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    Predestin
  1. Just pointing out that if you need a finisher of a standing loop without awaken, you can end with: xx 5B > sweep > 236B > DP > 236236B Example: 5AA > 5B > 2B> 5C > jc.B > j.C > 66 5B > 2B> 5C > jc.B > j.C > 66 5B > 2AB > 236B > DP > 236236B [4025/32%]
  2. I see her flying command as a great way to set up overheads, as she doesn't have any mixups while on the ground (other than poke or bullshit command throw super), she sort of needs this. It's normal-cancellable so you could do something like 5A 5B 214B xx jB/jC --- and go into bnb of choice. It'd require the opponent to be conditioned against your blockstrings, but it seems fast enough to not be react-punished by poking. Of course, I don't have any 'real' backup for this as I lack any sort of offline opponent to test this against. Now as for the aerial version.... I'm not too sure. It's not like the game allows you to use it as a combo tool like Platinum... That one probably is useless except for trolololing/mindgames/weirdass situations you can escape by floating.
  3. Yea, but do you actually have any control of when it pops? I have trouble imagining how useful it can be because the delay is so long. It'd just take a super jump to get out of that setup otherwise.
  4. Hmm, random Kinako observations: 1) Command throws just don't seem to fare well in this game. Unless I'm mistaken, it seems entirely possible for the opponent to mash throw or 2a/5a on reaction to super flash at least to Kinako. I've been trying to make some command throw super setups after 236C, one of note is 6A (1hit) ~ delay, 63214D at point blank, it appears that 6A only causes few enough blockstun frames to have them at neutral before the 2nd hit. But of course, I don't know if this is entirely mashable on reaction to superflash, or two, why an opponent would fear getting hit by naked 6A in the first place... I guess to typical ground BNB. Well, did more testing, this setup is absolutely beautiful. at least on rouga, he can't mash or throw out of this setup. Not even preemptively 2Aing during Kinako's 6A as an option select works in his favor. Not even holding jump after 1st hit of 6A lets him escape. This is a inescapable setup as far as I know. I'll test DP mashes during 6A and see if anything lets them lose from a free command throw super. But hell, even if they get free by jumping, 6A will catch them into another 2k combo into oki. Beautiful. 2) Is there any way to use 623B as oki? More specifically, can it be remotely activated somehow? Or is it pretty much only a set-timed bombclaw and my ideas to use it as delayed oki into free pressure is pretty much null?
  5. A 6A CH combo is also possible if you seriously mindread a ressenga coming. Though I'm not sure that if he CHs you if he can take that into 3C -> Jayoku or just Jayoku. That'd probably not make it not worth the risk.
  6. Once Hazama gets in, when is it really a good time to strike back? Like, what moves does he have that's -advantage on block or prime targets to IB? I seem to have much difficulty getting him off once he gets in.
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