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someonewhodied

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Everything posted by someonewhodied

  1. Yea a crush trigger route will most definitely work but i was hoping to come up with a meterless solution thats easy to go into. The loop i posted will maybe work? the starting combo off of j.B tho j.B>j.2C~allecancel>5B>2B>6B>3D>6C>665A>5B>2B>5C>46D>j.AAAA>j.2C>j.AA>j.B+3D maybe that will work? Forgot about 3D force crouch when i thought of the first combo.
  2. i don't get when the first thing people do when a lagspike hits is mash A instead of waiting for the lag to die down. also fuck this school internet and all of the dns errors i'm getting all the time.
  3. Those time out every 8-10 minutes so you have to unplug them and replug em back in. Apparently anyways.
  4. GGs to steiner i guess. Shoutouts to bang mixup being unblockable on netplay @18FOverheads Kappa
  5. video of superball punishes: https://www.youtube.com/watch?v=FfgieP7XcmI
  6. Just a heads up i may be as much as 10 minutes late but i'll probably make it on time.
  7. PS3 lags when theres too much on-screen. BK is a good example of that.
  8. Superball punish: OD on reaction to superball OD>5CFC>632146D>superball hits>236C>214A>6B>2C>2147D>6B>2C>623C>2DD>6C>236D>214D~22A>4B>632146D Thats over 9K If you got the meter to burn (low health, 100 meter) OD>5CFC(1)>CT>632146D>Superball hits>236C>214A>2C>2147D>66A>6B>623C>2DD>6C>236D>66B>214D~22A>632146D 9606 Damage 125 meter 7777 Damage, 50 heat: OD>5CFC>632146D>superball hits>236C>214A>2C>2147D>66A>6B>623C>2DD>6C>236D>214D~22A>214D 9290, 100 meter: OD>5CFC>632146D>Superball hits>236C>214A>6B>2C>2147D>6B>5C>6C>236D>6B>214D~22A>214D~22A>632146D 9678, 125 meter OD>5CFC(1)>CT>632146D>Superball hits>236C>214A>2C>2147D>6B>5C>6C>236D>6B>214D~22A>214D~22A>632146D
  9. I have to adjust some combos to be easier on pad since i can't exactly do some inputs people can on stick.
  10. ggs to people who hopped into stream room.
  11. http://www.twitch.tv/blackserpent89 friend of mine streaming some netplay shenanigans with myoro and me. I'll be playing nu, bang, and valk if anyone is interested.
  12. Microdash 5A. Its not that hard :|
  13. heres a question since i don't really play a character with a dp 421AB + (dp button) how good is that? should it be used all the time against azrael, carl, and koko? edit: All the time as in against their crossup resets.
  14. One post sorta just caught my eye and i sorta built off it. I'm assuming we were talking about smp in combos overall.
  15. Well with nu its not the strongest situation which is why i don't go for it most of the time, but its nice to throw out there every now and then to catch people off guard when its obvious they are stuck in the habit of late-teching different setups. Luna sicklestorm's hard knockdown without SMP beforehand gives more damage in a combo and better oki (X>2DD>6C>236D~22A>214D~C) where spike chaser will catch nontech, latetech, and rolls, and will meaty anyone teching normally, giving time to actually block reversals too. That does get a tad repetitive though and after a certain point its easy to see the mixup after it so i use gimmick or weaker setups sometimes. With noel you are going for 22B knockdown at the end of a combo regardless. Like normally the combo would be like: d6B>d5C>d6D>d236D>66C(1)>j.D>d4D>d214D>6C(1)>4D>22C>66C>6B>22B but for easier timing AND more damage and heat: d6B>d5C>d6D>d236D>66C(1)>j.D>d4D>d214D>6C(1)>5D>22B~C>66C>6B>22B You get just a fraction more damage and heat but the oki is much easier to time. WIth noel its actually optimal, with nu, its just a fun gimmick.
  16. Thats why the general consensus is that its bad MOST of the time. I personally would not be able to list even 5 situations where its good AND safe. CPE tao tho. She just breaks the rules.
  17. So since 3D doesn't trip anymore, could we still set up the old UB with it? j.B>j.2C~allecancel>5B>5C>3D>j.B>j.A>665A>5B>2B>5C>46D>j.AAAA>j.2C>j.AA>j.B+3D into: j.B+3D>6C>5B>6B>6A>j.2C~Allecancel>66A>j.2C>allecancel>5B>2B>5C>46D>j.AAAA>j.2C>j.AA>j.B+3D (start pushing towards you with doll after the 6C) I imagine it could look something like that. and then you can go into some doll recovery route with CT or gear super ender or something when doll meter gets too low.
  18. SMP is great in specific situations (that do happen pretty often sometimes), whether midcombo or at the end. I can only think of 2 where it gives you nice damage in the combo AND increases your oki strength. Noel 22B: If you do your first 22B and go for 2C oki after in the corner, it will bluebeat. If you SMP it instead, 2C will now catch nontech, rolls, and quicktech. And you recover in time to block/4D opponent DPs. Nu [Luna]214D: So you use 214D earlier in a combo, then you get sickle. If you immediately do another 214D after sickle, it will smp and the last hit of sickle will hit immediately after, giving you similar knockdown to noel 22B. So for example: [Luna]5DD>236B~22A>5DD>236D~22A>5DD>214D>2DD>6C>236D>214D~22A>2B if they don't tech, the 2B will not bluebeat. Buuuut in most situations SMP is shit. Unless its LV1 smp and the damage reward is bigger for going for it anyways. if you are talking only mid-combo and not towards the end or setting up stronger oki. Heres something: http://www.nicovideo.jp/watch/sm25609052 Watch it and weep. SMP SMP SMP SMP SMP "holy shit where did my health go" @SKD I totally did not realize every point i tried to bring up, dreiko had done hours ago. But i do agree with that long ass post you posted. It was a pretty good read.
  19. Fun combo: (Corner) w5B>w5C>w236A>5D~2C>6B(1)>236C>2C>6C>2C>2147B>236A>3C>236B>2D 3509 damage dunno if its optimal or not but it looks cool.
  20. Most of his post i do agree with, except for the whole "bang's mixup of 5C and 6B is weak therefore his mixup game is weaker overall than X character's" Completely disregarding the fact that he has crossups and j.22A options in even just his basic mixup. Sure the crossup is easy to block but its a nice tool to try to bait out mashing and stuff, and j.22A in mixup gives him tons more overhead options. (though i did miss one of his later posts where he did acknowledge some other options. but we all know i just nitpick on small things for the sake of posting something)
  21. If that was directed to my post in some way, if someone says "this character's high low is just these few moves and they are garbage, so this character's mixup is worse" obviously someone else should probably correct them. If it was to this thread in general: Yeah i agree stay free scrubs Kappa *insert snoop dogg swivel here* git gud. ok but jokes aside, if someone posts something i agree with or can accept, i'll keep quiet or sometimes acknowledge or build on it. If its something i feel is really incorrect thats when i'll actually drop some specific situational knowledge i happen to remember because someone pulled it off on me a year ago or i stumbled upon it accidentally. So you say that jin 6A is unblockable on reaction online and offline and is legit mixup but you think that bang using bumpers for mixup is "netplay"? do explain. Seriously, please explain this to me.
  22. sooo using midscreen bumpers as part of mixup is godlike. 2B>5B>iadj.4B>1bumper>5B>6C iad j.4B can't combo outside of counterhit. But with bumpers it can. And double crossup.
  23. lol SKD >bang high/low not as threatening as jin high/low someone hasn't been vortexed by the new bumper setup yet :p I'll have a vid up on it this weekend. Bang shouldn't need to use 5C or 6B as mixup outside of the first combo you get near the corner. Also i accidentally included a reversal OS into it. The first time i auto-blocked a wakeup super i was so surprised i dropped my controller.
  24. honestly if you want to vortex the opponent in the corner, lambda seems like a fun choice. Hard knockdown from 236B seems really nice for oki setups.
  25. At least you guys got to play ;~;
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