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someonewhodied

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  • Birthday 05/12/1995

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    someonewhobodied

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  1. 236C, derp, typed half asleep. I should probably proofread more =_=
  2. only the first hit of 6C has SMP, the burner doesn't. The trick is to after the first charged 214C, microdash 5C then do uncharged rocket loops. you can only get 2 more rockets in a non-fatal combo though. a fun thing in the corner i've found is that on fatal, you can use a laser super midcombo.
  3. Try that same combo but cut 2 air drives from the end for a 214D before 6C? IDK i can't test it right now.
  4. When your drives hit too close for 236DC but too far for 214DC what do you guys usually do? I've been messing with 236D214B>5DD and 2147D RC/ 2147DC>663C as options but i don't think I'm getting max return for minimal risk from either option.
  5. You get just a little more carry. The damage is actually 30-100 less (depending on starter) than the typical route if both you assume every hit is gotten in both routes, but the carry is almost a screen's length more. Its worth the trade usually. 6B starter: Standard (4854): 6B>2C>214DC>214A>6C>236[D]>665DD>236DC>3C>236D214B>5DD>6D>2DD>j.DD>j.6DD>dj.DD>j.6DD>j.214D Carry (4795): 6B>2C>214DC>214A>6C>236[D]>665D>9~J.6DD>66>j.C>j.623C~214B>2DD>j.DD>J.6DD>dj.DD>j.6DD>j.DD>j.214D both were lengthened to a point where one more drive would instatech.
  6. fun midscreen route I found.
  7. Burst is preferable in 99% of situations. In the rare cases where you both have no meter and no gravity, you can use OD to make a different combo work X>3C>ODc>66B>6A>2147D44>j214[D]>214D>66B>5C>214DC214B>236[D]>66C66>3C>Super It generally builds enough meter for you to kill someone with the super at the end. Otherwise, you need space, you need to not get cornered, you need the threat of being able to burst so you limit what moves your opponent can punish you with.
  8. Crush trigger early combo is just as much, sometimes more than double super at the end of a combo. It would be better just to learn crush trigger routes.
  9. its recovery doesn't look too bad so it should be usable even without gatlings out of it.
  10. seeing as 214D is another cancel move like gravity now, theres probably a lot that can be done still. No spike chaser hurts damage though.
  11. Stagger on ground hit. Thats completely fine by me. Airhit is still the same i bet.
  12. OD combo swag: X>214D~ABC>OD>66A>2147D44>j.214[D]>214D66>236[D]66>6C>236DC214C>3C>632146D
  13. uh why are you doing 214D when he is close enough for CS to go through it? There is no reason for him to be able to CS you. You can also delay drive followups a bit to bait CS and just backwards parser on reaction to superflash. Its easier for ragna than before but its still nu's favor.
  14. I'll normally throw it out after 3 drives if i don't get a confirm, then throw out the 4th because if it whiffs, i can just throw out something else unless its a nu vs another zoner matchup. (when i'm autopiloting), otherwise i'll throw it out before doing drives, usually B gravity and react to their actions with drives.
  15. Its never a bad idea, especially with the supra routes being a thing. X>3C>623C>6D>2DD>236DC>5B>6B>6A>214DC>66B>6A>6C>236[D] You don't need gravity to do combos, holding it gives you a bigger reward off of hits though. I personally use it in neutral a lot just because it gives me more time to think when the opponent rushes at me.
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