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thetysman

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  • Location
    Perth, Western Australia
  • PSN
    CaptainBingo
  1. Well Izayoi's original form was a stupid looking hat so I predict it will turn Izayoi and Tsubaki into fancy headwear.
  2. Mu when hit by Amane's Astral
  3. Haven’t come up with much yet but I’ve been trying to work through this video and see what I could get, only gotten to the first one so far and about to leave on holidays in a few days so I won’t be getting through this anytime soon. http://www.youtube.com/watch?v=ZVHePHzINU0&feature=channel_video_title CH j.D j.D (CH) > 214A > 2B > 6C > 22BBBBC > 66 > 6C > 6D > 236A > 66C > j.D > 6.D > 5.D > 5.C > 236 D 4391/46 This doesn’t work on the whole cast. It works on Ragna and I assume some other characters if you adjust the number of silencers but I couldn’t get any 22B silencers to connect with characters like Jin, Makoto or Carl. For characters that fall out before any 22Bs I have developed: j.D (CH) > 214A > 2B > 6C > 236A > 66C > j.D > 6.D > 5.D > 5.C > 236 D 3286/32 (Probably universal: Tested and works on Lambda, Jin, Makoto, Carl, Tao, Tager) I’m sure that someone can find a better combo than this but it’s what I’ve got so far.
  4. First of all, thank you for taking the time to rip and organize all these sprites, I've already found some great uses for them (Character names were particularly useful when designing the artwork for my fight stick). On that note, I've been wondering, are there any future plans to rip the names (character select etc.) text for Mu-12/Nu-13/Valkenhayn/Makoto? I've gone through all the packs and read through the thread and found nothing about them so I can only assume they are as of yet unreleased?
  5. Thank you everyone for the quick responses and advice, I put your advice to use and was finally able to do the combo. In the end I also took LunaKage's advice about trying out the other combo which I found I prefer in the end and I am now learning that. My j.D > d.6D still whiffs about 50% of the time when they ground bounce but I will hopefully be able to figure this out on my own, if not I guess I’ll post back here asking in a few days .
  6. Hello to everyone, I've been lurking here for a while reading the forums but never registering myself and posting. I decided it was time to register here and start posting after I encountered this problem that I don't think I'll be able to solve without some advice from here . I've been learning/practicing Noel's combos from the CS1 combo thread to a varying level of success, some of them have been fairly easy to master while others have proven to be more difficult. One in particular has been giving me quite the headache. 5A 6A 6C 236A dash 6C 5D d.6B (d.5B) d.5C j.D d.6D Bloom I've been practicing this combo midscreen on Bang for a while now but I keep encountering this problem: After the 6C 5D the opponent bounces up too high and d.6B cannot reach them. Timing wise I'm just pretty much inputting everything as fast as possible perhaps with the exception of the dash which I still sometimes screw up and end up with a blue beat by the time I 6C. I can get the 5D d.6B to connect fine if I leave the 6C too late and end up with a blue beat, obviously this is not how the combo should go but it suggests that if I leave the 6C later I'm more likely to connect D to d.6B? Perhaps I'm simply too far away from the opponent when I use my 6C? I'm not really sure what I'm doing wrong here so if anyone could give me some insight as to how I'm supposed to do this combo it would be greatly appreciated.
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