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LiamManTheAngry

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About LiamManTheAngry

  • Birthday 02/12/1996

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    @LiamManTheAngry

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    Ireland
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    LiamManTheAngry
  1. First time trying a recolour so don't feel obliged to use it if it's not up to scratch. \/\/
  2. Pad player here too. I find you've gotta really make sure you let your thumb stops dead on 3 before hitting C. It's easy to let your thumb slide to 6 before hitting C which results in a 236C if you're in Luna mode.
  3. If you land an air throw against a cornered opponent you can follow up with a dashing Messenga (412366C) Air Throw > land > 6641236C > 66 > 5B > 5C[2] > 3C > 6D > 236D > (63214B) DMG: 3545 (4206) HEAT: [37]-50 ([37]-100) Useful since the only other way to combo after a corner air throw seems to be OD canceling the throw before it knocks the opponent away. Bear in mind the dashing Messenga input can be a little tricky.
  4. Been having alot of trouble locking down opponents after combos. Ending with 236D/3C seems to allow the opponent to roll for free/doesnt give much advantage. Ending combos with 6D or 22C works but is usually very impractical or reduces your damage output alot. Have you guys found any way to get stronger oki after his combos?
  5. If you're at a certain distance from the corner when doing 22C, the opponent will soar for a bit before wallbouncing at the corner. This allows you to dash and connect a 2D afterwards. i.e. 5B > 3C > 22C > 66 > 2D > 5C(2) > 3C > 6D > 236D Does about 100 less damage than the regular combo I've been using in this situation (5B > 3C > 22C > 66 > 2C > 5C(2) > 3C > 6D > 236D) but gains 71 heat (11 more than the regular combo)
  6. PSN: LiamManTheAngry Country: Ireland Games: All BB versions, P4A, AH3, SSF4: AE 2012, TTT2, UMvC3(I'm a complete scrub at this though), SF3, GGXXAC
  7. This should cover the character specifics of what you can do after a corner 236B. [i'm assuming the table says 236B > Standing 5B doesn't work for Haku because the only feasible follow up is 5B 2C[2 hits]. This makes pulling off the TK after 2C to get a combo kinda tricky. You'd be better off just doing dash 5A/5B > 6A combos which do the same or more damage for less effort.] fyi the 236C section refers to comboing 236D after 236C midscreen and whether or not you have to do a dashing 236D(2366D) to connect it. (Forget who made this table originally but muchas gracias to them )
  8. It looks like Naga qualified at this qualifier. Sadness at the apparent lack of Protos.
  9. For 2C > 5C > 4B[2] I think being about a character length away from the opponent when you hit with 2C helps the 1st hit of 4B to miss. Delaying the hits of 5C a little can also help to make the 1st hit of 4B whiff. Mess around with it in training to get the spacing/timing right. Personally never do this in matches though. The damage you get for doing it isn't worth the risk of dropping your combo ender imo
  10. I bought AC for the Wii damnit. I don't even know why, it's just a tease because I can hardly play it with the Wii controller :c Also, Heex, good job on those tutorial vids~ And is that Miss Ririchiyo in your avatar? :o
  11. Just testing you of course~ Hmmm Relius. I think people have to realise his ground overhead sucks. Which makes his pressure, while quite long and variable, not very scary apart from maybe 2D, jump into fake overhead or overhead. Just block low for the most part until he has to go away and regen Ignis I guess? I have yet to fight a good Relius yet actually lol
  12. On characters where 6B followup works without dashing you can do 5BB 3C 236B 6B 5C(1 hit) 6C 236D 214D~C 236C cross under 4B(2) 2DD TK 6DD 2DD D aerial combo for about 4.5k iirc. Maybe a little less than that. Either way it's great meterless damage if you can get a good starter in the corner.
  13. Lies! I thought it was part of a letter/numeral system which technically would make it count as a number.. FRAUD?¿?¿
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