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Litherain-XIII

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Everything posted by Litherain-XIII

  1. Get a load of this lol funny http://www.youtube.com/watch?v=sngVryxP-6w&list=HL1381875203&feature=player_detailpage
  2. first thing man PLEASE check the range on j.C on ragna in training mode just stand next to him and do it with only the flares touching his head and torso. very easy to see if its a buff in range or not. I pray to mori its no longer a shitty jump in...
  3. im about to pick up tsubaki in CP so im looking forward to it
  4. Im fine. I still play occasionally with a few friends or just in random rooms. I don't use noel too often as I use to and ended up on the ragna train to a degree. I throw him out to get ready mentally to use noel since I am growing somewhat tired of her being the only character I use. I need a sub _-_ ragna don't count fuck dat shit....
  5. well it died several days ago so no interruption occurred. And hey hows it going
  6. True. I would assume that because of the new combo time based system it ended up nerfing noels overall full damage due to them just being long in general by nature. it makes a lot of sense when I look at it that way as opposed to the proration based combo system where she did a lot of damage because the proration was so good and high in general. This is evident whenever she gets to the latter half of her combos in CP where she may end with a session of 22Bs what does only double digit damage that within the 10 ~ 20s range of damage which is very low compared to how much it use to do despite its damage is basically the same in EX where it can easily rack up nearly 2.5k by itself.
  7. That's a good question. It doesn't say anything about the additional bullets being used a second time or an SMP attached. Perhaps the OD additional bullets only count for extra damage the first time while the 2nd time in the same combo it doesn't count towards damage but may add to the value of the untech time to make the last hit of Fenrir to connect. This is just a theory. Otherwise its uncertain from my view point unless Luna has an explanation to his understanding.
  8. true true. Its all good man I should be more thorough in most of my post but normally I just saying things the lazy idc way as of late. its my nigguh side lol XD
  9. well he did say "anything" to dealing with the 6B overall....besides the 6b is basically whiffing on a 4D attempt due to invincibility lol and being CH out of it towards the last few active frames before in enters recovery. Oh well. I apologize if the "punishable" terminology bothered you. No harm intended
  10. Actually Mu's 6B is punishable with a 4D or 6D but you would have to time it for it to work. you don't wanna try to 4D / 6D it early but rather late as it still nets the counter. this needs a good read and timing execution imo. Its not too hard overall just need a slight delay because if you do it too fast then her 6B second hit will hit you out of your attempt.
  11. yoooo I gotta get dat. All set for the pre-order so im good. but yea Luna its pretty decent with the 4D > 236A/B/C in neutral it may not be as effective in CP since we don't have 236A from EX but its probably worth a try a few tries in CP. in EX going into 236A was just incase the opponent is getting in close to you from running and in some cases you can 2A > 6C pick up. its also ok as an anti-air attempt in the event they were jumping in on you. it doesn't work in this fashion all the time but other times it can if you spaced it good enough.
  12. its not possible. you might have seen 6D > d.5A > d.6D. Its a relatively common string they use since its very quick and often you can miss the d.5A coming out if you're not paying much attention to it. Also on the subject of using drives in neutral its player preference imo. I typically refrain from using it outside of defense except for a few occasions when I have meter. otherwise in neutral I would use 4D > 236A/B/C to snipe ppl form far away or place an OB at a spot where they may run into it or jump into it. by the time the 4D whiffs they probably making their way to you since it looks like a free hit eventually in their perspective till they catch on. another I like to throw out every here and there in neutral is 4D > d.5B > BT/AST. the string is pretty nifty since it uses that gdlk poke range of d.5B its definitely as long as Mu12's 5C or longer. I use it sparingly but not often.
  13. Eh.....True. I have to admit he did show a few things about drives I was uncertain off. its mostly just me because I don't like to hit drives much unless I really have to since Im no Spark when it comes to blocking. Man would I kill to have his blocking skills.
  14. well faster drives gives an incentive to use for quick mix-up. we technically can bait a dp twice in drive in a row by starting with a 4D or 6D then going into d.4D since it now has the same invulnerability as 4D. other than that all I seen so far in those vids was a Japanese noel showing his American pride of mashing D to the world. kinda funny but weird considering I was expecting him to play somewhat like dango or kou atleast. idk _-_
  15. yeah I know that but needed anothers opinion. ive seen this happen too in EX but it seemed a bit different so iwanted to make sure I wasn't trippin
  16. Ok found something interesting that caught my attention but wanna make sure of something. What do you guys think of this? 4D seemed to beat sledge hammer and it looked like it was charged a bit too. shouldn't it have been guard pointed and gone through 4D? im not sure http://www.youtube.com/watch?v=Oa0wuUCFcwk&feature=player_detailpage#t=100
  17. Or netplay just happens and the grab whiffs then you get 2D into 3 ~ 4k. immediate response: FUUUUUU!!!!! lol
  18. Well there are some situations where you need to RC into a good combo. for example you could do a pressure string like 5A > 2A > 5B > 2C. lets say the 2C hits your opponent but they are standing what you can do is confirm the 2C into 5C then RC into micro dash 6A > 6C > 6D > 236A > 66C > j.D > d.6B > d.6C > d.5B > d.5C > d.236D. this is just an example. another example would be if youre in the corner and you do 6C > 2C > 5C > RC > 66A > 6C(2) > etc. You should practice scenarios that require you to RC outside of just trying to be safe off unsafe situaions like a blocked 3C. I can help online today later on around 9:30 you can add me and ill try to help and explain further. im sure Luna can further explain since im in a hurry gtg to work lol.
  19. No we meant dashing into the combo starter 2b since it makes the 6c connect all the time after 6a
  20. No it doesn't. you can execute this just standing next to your opponent. running or micro dashing into this works but its not necessary. doing so helps making sure that the 6C part doesn't whiff on some characters after 6A. if its not working you're probably not close enough on your opponent. is there a problem with doing the combo?
  21. It depends on what particular hit you are getting. overall they all lead to the use of either 5B > 6A > j.C > j.D route or it was a 3C > 22C > dash cancel > 5B > 5C > j.C > j.D route. The first can be used on non CH relatively mid close to opponents or from 5A / 2A / 2B hit confirms. The latter route can be done from a regular 3C or from any crouching hit confirm that leads to a 3C or starting with 6B but its not worth it when concerning 6B since you wanna go 6B > 5D to get off a combo instead. Otherwise anything else that gets you into a 3C hit can use the 2nd combo route as far as I know based on vids.
  22. Or in short certain moves give him meter while draining opponents meter of the said amount and other moves give him large amounts of meter without actually draining the opponents meter at all.
  23. Apparently Q4 date is their best damn job. Import or deal with it and keep it moving..
  24. i guess almost always but if your opponent is quick he'll still get a free hit confirm on a blocked AST regardless so i suggest blocking immediately if this is the case otherwise it wouldn't really matter just try it anyways
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