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Dreiko

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Everything posted by Dreiko

  1. I think you have enough time to simbly combo into it off of a 5D counter anyways.
  2. Just get in and stay in. Not much else can be said. Block super ball in the air so she can't blindside mixup you.
  3. A simple way to counteract this is to not autopilot the 6B rc mixup. You have enough time to notice and do j2C right after the dash. If you can't, you might wanna skip the iad and just do a falling jB, that should connect. You do sacrifice a bit better mixup and pressure for that extra stability though.
  4. Welp, can't see the edit button so double post it is. You can just do jDch >5B >2B into the ias relaunch, no need for pitiful As and you get a bit better positioning. If they're too low, add a jB before the first jC.
  5. Generally speaking, if you can go for poison route combos, go for poison route combos. Seals are alright and you wanna get jD and 6D so that you'll be able to OD but as for the rest, it's not worth tossing away damage to get em. On the matter of jD, don't forget it's a short starter. You can do j623B after it but you have to commit to it and be low enough meaning if you don't get it to land you're getting punished. JD is hard enough to confirm reactively on ch so you just can't on normal hit at all. You have to autopilot after it and hope you hit with it. If you just have to go for it, just rc the jD itself and go for a 2A pickup or something. It'll not get you killed and you get a mixup in the (very likely) chance that it gets blocked.
  6. Yeah, that old combo is still most optimal. I was thinking of a nail-less version in case you're out with the above. (and I just wanted to use that 6B for something lol)
  7. I ninjad you in doing just that. Still getting used to this new forum. XD
  8. I'm pretty sure at that second 5B you can do 5B>5C>6D>623B>5B>2B> Ashura. Should do a tiny bit more damage overall. My new fatal thing in the corner is this btw: 3Cfc>2B>5B>923B> 5B>5C>CT>2B>6B>5B>5C>6D>623B>5B>2B>ashura (6.5k~) I find tk super crash after 5B more reliable since you don't need to do it asap to have CT combo later on, though it is fatal specific sadly. :P
  9. Bang Hazama is definitely even. Hazama becomes dangerous once meter is there but due to his bad defensive tools and ease with which he can be sniped out of the air by nails and jAs he has trouble early on. You just need to adjust how you fight him some. I call out chains with 3C or full screen A nails to the point where they get frustrated and pull themselves into my 2D. You just need airtight oki and good mixups and he can't do much. Also Bang has a Hazama specific seal combo route he can do midscreen, it's not a big deal but it's something.
  10. Thanks for the link. I was surprised they left the stream gear and (most of) the arcade sticks intact. Honestly, as severe as the financial loss is the hit to the morale is ten times worse. We should beat out the frustration at Kevin's tonight and get some positivity injected back into the scene.
  11. Holy crap! When did that happen? Such a sad state of affairs..
  12. In my quoted post you said "50% health" so that's what I took you to mean lol. I'll look into some 70% health stuff though, doesn't hurt!
  13. What starter you're gonna do this off of varies the damage quite a bit. For example, 5C is the main likely starter to have in this situation which has p1 of 80 while if you had a 2B crouching confirm to OD off-of it'd be much higher damage and if it's a 5A then you don't get much at all sadly. If you're gonna do something which consumes 50 heat, it's better to just go for a 3C>RC confirm instead to prolong your OD duration since you should be able to make most of that meter back in the ensuing combo while if you just burn it in the end with daifunka you're not gonna be making it back so for crouching confirms at 50% health I'd go for 5B>2B>3C>RC>OD>2B>9JC>6JC>6JC>2>8JC>9JC>6JC>6JC>623B>5C>6D>2D>JD>2C>623B>2C. It does approximately 6.1k and makes 43 meter back due to the 50 meter use in it occurring early enough that the OD activation coincides with the meter gain cooldown of the RC so you get full meter for the entire OD combo. Sadly, it's almost never worth it to use OD cancels with Bang as far as optimization goes, you'd only really wanna do it to seal bursts or if it's the only way to kill which isn't a situation that occurs often at all. Also, if you're too far for 5B to connect, you can do 5C>ODc>2B. It's a tighter link but it's possible and good to know in those instances where your 5C hits but you're too far to do literally anything else (even 2C whiffs).
  14. 7 AM EST was when it ended. GGs folks btw!
  15. Ah ok, so it's just for lulz and stuff. Might as well pick someone I don't normally use then. I know stylish Mu is pretty funny lol.
  16. Does it have to be stylish? Plain unlimited would be more fun since you could use their new moves and stuff that way lol.
  17. The people who don't mind losing as long as they'll improve will stick with it I think. I honestly don't expect many capcom-only players to stick around. If they were open to that they could have done it already. As you say Xrd is still GG through and through and GG has been out there for ages so if they were gonna get into it they would have done so already and any perceived difficulty wouldn't be enough to stop that from happening.
  18. I'll answer both. For modified, Dragon Install has to be it. It's actually viable now and Sol gets an actual Dragon FORM to be in when he uses it and the music changes too. All his moves get crazy DI buffs, even Tyrant Rave does when it didn't used to and when the mode ends you're not crippled by being put in danger state and made near-dizzy. As for the best new move, Something like Millia's rose install would be it. That thing looks terrifying. Honorable mention goes to May's new Otter move (where the otter bounces a beach ball and she can jump off of the ball) cause otters are awesome.
  19. Yeah that's the thing, I feel I have the knowledge, just no equipment enabling me to capture footage and make videos. It's why I had offered a while back to help for free for the Bang video. Offer's still up btw!
  20. BS seems to react to high/lows like blocking does (so standing BS does not parry 2D) therefore I believe unblockables would also beat it. Bedman's super, being a super, beats BS even if BS somehow does end up parrying unblockables, however.
  21. I think all HF does with regards to IKs is allow your IK mode activation to pause the action for 50 meter. I don't think it affects BS in any way.
  22. Nope, supers/grabs beat BS.
  23. You can also just super after you BS since even if they try to BS back your super would go through it.
  24. Theres a bunch of us not in the ps3 chatroom, we instead made a skype group which avoids the negatives of having messages show up and having you forced to type with a ps3 pad/stick instead of an actual keyboard. Contact Sanger (you can see him post in this topic, the one with the Millia avatar) and you should be invited rather soon. There's nearly 30 people there already so it's a great thing.
  25. If you're gonna go the CT route in the fatal combo, might as well do the full on 7k route. If you won't have meter for the ashura just save the CT and go for the 4 seal route.
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