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VonFox

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  • Birthday 05/07/1991

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  1. The red is just part of the 'hitspark' from when you're hitting Jam. You're missing the 2nd one because you pushed her away a little bit with the first.
  2. First post in here is dead:
  3. Bedman and I-no's reversal supers are both strike-only invuln, but those are a lot wider so the opponent doesn't essentially have to be in throw range to be threatened like Jsck-o's 2D. Every time I've seen it hit (admittedly not many) she looks airborne by the time it hits, so she seems to leave the ground pretty early. EDIT: Now that I think about it, it's a lot like Chipp's DP. His is also throwable, but leaves the ground by frame 9. His hits early enough that it avoids a tick-throw scenario though.
  4. You still have the normal 5/6/9 frames of unthrowability after blocking/hitstun/waking up. So even if it isn't throw invuln, the metered version is functionality throw invulnerable as a reversal from knockdown since it has 9f startup. Depending on when it goes airborne the meterless one might be fine too.
  5. Yeah I think it's the same idea as holding 8 for homing jump. You just hold 6 instead for the sideways followup.
  6. Everyone I've seen so far just seems to use "5D (6)" for 'sidedust'.
  7. Easiest way for me was OD > 236236D > 3D > 2D > 2C > 6D > 5D > 236D > 6 5C > 214D > j.C j.C j.D > while falling from this, j.2D > 214214D
  8. Mine said that as well, and it just eventually went through anyway. Didn't need to use that change/make payment button.
  9. If its 12+0 then it's 12 frames until the super-flash, and then the grab technically hits on the same frame as the flash. So if they're still on the ground during super flash, you got 'em.
  10. 6A has the "repeat proration" comment twice. Valiant Crash says it's an overhead twice as well. BHS says it has no invul, and then goes on to say it has one frame of invul. Just a few weird bits I happened to see while reading through. So nice to have numbers now :D
  11. You can actually use C+D for every bullet except for the first one. Since D takes precedence over C, it'll just cancel your aim stance if you try it for the first bullet, but after that you can just mash C+D and then input 236236 somewhere near the 5th bullet, and once the bullets finish mudo will come out. Just make sure you're actually hitting both buttons every time, or you'll get a surprise hamaon >.>
  12. St1ckbug's channel on twitch should have it.
  13. That sounds like a pretty good place to be, but jumping over her to get in front of her after you activate the super might be hard to do with the screen covered in bugs. If you can manage that then I suppose hiding inside her flailing arms is probably the safest place to be. Waste a decent amount of curse time. More than a counter assault or something anyway.
  14. You have to make sure she's higher than you are when you use j.214B, and that you're both reasonably high off the ground, otherwise you'll land too late, and miss your shot. Other than that, just make sure you hit what you're trying to do as soon as you hit the ground (possibly some exceptions to this, but in general its ASAP.You can start playing around with this once you get the general timing down). I know when I started learning his combos I was waiting a little too long after he hit the ground to attack, and was missing the link. Just play around with the timing, and make sure she's high enough above you whens she starts the drill.
  15. You mean if they delay their tech to try to tech "through" 236D? Since all the would-be hits whiff, I guess all 32 active frames would stay out, at least until they block one, or get hit. Neutral tech has 32 invuln frames, so unless they're godlike it should catch it and make them block. Or I messed up reading the frame data lol, but that's what I see when I look at it. Can't test it right now so its all I can go off atm.
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