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OneSanitarium

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  • Birthday August 31

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  1. BDC Bite is 6321447, and BDC DoT is 63214469. edit: BDC Dandy is also most optimal to do 21447, the fewer inputs after you do the second back, the better. Dandy is invincible starting frame 1, so you don't need to worry about invincibility being transfered, outside of doing an instant BDC P Dandy to it has 7f instead of the natural 3.
  2. I wouldn't imagine they'd be all that different from normal routes. Mortal Counter 2S or 5K can both cancel into HD j.S or j.H at max ranges, and as long as the countdown is still going down you'll still get boosted damage for a heavy hitting combo. MC 2S > HD j.H > c.S > 6P > 5H > IAD j.K > j.S > FFVCL > land > j.S > j.H > P Dive > 66 > j.H > P Dive is around 240ish damage on Sol. UF > c.S > VCL > c.S > j.S > j.H > P Dive > 66 > j.H > P Dive > S Dive > c.S > j.S > j.H is about 300, if you wanted to do a move that was 0f after flash during DT! Into just a basic combo too. edit: If you go to practice any Danger Time combos, make sure you do it from an actual clash, since the Mortal Counter option doesn't give the combo the damage boost you would get in the mode.
  3. I can get it to work no problem. You can delay P Dive by holding it, which may help for you.
  4. Gonna go ahead and start working at this 1.5 month 'break' in updates. Apologies. [12/13/14] Karate Kenji(SO) vs Baszoo(IN) [Notes] GGXrd Mix Up NIght 24 [12/13/14] Efute(MA) vs Baszoo(IN) [Notes] GGXrd Mix Up NIght 24 [12/20/14] OSCA(IN) vs Fino(VE) [Notes] Mikado stream [12/25/14] Karinchu(RA) vs Shiketa(IN) [Notes] Mikado 3on3 [12/25/14] FAB(PO) vs Shiketa(IN) [Notes] Mikado 3on3 [12/27/14] OSCA(IN) vs Batako(RA) [Notes] Mikado 5on5 [12/27/14] 2rio(IN) vs Batako(RA) [Notes] Mikado 5on5 [12/27/14] Osca(IN) vs Ertai(VE) [Notes] Mikado 5on5 [12/27/14] OSCA(IN) vs Koichi(IN) [Notes] Mikado 5on5 [12/27/14] Hossa(SO) vs Koichi(IN) [Notes] Mikado 5on5 [12/27/14] Nasu(SL) vs Koichi(IN) [Notes] Mikado 5on5 [12/27/14] Akuroma(ZT) vs Koichi(IN) [Notes] Mikado 5on5 [12/27/14] 2rio(IN) vs Koichi(IN) [Notes] Mikado 5on5 [12/27/14] 2rio(IN) vs Satou(MI) [Notes] Mikado 5on5 [12/27/14] 2rio(IN) vs Endoh(CH) [Notes] Mikado 5on5 [12/30/14] Satou(MI) vs OSCA(IN) [Notes] Mikado New Year's Eve Red v White teams [12/30/14] NOB(SO) vs Osca(IN) [Notes] Mikado New Year's Eve Red v White teams [12/30/14] Nage(FA) vs OSCA(IN) [Notes] Mikado New Year's Eve Red v White teams
  5. Yes, but it costs 100% meter IIRC.
  6. c.S > 6P > 5H > TK H Dive > 5H > j.H > P Dive > 66 > j.H > FFVCL > land > 6H(2) > HCL~Follow-up 219 on Ky, builds ~1.6 bars. Deep corner.
  7. It's utilizing the way hover dash is designed to work with note. As long as you don't return to neutral from the 6 that initiates the dash, you can slide up to 9, or 3 without stopping the dash. 956 still works for the airdash, so it's one input less you need to do after returning to neutral from the hoverdash.
  8. You can also do 5K/c.S > 6H YRC stuff, though it would be less effective from max range 5K than Mappa would be.
  9. Input the SJ without inputting a 236. Takes practice, but it's not that bad. Just make a conscious effort to not hit 3 and develop the muscle memory. If you're getting UF, then you're inputting 236214S in some way. Make it clean!
  10. For anyone that 5H > j.H > P Dive doesn't work on, you can pretty much always get 5H IAD stuff from the above combo. IAD j.K > j.S > VCL > 5H seems to work every time. Also, on Sin. Back in the corner, throwing out: Throw RC > ~Max range hoverdash > Airdash > Somewhat delay > j.S > j.H > land > 5H > IAD j.K > j.S > VCL > land > j.P > j.S > dj.S > dj.H HCL~Follow Up. It's full screen and gives you FFVCL Oki if you do it from ~ a character length away from the corner instead of in it.
  11. I'm not a fan of my consistency with either of those combos. Throw RC > Asap double dash > c.S > 5H works on everyone and pretty much gives you a P Dive knockdown on everyone. The buffer during RC super freeze is pretty handy for dashing instantly after it. Dash ~ Cross under S Dive > 5H is consistent on Slayer using this. Running through it with all characters, seems to work on everyone so far. It works on everyone with the same timing, though its possible to mess up and not cross under. And on Potemkin it feels a bit tighter. You can also do ...> 5H > IAD j.K > j.S > j.H > land > c.S on him though. Not sure what combo to try and do from this, though. On some characters you can do 5H > j.H > P Dive, but from there you can't do too much. AD j.H or j.K>j.S/j.S>j.K > VCL leaves you just a bit too far to get much from it. On Slayer: Throw RC > Dash~Cross under S Dive > 5H > j.H > P Dive > 66 > j.S > j.H > land > 5H > j.H > P Dive > 66 > j.H > P Dive does 135 damage. And ~3 hits of note. Back to the corner, dunno if it works beyond that atm.
  12. Has Potemkin always been able to flick another Pot's Slidehead? I don't recall this being a thing in previous games.
  13. I'm willing to bet BDC in this game is 7f. I can reversal bite through Dark Angel oki, through Ram's spinning sword super oki, and for shits in giggles through her beam super.
  14. You can delay both the P Sultry Performance/P Dive as well as the airdash j.K after it! Slight delay before it and a longer delay after it so you get closer to the ground should do the trick. Note, when I say delaying the Dive, I mean waiting before doing it and not holding down the button, just to be clear.
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