Jump to content
Dustloop Forums

//MirroR

Members
  • Posts

    6
  • Joined

  • Last visited

Everything posted by //MirroR

  1. Any hints on doing 5h->6k loop? Can't do more than one iteration on Chipp (but can insert s, 2h, hsvt, ... afterwards with no problem)
  2. 1) It has always been like that. Well-timed 6p beats almost every air-to-ground hit 2) 3h won't chain to 2d, but you can 2d after 3h during block-stun (dunno about xx, but it had been the same in #R for sure).
  3. Well, all the "max damage" combos cannot be used often in a real battle. Some spend too much meter, some start with "close slash on min. distance" In my combo, there is a good damage cap after the second frc, so there is no reason, why you shouldn't frc javelin, if you have 25% left after the first one. Well, if not, you still get good damage and a knockdown. p.s. bonus for making max damage combos is the look on the opponent's face, when he's losing 1/2 hp from "low damage ky"
  4. 50% Tension: h, 2d, 236h, frc, 66, s, 2h, j, h, vt(h), lj, frc, land, 6p, s(ji), 2h, sj9, s,p,s, dj, s,p,s, vt(h), lj, 222h 290+@Chipp, 200+@Potemkin, 230+@Sol. Works on almost every char p.s. FS, maybe u update 1st post? I feel tired browsing 5 pages of combos
  5. I have troubles connecting SE.frc > 6HS (both S and HS versions of stun edge) Does this require any special trick or motion? I use console version and a pad and play with no shortcuts.
  6. vs PO: Instead of trying to counter PO's ass, it's really better to run away Why: 1. Hard to anti-air: pots always try to crossup their ass, so 6p and VT could be inputted wrong way. Using 2h is risky, cos it became slower. If you challenge a good Pot, it always hits j.D in a different time, so you have to time your anti-air different way 2. CH ass = pot buster, and almost any lame anti-air leads to CH ass )) When u expect a jD, better run back, wait a little and run in for a 6p combo / block string Vs JA: Forget about 6p-ing her ball FBs -if you challenge a good Jam, it's nearly impossible(in common, you trade hits, and in the worst case, you get a CH and 200dmg combo). Better just block it, and then try to backdash / 2p(or just wait till her tension runs out). If you're in a distance and expecting a FB ball, you could also try punishing it with jumping(or double jumping) and H. Jam is a light-weight character, so if you hit her somehow, always go for 2d -> Orb combo for max damage and knockdown. Don't overuse CSE on her wake-up(advanced Jam players parry this, or, moreover, make a burst-cancel, anyways, you are in a disadvantage). Try to use more low hits in a block string(so that she can't use parry), and, as said before, 2s is your friend(and IMHO the best way to start a round). Vs MA: You can punish most of her dolphins by 2D, and combo it to orb(or sacred edge, if the distance is too high). You can use easy 3x-LJ-loop on her and still get a KD. 6p CH's dolphins. 2s is the best round starter. That's all for now, maybe I'll post more stuff later. by the way, does anyone here have any strats against Chipp?
×
×
  • Create New...