Jump to content
Dustloop Forums

Rikir

Members
  • Posts

    253
  • Joined

  • Last visited

Everything posted by Rikir

  1. I believe this is the one. http://www.youtube.com/watch?v=9nT2_7_ieA4 I skimped through it, it seems really good for starters and he explains everything very well. But Im not so much for sitting around for the full 30 minutes lol. Oh and on the subject of 5D, I actually use that as the main part of my oki game to setup something similar to Yu's, only easier to block and get out of. My basic combo into 5D setup is like 5AA, 5B, 5C, 2AB, 5D. I then proceed to run up and do as many high/lows while Sukuna Hikuna can come and slash anytime I do anything unsafe.
  2. So guys, we can connect an AOA off a CH normal, think its worth it? Itd probably be good damage on characters that the IAD combo doesnt work on.
  3. Summer's end tournament for all the Capcom games.
  4. Oh right, when I got home yestaurday I found a pretty decent combo off a Fatal air throw. Jump air grab, j.C, 665C, 236B, 5C, 2[c], 5C, IAD j.B,C, 5C, 236A~D. 4.2K, 31 Meter build.
  5. Ive gotten lucky and stopped a Raging Lion one time and anti-aired some basic jump ins/air dashes. But really, its horrendous. That hitbox is tiny and whiffs all the damn time. Im pretty sure 5A and 5C are probably better options.
  6. Wait x8? I can only get like 5 236Bs max. Is this like a Fatal combo or something?
  7. On the subject of Mute SMP loops, I looked back and noticed that Kamoihito had one in one of his videos. http://www.youtube.com/watch?v=0tWrSGJ2TLA&feature=BFa&list=PLC53E3ED9C6BFEC30 2:56
  8. Holding D after 236B will help cancel the stance faster, and as soon as she cocks her gun back, begin dashing. Keep in mind that the IAD combos are character specific in some cases. So a lot of time youll end up missing 5C because the hitboxes simply wont agree. Of course if you start with the enemy airborne its a lot easier, so try to focus on landing these more often.
  9. Hmmmmm... TO THE LAB! P.S, if I Naoto mirrored with anyone here at SJ6, GGs :D.
  10. So has anyone figured out Naoto's frame data yet? Its not really necessary, but I like a frame of reference.
  11. Aw man... I was going to post a 5D combo but someone beat me to it D: Oh well heres the version ive been using: 5D > 5C > 236236D > 214D > 2B > 5B > 236A~D > (Megido hits) > 2[C] > 5C > IAD j.BC > 5C > 236B~D x n (50 Meter, Death)
  12. Oh yeah ive totally been doing that hehe. After the last 236B, I set up a D Megido and then air throw them into it for a combo.
  13. Ive been using: 236B (FC) > OMB > 5C > 2[C] > 66 > 2B > 5C > 2[C] > 66 > 5B > 5C > 2[C] > 5C > IAD j.BC > 5C > IAD j.BC > 5C > 236A For about 5237. ------------ Anyways heres a corner combo that may have already been found(?). It builds meter well and actually does more damage than the standard IAD combo. 5BC > 236B > walk back a little > 5AAA > 5AAC > 236A~BBBBB (40 Meter, 3161, 1 Skull) Skip the B shots if you want a better oki setup. -------------- P.S Has anyone figured out a meterless SMP Loop yet? Starting from a normal confirm?
  14. Rawr I just figured out how to make Aki's mixups after Killrush less threatening. Just IB block the last hit of kill rush and put up the BD counter to stop any followup he may have. Of course he can decide to just do nothing and punish your whiffed counter.
  15. Why not just do 5AA, 5C instead? It works so nicely lol.
  16. Oooh nice. Have they released character specific frame data yet?
×
×
  • Create New...