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someonewhodied

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Everything posted by someonewhodied

  1. im hurt ;~; Im not good enough for you? I thought we had a thing together ;~;
  2. Yeah I get 1 bars from here to even japan. And playable 0 bars to Eu players.
  3. It no longer catches jin's IAD j.D crossover or bang's teleport behind you (well it does sometimes)
  4. All Ds have smaller hitboxes in Dia mode IIRC. Or just overall. Many times I see my D go through a character's foot and not hit them. Never happened in CSE Oh yeah we played too huh? I think I lost 4 or 5 to you also. But there was another hakumen that dropped me from pink to yellow.
  5. Just in: 2C lost its huge hitbox behind us. No longer a cure-all against bang teleports and crossovers. it still works, just not as well. FML
  6. I don't remember but I do remember him also being a pink square player. Nu 6D doesn't have the coverage of CSE so I can no longer autopilot vs hakumen ;~;
  7. Yup. Why can't Nu deal with hakumen anymore? The only hits i land on a haku are when he whiffs a 3C or when I 6A him falling.
  8. the squares are so damn confusing. I went from pink to yellow after losing 5 matches in a row to some hakumen player and now it won't go up again. I worked hard to get that pink ;~;
  9. Yeah I use air 214D a lot more than air tosuka now. Its fast and also comes out even if you get hit. And there are stein structures that make a barrier of steins and maintains it repetitively (keeping the lasers firing) around you, preventing any non-projectile-invul approach.
  10. omni does spam DP with kagura though. so many times the one time i played against him he DPed any attempt to airdash over him, and he even DPed after a DP whiff sometimes. Doesn't help that his DP outranges both Nu and Mu's 5Cs which are my go-to punish tools.
  11. Have any of you used 2147D to bait throw rejects? It works hilariously well and looks awesome.
  12. input priority or something. Some characters' 236 or 6 attacks take priority over their 623s. In CSE it was the other way around.
  13. i found one of my issues. My current TV has near 30ms of input lag. Thats uh..yeah. i mean it expains the slightly slow anti-airs but i still need to get the new DP input crap down.
  14. Use the import thread. Everyone is listed by region there.
  15. Oh shit that was you? I was playing as disrespectful as possible because I thought it was just a random tao who knew combos. well ggs. Shoutouts to my DP never coming out despite me mashing 623c623c623C repetetively. I swear CP is pulling a CSE-Mac-Chaos on me and willing me to drop essential inputs.
  16. I want a combo that uses an immediately techable TK crescent in Dia that is RCed immediately into a 4B/j.66B/3C for oki. Can someone with more time on their hands try to find one that works? and is netplay friendly?
  17. that seems to be it. Not very balancing though. It would balance better as 12345678 87654321 but I'm not a captain so I don't mind either way.
  18. What I've found works best is a fully charged Dia spike from fullscreen after landing a 6C airhit. The bullet has to jump, guard, or projectile guard through it, all of which can be capitalized on. (universal advice except vs hakumen) and of course, gravity is useful. (why don't I use gravity more)
  19. surprised that i was someone's second choice despite so many better players.
  20. well the gravitons can fuck up your momentum by infiltrating your steins with her own and electrocute you by exploding it.
  21. [CO] 5A > 5B > 2C > 6C > j.D , j.B(1) > 6A > j.2C > j.236D > 6B(2) > 236B [3210/23%] 22B/5D [2901/20%] Maybe swap out the j.b(1) for j.C>j.2C(Whiff)? Just curious if that will work.
  22. Yeah I know there are better options, but the point of the combo was to make a repeatable loop that could be done 3 or 4 times simply for the amusement factor.
  23. Funny enough, even the 2B catches a forward Air tech. Though you don't get the high low mixup then. Edit: no it doesn't actually. Just larger characters like jin with his huge feet.
  24. http://www.youtube.com/watch?v=AAyu4cxFyXI A corner oki idea I had.
  25. Whiff Loop(Corner): (5K Meterless) Off of fatal only: X(Fatal Counter)>6C>j.D>j.C>j.2C(whiff)>(jump>j.C>j.D>j.C>j.2C>)xN>jump>j.C>j.D>j.236D>22A>236B>5B>236A 5.6K Corner:(5C Counter starter)(236B Oki) 5C(CH)>5D>236A>5B>5C>236B>236D>[236B(2)]+22[A]>]22A[>236B(1) 2nd hit explodes after they tech. off of a grab, same oki: 5BC>236B>5B>5D>236D>22A>236B(1) to reset the situation with almost 3K more damage.
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