Jump to content
Dustloop Forums

darkpath

Members
  • Posts

    79
  • Joined

  • Last visited

Everything posted by darkpath

  1. It's a good thing you're willing to be good, Rage quit doesn't take you anywhere try watching video matches and read match-up threads, discuss combos in combo threads and ask questions in Q&A thread, I can teach you how to go around with Yu since I main him.. If you need help I'm willing to
  2. Tager just got a power-up in BBCP.. they removed lambda lol
  3. I've tested it, it seems the 5AA>5A>2B works well for me in yellow axe after the bounce and also sets me up to red axe if finished with j.214A Also tried the 22A setup for a hj.214B and it works fine Thanks Tari
  4. I made probably my longest combo though weak still viable if you want to end the match from an oki set up on corners.. 5D>j.B(2hits)>2A>5B>2B>5DD>j.B(2hits)>5A>5C>5B>2B>5C>214CD(5hits)>OMB>214B>j.B(2hits)>j.BB>JC>B+D>236236C/D = [75heat reqd] 5160dmg(if all hits).. 2AB setup @kiku: oops sorry :razz: thanks for pointing out...edited
  5. Well first of all don't finish with specials unless you have a persona to cover for your punishable frames in Narukami's case the 5DD after 5D to cover for his 214A/B, 214C/D,.. but to use it you must have 2AB set-up to launch Izanagi, Yu has so much mix-ups other than his specials that in a pressure you're enemies would block only bout 60% of your pressure just to be looped again.. so I suggest practice oki, safe pressures and mix-ups tech and and tech throws are very different as to tech is just a recovery after a valid combo ends.. while tech throws are just tech out of throws, what Air combo problems are you having with? the j.B(2hits)>j.BB>j.B(2hits)>j.C>214A/B? or the 214AB follow ups?
  6. By far only kanji's dp hits me after a roll.. others don't have that same effect, even mitsuru's dp can be rolled on a right timing..
  7. Well at least his voice is masculine enough to be noticed while bridget takes stories to uncover lol
  8. I'll like her design if she's less jiggly.. her gameplay is nice will try to pick her up someday
  9. amane's a guy huh.. I feel that bridget trap all over again except it's not loli..
  10. try j.B>j.BB>JC>j.B>j.C>j.214A/B, if they're too far use j.dash>j.B>j.C>j.214A/B or if you want some space a 5B>5C>2C>236C/CD will do, also try using 2B it's more useful on anti-airs and functions almost the same as 5B
  11. Oh.. so it needs to be charged. Still having trouble canceling [b+D]'s from 2C but will practice some more another question is when does j.214B makes enemies bounce? which is better to connect on bounce? 2C(does that even connect) or 2B? thanks a lot btw transient
  12. nooby question how do you connect 2[b+D] in red axe? does it need to be FC'd or delayed?
  13. Also try rolling you'll sacrifice a persona but still a 3k-4k combo in return is not that bad
  14. Well first of all don't approach with a j.214A/B or a 214B to close space these moves have a large punishable frames if blocked or dodged and you don't want to risk them unless you you have a OMC ready to use.. 214C/D can be used only if enemies are using fireballs since it's projectile invulnerable and quick way to close the gap.. best approach is to j.dash forward j.B though be careful with enemy BD's and 2B cause it is easily countered.. while on stand try pressuring him to jump a 236C at max distance forces them to jump giving you opportunity to 2B counter or a BD for air specials if they approach you by dash, while if you approach at land try to be careful and anticipate their movements you'll always block just by closing the gap but at least you're getting near them.. when on close range when given a chance use 5A or 2A, these moves are very useful as a counter and a combo starter if it connects try to land a sweep which sets you up to his oki.. now his oki probably the most superior(on par with tomoe I guess) has many variations there's a mixup if blocked, a full 3k combo if it connects and a failed recovery combo either ways it sets up pressure, a loop if cornered or sandwiched and a high gauge gain.. so try to master kiku and shin's oki combo.. and try to make variations like a jump turn, roll and 214A mixups. if you want damaging BnB's there's the challenge mode try doing all 15 of them over and over until you can do them on actual matches and try variations of it.. then for more BnB's go to the combo thread and video thread.. and if you're having troubles at certain character try going to matchup threads there you'll learn how to matchup character movements and how to counter them. If you need help I'm willing to. good luck on getting good
  15. another note You can also put a 5b to that 2A>2B turn it to j.B>2A>5B>2B>5DD it's still safe and can still be looped in corners to j.B>2A>5B>2B>5C>2AB for another set up on 5D.. another note is to execute 5DD while performing the 2hits of 2B.. Also something good about 2AB is if they fail to recover on 5D you can still finish a nice combo like 214A>214B>5B>j.C>214B>2B>j.C>214A>5AAA And there's lots of crossups on 5D there's roll there's air turn and there's the 2AAA>214A or 2AAA>5AB experiment on it, it's rewarding @kiku at 5A>5C>2C>214B on corners can you follow up a j.C>214AB>2B on it or it ends at j.C?
  16. I agree j.B is probably the best mix-up on his oki, it can even be j.d A+C to make another mixup.. it's probably the best mix-up he has even on non oki pressures.. I just use the 214B when I feel confident lol
  17. It's not really useful.. though I use it after an air grab.. it secures your enemy to not crouch but be sure to keep the pressure after that @kiku: tried that non fatal double 5C > 214AB it's not that good for a 50 heat req combo and enemy heat gain gives lot.. and sometimes I land 214B on 5D okis cause the 5DD follow up ensures safety on my punishable frames but I don't do it unless the enemy is low on health
  18. thanks man.. more question though does the j.214AB loop works only when the enemy is FC'ed by 214B? cause in my case the training dummy and my friend(also a dummy lol) techs out after j.214AB if not FC'ed any tips on how to continue the loop? and also after the d.5B>2B after raging lion B connects offer anymore combos than j.BB>(JC)j.B>j.C>j.214AorB.. like a setup for an oki for example
  19. Question.. Which is a better follow-up for 214B>5B.. 2B? or 5C? by better I mean damage wise and combo follow-up wise
  20. A good mix-up after a sweep and a blocked 5D is to j.B(2) to follow up with 2A>5B>2B>5D(followup)>j.B>2A>5C>5B>2B>2A+B (to oki loop) if successfully landed all damage deals 3214+ easy on corners.. but if you're midscreen try Jump dash Jump turn j.C>2A>5B>2B>5D(Follow up, careful timing here)>j.B>2A>5C>5B>2B>2A+B (to oki loop).. my last one includes roll but it does not connect and easily countered.. but still a good mixup on sweep 5D d.5B>2B>A+C>5D(follow up while rolling)>2A>5C>5B>2B>2A+B (to oki loop).. well mastering this takes a lot of time on real fights and gives your enemies a +23 Gauge refill if blocked well.. +46 when blocked on time but still a good mixup nonetheless
  21. I guess the point of making chamber shot was to fill the empty space in front of noel when executing Optic Barrel A.. it's not that bad though I like the wall bounce and quick recovery makes her more corner dependent than before.
  22. Tried it. execution is easy and punishes good for a meterless midscreen combo.. Thanks man!
  23. any mid screen FC combos without OMC but still punishes hard?
  24. 5B for mid-ranged 2B for anti air and j.B and j.2A for air approach.. 2A and 214d are pretty much all his low attacks .. I'm not sure about his sweep will try on matches later.. and yep OMC from specials can result to large damage like 214D > OMC > 214B > 5C > 2C > j.2A deals 3444 damage at mid screen.. 214A is hard to connect with 5B unless cornered or countered but overall a good mixup special
  25. your best bet is to use 2B before elizabeth can j.b cause if he executes j.b you'll block the whole length of the j.b, 5B, 5C.. etc.
×
×
  • Create New...