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ryokoalways

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Everything posted by ryokoalways

  1. Just a note, I think throw>gurren>2B>5A is the standard, not 5A>5A. Correct me if I'm wrong.
  2. There is no reason to use 6B as knockdown considering 5C does the same thing and is always better dmg.
  3. Tougeki '10 Kantou B-5 Area Preliminaries Total of 16 videos.
  4. Daishalin mix-up Note: Fuck
  5. Multi-char combo vid: The call Note: The tager mix-up setup is nice.
  6. All such moves will break guard primer through barrier until there is only 1 primer remaining. Then each move will eat 1/3 of the total barrier, regardless of how many primer it would break beforehand. Both hotaru and 6C needs to count hit for fatal. Only move in the game that has built in fatal is rachel's lv3 j2C.
  7. If that's the case, then I wouldn't suggest using jC as AA. If it's high/double jump, reposition under them (if you are confident you can make the correct read) or create distance (if you want to play safe).
  8. 5A and jC are for completely different purposes/situations. What are you asking exactly?
  9. Noel 6C>Hyder loop tutorial Note: Details about important adjustments for each move, starter-loop count, and character specific adjustments.
  10. An example would be categorize by mix-up types, followed by corner/center screen designation, then list combos with increasing magatama use. So something that looks like ~Combo Starter components~ LOW: Center- Proxy, ie close to corner (name it how you will, but generally it's within 1/4 stage length) Corner- (N magatama)~~~~~ HIGH: THROW: ~~~~ CATCH: ~~~~ AIR THROW: AIR CATCH: etc etc The next section then can have the combo pieces, divided into ground parts (including launcher) and aerial parts. After similar center/corner division, they can then be divided as dmg part or set-up part, etc etc. This will allow you to just write something like THROW: Center- Throw>Gurren>Combo piece #a(set-up 1),b(set-up 2),c(dmg), etc etc Corner- Throw>renka>combo piece #m, n, o and refer to whatever you are looking for.
  11. The guide would be significantly cleaner and easier on the eye if it's done by breaking combo into situational pieces rather than the current format. It will also save a lot of time considering you won't have to type out the same thing 5-6 times.
  12. 7/16 Kohatsu 6th 2on2 Final
  13. 6A has no head attribute invincibility.
  14. Multi-char combo vid- Stigma Note: Hazama's reposition combo should be practical.
  15. anything into enma is not safe.
  16. Another thing to keep in mind is full charge has more - (-9 compared to -6), so don't hold all the way unless you are sure you are going to get a hit.
  17. Hakumen Combo vid Note: several interesting pieces of shenanigans.
  18. Acho youtube has new vids.
  19. Liblos Tachitsuki Tougeki Area Final Part 1 Part 2 Part 3 Part 4 Part 4-2 Part 5
  20. Noel D Air Cancel Hyder Note: may be hakumen specific
  21. Mu vs jin, Ragna
  22. Carl basic pressure set-up parts
  23. 7/2 Tachikawa Singles Part 1 Part 2 Part 3 Part 4 Part 5 Part 6
  24. 5/4 Tougeki 10 Area Finals Dio/Buppa vs Souji/Kyaku Keita/Aatei vs Dora/Hima Final
  25. Are you sure you can kishuu under the unblockable at close range? The hitbox display shows otherwise. I asked about this awhile back but never got an answer.
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