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Verard

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  • Location
    Teaneck, NJ
  • PSN
    Verard
  1. Tsujikawa stuff, sorry if it's been mentioned before; 3C > OD > 6A > 6C > 9D > 236D > 66 > [6]A > 2C > j.B(1) > j.C > j.6D > j.236D > 66 > 6B > 236B > 5C > 22B (4177, 30 HG) [Midscreen, 91~100 OD] 6A > j.B(2) > j.B(2) > j.C > j.D > j.236D > 2C > [6]A > 22B > 5B > 5C > 6B > 236B > 5C > 22B (4529, 32HG)[Corner, Airborne or CH starter] 632146D > ** > [6]A > 22B > 5B > 5C > 2C > 6C > JC > j.C > j.D > j.236D > 6[A] > 22B > 5B > 5C > 6B > 236B > 5C > 22B (4478, 32 HG) [Corner, 50 Meter]
  2. Best bet for this would be to keep away until you score a hit. Always throw out a 22B if he's not close enough to Gustav and try to control neutral with Gravitons, j2C the god is your friend. If on the defense spending meter for Guard cancels is nice since your reversal super can be blown up by him and teleport is risky against him(Well it's always risky).
  3. Might be worth nothing, if Kagura tries to approach with his 6D~C, you can Valiant(charged) to punish, no CH though sadly.
  4. For corner I usually go; B+C > 623C > 2B > 6A > 623C for damage(from combo thread) or B+C > 623C > 2B > 5B > 5D > 236D~A/B for drill oki attempt
  5. http://www.youtube.com/watch?v=Eb5NFcZnW1A&t=1m3s 5b starter instead of 6A > 5B, but essentially the same combo.
  6. Only way I found to escape it in the air is if you're in the middle of j2b during the superflash since it hits behind you, pretty much have to be reading his mind or be lucky as all hell.
  7. In addition to what DerQ said you can also make this combo easier by omitting the last j2C if you think the spacing isn't correct and go into j236C after j6C [2].
  8. I think mine was CT > dash > 2D > 236A > j.6D > j.236B > j.6C > j.6D Charge drill to 3 before CT, hold drills down for their max damage.
  9. Yeah 6C is the way to go since 6B has no force crouch I'd imagine, the only question I have is that is the startup short enough that it will connect after CT? The guard crush time has been reduced significantly.
  10. Not sure if 3C > 236A > 2C is possible on a standing target anymore, every Valk I've seen try that has to 2A after 236A to connect in time.
  11. Anyone know exactly what Valk's OD does to all of his moves other than DDs? So far I've only noticed A down Koing causing massive ground bounce.
  12. Meaty 6B has a lot of active frames so it's nice to use if your opponent is always trying to backdash/mash on wakeup, 2C works well too. The two options Kiba mentioned are better for Tager, as you don't risk getting wakeup grabbed, although I suck at timing my 6C and usually end up eating a grab half the time after it whiffs. Though once you have the lead against Tager you don't have to put yourself in that situation if you don't want to, if you aren't comfortable guessing wake up just put it back to neutral after you finish a combo. Even with spark meter Valk has an enormous advantage.
  13. http://www.nicovideo.jp/watch/sm19188576 Gordeau's arcade mode.
  14. Edit: Just saw the combos were posted by Tae Seong last page, dunno how I missed that. Sorry.
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