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AtTheGates

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Everything posted by AtTheGates

  1. they are when NOT done in hit or blockstun.
  2. dont have time right now, sorry, i suggest you make a nicovideo account.
  3. quoting myself: oh, and about my 2D being unreliable statement: still holds true, but dora uses it constantly vs. arakune iad.j.B - it almost always whiffs though, but it seems to be save more or less, even when absorbing & whiffing against the j.B hits.
  4. i suggest you all watch the hima arakune vs. dora bang matches i linked, really good strategies & combos there. - j.A (counter hit) vs. cloud summon combos into j.D, land, relaunch - j.B,j.C,j.623B combos in most situations against arakune - i noticed that dora bang inputs his TK palm thrust with 7 instead of 9, if he screws up, a back-jumping C comes out, which is good if your opponent is in the corner - nice angle to air dash and still apply pressure. so his motion probably is: 6237B.
  5. maybe i'm the only one who missed them, but here's a LONG set of dora bang vs. hima arakune matches: click me, 9 batches total, 2-3 matches a batch
  6. it's the closest to a normal wakeup situation you can get in BB. if you boil it down to the data, it's a simple wakeup like in every other game -> full invul until you can move again.
  7. quoting myself from the combo thread: you could also end with the 2C -> jump cancel, okizeme.
  8. i tried it out, you can jump before bang's command throw can hit you when you do quick recovery. did you try it out or are you theory fighting?
  9. well, using 6C in a blockstring is suicide imo, if it whiffs, you are wide open, like, 1,5 seconds.
  10. can't tager crouch the 6C? if he can, you are DEAD. also, if you hit with 6C, what's the point in escaping ^^
  11. found a new variation to the standing BnB against Hakumen (and probably Ragna): old combo: combo into 6C,j.D,j.2369C,\/, d.6C,j.D,j.2369C,\/, d.6C, j.C new combo: after the last d.6C: j.623B, \/, OTG 2C. only midscreen, more damage, different okizeme options, details coming soon.
  12. http://gamechariot.com/08movie.html i usually dont direct link. it's their zoom account anyway, that is embedded into the site: http://zoome.jp/gamechariot/
  13. taken from the mook (translated by weisskreuz): you CAN NOT get a guaranteed throw if opponent quick recovers. i tested it multiple times. he can simply hold up. edit: maybe you confused quick recovery with neutral recovery? edit2: it's one of the many mistakes on zetaboards, i guess (listing quick rec with no throw invul).
  14. nice combo i saw in the current gamechariot vids: iad.j.4C counterhit vs. air (opponent wanted to jump away & attack after a blocked 5D of Bang), \/, 5C (knocks down),2C,623B, dash, continue combo. tech trap setup with that from another dora match: - knockdown combo, opp doesn't recover, Bang: d.2A, (enemy air techs), 5C (can be blocked with shield, of course, but still nice)
  15. http://gamechariot.com/08frame_main.html lots of new dora vids, mainly vs. jin and noel.
  16. yes, but i never understood the no throw invul - you can't airgrab the quick recovery, so what does it mean. it's not like you can't throw break when you land.
  17. tech down is the neutral get up, which is the one that is the most vulnerable actually. if you want to get away from a tager, quick recovery, then backdash or jump is best (if you are sure they want to throw). also, somtimes tagers 360 can actually grab bang out of his backdash :/
  18. 2D is extremely unreliable against aras dives, since its horizontal hitbox is so terrible. you could use it to get out of the way (2D, C teleport), but that might be a bad idea, giving him room.
  19. safest way to recover on the ground is with "any up + any button". thats a quick recovery, which is fully invincible until you land, but also very predictable - your enemy will wait right next to you, and you'll have to block. other ways to OTG recover are: front/back + button or down + button. all of those 3 are vulnerable (can be hit), but you can mix them up, of course. if you get knocked down from an air combo, you can often mash buttons to trigger an automatic quick recovery. also, if you mash buttons in the air, you recover if your opponent's combo ends. watch out for throws in this situation - you would have to react and break them with BC.
  20. oh boy. do you have recovery on? also, did you check the combo thread? there is one. this one here is for execution.
  21. did some testing, the longer loop only works against carl, noel and v-13, but it doesn't matter - we found a new BnB off of j.623C at least ^^
  22. great, keep em coming once you find the time. i should be learning as well - i added this j.623C BnB: j.623C, RC before 3rd hit, 2D,j.D,\/,2B,6C, j.C mainly because the longer j.2369C loops seem impossible against the fat chars, since you either hit them early and low or late and high -> not enough time for another j.D.
  23. hell yeah, i enjoy practice so much in all arcsys games. it's an addiction. about your 50% j.623C combo: in the end, you can do a d.5C, 623B for a total of 3952 damage (pink bang ender), if you wait a split second - enemy has to rise from the web before you hit with 5C. works against carl, so prolly works against everyone, i will test ^^ another alternative would be 5C,2C, then jump cancel into mixup - will test that as well. edit: midscreen, vs. v-13: j.623C, RC before 3rd hit, 2D,j.D,j.2369C, \/, j.D,j.2369C,\/, d.6C,j.623B,\/,2C works - 4201 damage! will research more.
  24. very nice, i'll add those to the list - i will keep the easier variations for now as well, though ^^ i also updated the carl section: 3. Comboing Carl since Carl can't be hit by 2B,623B as an OTG or even 2C,2363214C, he is quite hard to combo - lots of BnBs whiff against him. So here is a section with combos that offer alternatives. There is no general solution, but OTG Shuriken is definitely your friend against him - especially since his health is low - so what if the damage is reduced a bit? 2D(optional CH),j.D,j.2369C,\/,[j.D,j.2369C,\/, j.D,j.2369C,\/,]* 2363214C [2-4 Seals, 1-3 Shuris, 50% Heat] 4663/4146/4086 Damage *= optional, 100-200 damage less, 1-2 shuri & 1-2 seal more j.D CH,j.2369C,\/,[j.D,j.2369C,\/,j.D,j.2369C,\/]* 2363214C [1-3 Seals, 1-3 Shuris, 50% Heat] 4663/4584/4465 Damage *=optional, you can go for 1 or 2 repetitions if you like. less damage, more seals. [more carl stuff coming soon] if you guys have any furinkazan combos AT ALL for carl, please let me know. still working on that dora throw, 6-dash j.B, 2-dash, \/, 6C, j.B combo.
  25. old guilty gear trick i learned from xenophobian: superjump j.D, then bang will auto-turn around ^^
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