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RoBoBOBR

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Everything posted by RoBoBOBR

  1. 01.03.2014 Central Hachioji random 3v3 http://youtu.be/jqOBp3DFMlg http://youtu.be/08bsAaoBM-4 http://youtu.be/UkNCpJX6FHY http://youtu.be/IP8IvEqBaSM
  2. https://www.youtube.com/watch?v=ogGJ9gHJjT0 3 good Sl matches
  3. port 24 10.03 https://www.youtube.com/watch?v=ogGJ9gHJjT0 https://www.youtube.com/watch?v=pvi6USathpk https://www.youtube.com/watch?v=PF7CTGWetu4 https://www.youtube.com/watch?v=pQPURLLOd7I https://www.youtube.com/watch?v=IsadpIfZM5g
  4. More twitter goodness: aircombos JK→JD→J2K→JK→jc→JS→JHS→JD→J2K→JP→JD JK→jc→JS→JHS→JD→J2K→JP→JD JS→JHS→J2K→JK→jc→JS→JHS→JD→J2K→JP→JD post-throw midscreen: throw→RC→5HS→JHS→J2K→JK→jc→JS→JHS→JD→J2K→JP→JD edge: throw→RC→6HS→214pK→5HS→JS→JHS→JD bite edge: bite→RC→D 6 cancel→cS→6HS→214pK→5HS→JS→JHS→JD cS→fS→JD→DHD→cS→fS→cS→2D off Mappa RC 214pK HS: JS→JHS→delay jD→J2K→JK→jc→JS→JHS→JD JS→JHS→delay jD→J2K→JP→JK→jc→JK→JD
  5. watch kubo, you wont have questions like "is Slayer bad" =)
  6. some Sl combos from twitter https://twitter.com/nanasiki00: Standing opponent: S,S,S,2D Crouching opponent: S,S,S,S,2K,2D Mappa RC: K, 236K, RC, 214pK, HS, JC, jS, jH, jD 2D RC: 2D, RC, HS, JC, jHS, j2K, jK, JC, jS, jHS, jD, j2K, jP, jD
  7. http://youtu.be/hgJqlp3Wk50 more kubo. first 3 matches are 200W range, all the others are 300+W.
  8. No. Giganter is 50%, RC is another 50%. IK activation is instant ONLY when you have 50% tension (or more), and it consumes those 50%. Regular activation (free one) is slow, so it wouldn't combo.
  9. Combo transcript: 6HS, 214pK, jK, jP, jD, j2K, jP, jK, JC, jS(1), jK, jD
  10. when does CH pile cause tumble? - it does so midscreen.
  11. http://youtu.be/RlPWcRM_ZtI a bit of kubo
  12. Well i wouldn't call 6H,H or UT,sjHS a BnB variant of combos. I'd call that advanced.
  13. I have a small question for ElvenShadow, or anybody who can test this - will BS help against Axl's Rashou Sen?
  14. "unblockable slash" is called Undertow, my guess is it's not for comos in this version)
  15. DHD main hit looks like it plummets opponent quite fast and limits/eliminates post-DHD combos.
  16. UnderTow is again unblockable, regular blowback on hit. http://www.nicovideo.jp/watch/sm22941911 Bite stagger looks so short, +R like.
  17. How exactly did you test that? Don't forget, guts is not the only damage-reducing mechanic in GG. during combos damage falls because of guard/RISC.
  18. 6H->pile definitely comboes on standing opponents, saw it in casual matches. and no, D was not feintable in #re.
  19. Slayer's DOT was 140 damage before Xrd, which was up until +R exactly one third of life. So it's HellFire Damage is nothing really new.
  20. RC animations occur while opponent is frozen, thus you probably can't be punished for them, maybe by projectiles launched before.
  21. http://imgur.com/hhL6Rr3 so they buffed PileBunker range after all
  22. How about Slayer, Elven? Is he closer to #re days, or AC days? He lost a ton of gimmicks and feints, did he get anything in return?
  23. Well in videos from 2nd loketest Dusts were #re speed. But Dust now has a big red flash at first frame of start-up, so they'll be easier to block then in #re.
  24. Around 0,25 of a second (15F) was reported by ElvenShadow IIRC
  25. only to some 20F+ start-up stuff. but then opponent can YRC and nail you. and he don't need to wait for recovey even, just go different level as combo-starter so punish has quite a big window.
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