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UEG Squall

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Everything posted by UEG Squall

  1. Uh... Just 2a>Guillotine or something to mix up for new oki. You prolly shouldnt 2aaa sweep. Just do one or two 2as and then sweep afterwards, probably will let you combo afterwards if they don't tech, even.
  2. It seems like it doesnt work if your at completely unfilled green. However, I don't see the point in worrying... Even whiffs raise your axe meter so unless your getting pummeled you should always have -some- green meter. Has anyone been trying to find out unblockable setups for Brutal impact? So far I've done some which are pretty legitimate: Red Axe Only: FC j.B > 66 2B > 2C > 214AB > 22B > 2A(2052)/// 214214A(6000) 5AA > 66 > 5AA > 2C > Delayed 214AB > 22B > 66> 5A (2025)/// 214214A (6000) Is the strafe completely invincible? I tried to humanly time it using recordings and it seemed like you had to time it FLAWLESSLY to strafe out of the Brutal Impact. I hate that feature ; ~; If there were no strafing, Labrys could be real strong. I'm not sure if Strafing works from frame 1 or not. If it isn't invincible on startup then these could work. If these work, I think we have incredible damage here.
  3. I'm not sure what problems you guys are having. I've been able to pull it off from flat Green, If i remember correctly. EDIT: Actually you guys are right. FML:sweatdrop: That kinda sucks. All the more reason there needs to be a damn GAUGE. ; ~; I also want to point out what is the point of connecting Red moujuu off a combo starter meant to get you into red in the first place? Seems counter productive to use 25 sp to get to red and then sacrifice it for another 50 sp. I don't think your gameplan is very solid if you want to link everything into Red moujuu. You need red to do your most damaging combos. Wouldn't it be more optimal to go for oki afterward and do moujuu after a less prorated and more damaging combo? Or better yet, save your red axe for the following rounds if available?
  4. Uh, its near the bottom of the Red Axe combos. Its the ones with impact special. Im not sure if you can actually link normal guillotines into a tsurugi.. ever. No, You don't let the second hit of Tsurugi go off at all. Its Tsurugi (1) > 236A > 6+A follow up > Tsurugi(2)[whiff]>
  5. Please do! I'm super confused on how normal guillotines are linking into tsurugi in your red axe combos ; ~; The tsurugi hits when 5B knocks the opponent across the screen. I'll try it and /edit in a minute. I'm with you on wanting a Gauge along with a pictorial reference . It seems like tsurugi jumps your axe regen up or something, personally, I jump 2 levels while everythings going on between the first hit of tsurugi and the [b+D] in that earlier combo.
  6. The timing is godlike strict. You have to hit the 236236D right as your 3rd guillotine hit connects. Edit: I'm retarded. Uh... Your combo is probably too long. I'll try it to make sure. Be right back. EDIT EDIT: Just tried it out and changed the moves a bit and it for sure landed. CHj.B>2B>2C>214AB>22C>5B>236A>6>A>j.B >j.C >214B>236236D (6.6k) You have to make sure you 236A fast enough so that the 2nd part of tsurugi doesnt hit, and then it all links together.
  7. I put G/Y/R just to be safe, but Leme test it real quick EDIT: Nope. Just from green and leads to red. I'm guessing you need a Red Axe to get a fully charged FC [b+D] to link 5A > 2B, and if you do it from grey, your only at Green by the time you get to [b+D], and at Yellow if you start from Blue. Might be other ways using the same idea, though. Worth testing. Going from grey to red off a 5a poke is definitely worth 25 heat.
  8. Works in any G/Y/R iirc, not sure how optimal. 5aa > 214AB> 22A > 2A > 5B > Sweep > FC [b+D] > 5A > 2B > sjc > j.B > j.C > 214A (3k)
  9. I actually live here, over by Decatur and Flamingo. I didn't know you were from Nevada, Linear. (I have you on my friends list... now I'm CB Squall) Anyways, is this still alive or what...? We totally need to see if we can't set up some local game-days at the game stop over by Trop and Jones.
  10. I found a better Mid->Corner FRKZ combo =D. FRKZ, Midscreen, leads to corner: 5B > 2B > 6C > j.D > 9-Dash > 5C > 6D > 6-Dash > 2D > 4/6-Dash* > 5C > 6-Dash > 2B > 623B > Oki/Daifunka (~5000/~6000+) *: Depends on which side your on when you 6 Dash... depending on the time and spacing, you may end up behind them instead of in front of them when you 2D... in which case, to hit with 5C, the dash is different.
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