8. So after playing in the lab, I've found using 6a 5c 6d in the corner does slightly more damage when using it on the third rep of curse if replacing the dive. The nice thing is holding 6 after 6a still leads to 5c - so 6c when held gives the tongue lick with a 6c bug. I'm even more exited that situationally it works for corner push. So if you are close to corner (like quarter screen) pinwheel cd bug 6a 5c 6d pushes them into corner without going blue or resetting and they eat the corner d bug. There is time to walk forward and continue the combo or do a corner reset. I used to use 6b after d bug pickup for corner push, but 6d is lengthening the combo and still allows for a reset. I'm pretty hype about 6d now.
  9. It was in a match, basically I got curse when the guy was against the wall. There was no real start up as he was caught with cd bugs after an emergency tech. So I did standard pinwheel cd bug rekka cd bug j.a dive cd bug, but I still had meter and improvised 6a 5c 6d because of the 6d headbutt. After laser ender (because I wanted to push it) I got just under 10k and the combo stayed valid. I'll experiment with starters and replacing other parts of the loop when I get home to compare damage
  10. I've started using 6a>5c>6d during corner curse loop. So far it does decent damage and stays valid when I have time for a 4th relaunch. This old news?
  11. Got it, thanks. So basically his midscreen game hasn't really changed much I take it. Seems like 236A has more corner use but that's about it.
  12. Had a couple of ?s on some of the changes in Valk's move properties in Ex. For human 236A - what kind of followups are allowed now (on hit or on block)? Also, is there a way to pick up a combo with human 2C after h. jC knockdown?
  13. 6C can be effective against characters who like to dash in with quick low pokes because his hitbox changes. Plus 6C with with 50 heat can lead to full curse - worth the risk if you know what's coming. About 2B: are there any decent aa followups outside of brief amusement?
  14. Yes. Good to hear, I just haven't seen anyone do it, and it's become a staple in my final death combo game. After you connect cd bugs from j.c have you to tried adding a 2c before the d bug relaunch? Basically it's like adding a curse starter into the middle of the loop since j.c can continue to avoid same move proration, but I don't know if landshark 2c helps at all.
  15. In situations where I have no need to go for a curse reset (like when all the stars align and I get a clean confirm into curse loop in the corner) after pinwheel, rekka, dive, I have been adding a j.c 2c release cd bugs and it seems to do a nice chunk of added damage (as long as j.c wasn't in the starter). Has anyone played around with this? It looks like a nice alternative to adding a second dive if you have enough meter.
  16. Most of you probably already know this stuff, but I made a vid of different setups for the dive loop. If anyone is looking for ideas for set ups (and I hope they still work in CS2)....... http://www.youtube.com/watch?v=Qe9ED7l9N7Y I may be missing some stuff, but I just threw together my 100% curse tricks.
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