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OneSanitarium

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Everything posted by OneSanitarium

  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.
  15. the IAD can really only be felt out. I can tell if you're doing it too late though. Do 5H by itself, but don't cancel it. You'll hear a feedback sound from the guitar. If you jump cancel it correctly you won't hear that. Beyond that, it's just doing the air dash part of the IAD quick enough, which the game feels like it has a buffer to help with. Trust me when I say it's MUCH easier than it was in any previous game. Once you do that, there's still the matter of doing the j.K asap after the dash. It's all just practice. It's still pretty hard but much more doable now, and comparatively infinitely more easy.
  16. I'll update the post this weekend! Was being really busy playing the game!
  17. I'm just using one arcade stick and using the record/replay inputs over and over until I can find frames that I can verify would make sense. I couldn't get a throw on the same frame from using a Dualshock as P2 to get a throw at the same time either. I'm pretty confident in being able to do things at the same frame by getting two Fausts to have 5D come out at the same time, and at the first frame, assuming he still has the massive hitbox change at frame 1. Also, if you try to throw someone so it happens as they land, you can get that 'pre throw' or throw start up frame while the opponent is still in the air. It's probably only on the exact frame before they land though, since you don't get it if you input jump on the same frame. Oh, hey, speaking of Faust. I removed burst refill so I could do 6+HD macro to get a throw or a dust. You can see the first frame of his dust, and then the opponent gets thrown. If both Fausts use the macro, you see both go into the giant first frame of dust and someone is randomly thrown. Game is weird. edit: Yeah, the start up of the thrown probably consists of it being unescapable once it comes out, I was more using it as a way to start of talking about potential random nature of same frame throws. i.e. One character getting that frame with the other getting a normal, and then vice versa.
  18. Maybe I'm over thinking this, but there are some wonky things in this game. First of all, I think throws are actually 1f in this game, and not 0f like in other games. I can only see this by plinking 6H~Start so I pause on the next frame, and before anyone is thrown, characters have an animation before the opponent is put into a thrown state and the burst bar is just starting to be crossed out. This is different from previous GG's where, and this can be tested through frame advance, if you input a throw the first frame where inputs are detected, they're instantly in the throw states. I've also not been able to get two throws to happen on the same frame. From my shoddy methods, I've gotten a freeze frame which looks like the 1f of a throw and the 1f of 6H happening at the same time. It also seems like the person who gets thrown is random. I totally can't get two Dusts to trade either, and I'm almost positive I'm getting them to start at the same time. Also random outcomes. If anyone has the ability to guarantee same frame inputs or whatever, I'd love to be told I'm just crazy or stupid.
  19. She has VCL loops in the corner, and they aren't that hard to set up. c.S > 6P > 5H > IAD j.K > j.S > VCL > land > VCL > c.S > VCL > 5P > c.S > VCL > c.S > j.S > j.H > K Dive is like 204 on Slayer. It just doesn't feel as worth while going for them as it is just doing maybe one more VCL and into dive loops. Could be wrong though.
  20. Wouldn't be that broken at all. 50% meter to get the unblockable, 50% more for a combo from it.
  21. Fast Fall VCL is a VCL done within a certain time frame after an air dash. You fall straight down instead of floating a bit. Just try it, air dash but don't VCL right away and you'll see the difference. Luckily the time frame is pretty long, so you can do j.K>j.S/j.S>j.K/j.H into a VCL from a dash and still get the right effect from it.
  22. It should stand for Derivative.
  23. Just get used to the timing and work out the muscle memory so you can do it fast. Assuming you're doing the right input. 66~956. An IAD from the hoverdash without returning to netural between the two.
  24. You can also Jump Install from just a jump, assuming you don't use your air options. So a normal jump>land>instantly act will keep the options, which is why j.H>2H>Teleport>combo can work.
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