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Monokeros

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Everything posted by Monokeros

  1. Here's a short set vs Flux, we're both still learning our characters but you can see that Drunkard Shade used right shuts down Leo's YRC rushdown, and due to 2S short range it's difficult to kill Eddie reliably. You can use [4]6S in some situations but I had difficulty finding good times to charge without giving him too much control. Also J.H is good vs Zato-1 (and in general) but obviously overusing anything is a bad idea My matches vs Zato-1 start the 4mn mark. http://youtu.be/lrHRIv1Cdfo
  2. Yes, the only way to combo into the stance super is to link it or cancel after a stance normal.
  3. I managed to sneak a coast to coast match vs Marlinpie, I learned during this match that Leo's counter triggers by proximity so if you catch a YRCed Gunflame and Sol jumps in even with FD up he will get caught. Sol seems like one of Leo's easier matchups you can fight him air-to-air pretty well with j.H and gunflame isn't really a threat with [4]6H out on the screen. http://www.twitch.tv/brokentier/v/3619903?t=39m45s Match time is at 39m45s, timestamps for twitch don't seem to be working though.
  4. His stance comes into play at neutral in some matchups because it can reflect/ignore projectiles that would usually give you trouble going in. IE if you shield May's Beachball it becomes yours and doesn't go away until it hits her//goes off screen, if you reflect I-no's Antidepressant Scale it shoots back super-fast and shuts down any offense she tries to set up.
  5. I'll be streaming today Leo stuff if you guys have any questions or have something you want me to test out stop on by. twitch.tv/monokerros
  6. 2H and 6P blows up the Aerial Bridal Express, 6P you can do pretty late and get a juicy hard knockdown from the air combo.
  7. It's saying that its used as a "linker" between moves he has in stance, as shown here in the gatling route chart.
  8. Alright just browsing through his move description and there's some juicy stuff in here haha. His 5K has low invul frames His 2S and 6H are plus on block And his 2D and 6K are both throw invulnerable You can do j.S>j.P as an air block string similar to Ky as well. His j.D is plus if you hit them low with it as well. His [4]6+HS is "very" plus when guarded as well it seems. His [2]8+S only is invul during the startup, the HS version has longer invul frames. His 236HS is plus on guard and allows you to go for a high, low mixup from his BT stance. BT P has Upperbody invul for anti-airing, BT K has throw invul (sickkkk) and is his low from BT BT H ground bounces on CH and is his overhead from BT BT 632146S sword throw super is plus on block, no invul though (because that would be pretty ridiculous) 632146H has invul on startup and if you hold H during the super you end it in BT stance. His dead angle attack is the same as his 5D/Dust Attack so it has some sick reach for getting people off of you.
  9. can't block in BT stance can only parry/counter with D.
  10. The reason he seems "really strong" is because he's fighting against the computer. It has nothing to do with the characters abilities and really doesn't apply at all to playing against a human.
  11. Edit: I was alerted that a Famitsu article came out online so here's a quick translation of it. Not much new info except for the follow-up after his BT counter, their video shows it in the corner I wonder if it works mid-screen because one of his challenges they have you do his Axe-kick as a follow-up instead when you're at the wall. Also his overhead from BT(5H) not being special cancellable is interesting. He doesn't have any throw invul and we can just call it BT since its a back-turned stance makes it simple enough. For everyone saying he looks strong the force restand on his j.236H is nice for his mixups. But all of his Azrael-like shenanigans get blown up because he has 0 throw invul, his projectile isn't like Kagura's where you can run behind it meterless. But that's all the info we have on him, he's got a handful of tools that could all turn out to be useful or broken as shit. The follow up attack depends on if its S or HS, HS gives the hard knockdown S is the "launcher" because you can combo off in on CH.
  12. Yeah I was just letting people know in case they were wondering if there was any new info.
  13. Nothing new that we don't know in this video, just explains the basics of his stance and his moves.
  14. 5S xx 236H isn't a blockstring and you can throw him out of the move when he runs through you.
  15. Also I've been told his 236[H] when he goes into the BT stance leaves him pretty + too because it starts his stance mixup. The challenge mode stated that if you block this move you're giving a Leo a chance to start his pressure.
  16. Slightly off-topic but are there PSD templates available for the images used as headers for character threads? I'd like to make one for Leo if possible. Also if we ever get the green-light for uploading the archived footage from the stream I've got all of it ready to go. Gameplay wise he has stance with an overhead/low and a counter that he can mixup off of, the dash in that stance also goes through your opponent as well. He has a cross-up special (like Oni's slash thing or Wolverines berserker slash) that automatically puts him into the stance, but it's throwable.
  17. Also if you have links to his archives before his channel got shutdown you can download all the stuff he streamed too.
  18. Leo is Kagura 2.0, he's got kagura's DP and can confirm off of CH, also he has Kagura's fireball but looks like it needs to be YRCed for followups. But he has rekkas too so he's not really Kagura 2.0 he's cool. He can parry after whiffing some of his normals, and his stance has a move that reflects projectiles and attacks. His 6P is the coolest looking anti-air normal I have ever seen.
  19. You might not be letting them fall low enough when you do the late j.6H, also I've only tested these on Sol.
  20. Location Map University of Riverside 900 University Ave Riverside, CA 92521 Time 3:00PM to 11:00PM Games GGXrd, UNIEL, BBCP, P4U, SF4, Marvel, KOF and TTT2 We'll have setups for Xrd and other games, no Elphelt until Dec18th though. We have room for more setups if you'd like to bring them. This is a BYOC event.
  21. Little gimmicky thing, if you anti-air someone at 20% with 623S you can buffer in 214S RMC it and get an IK. If the 623 doesn't get a clean hit it'll still combo into 214S just the same as long as the anti-air was a counter hit. Oh and you can RMC his throw into IK as well in the corner.
  22. You can combo into IK pretty easy midscreen and off at decent percentages if you've got 50meter. For crouching you can go the 3K>6H route, but if they're standing you start with 2S/2H(2) as Skargust posted above. The percentages change too depending on what you start with as well. 27% 5K>3K>6H>623S>214S>RMC>66>IK If you're in the corner or can get the charged Beak Driver to wall splat you can do it even higher [Crouching] (Dust) 31% 5D~6>5H>6H>3K>6H>623S>214S>236[H]>wallsplat>RMC>66>IK 38% 5K>3K>6H>623S>214S>236[H]>wallsplat>RMC>66>IK 45% 2H(2)>5H>6H>623S>214S>236[H]>wallsplat>RMC>66>IK [standing] 44% 2S>5H>6H>623S>214S>236[H]>wallsplat>RMC>66>IK 2H works for both its around ~14frames startup from what've tested so it's a decent starter too, also you can link it from 2K at close ranges like so, but from what I've tested it only works if you do it off of a dash. 2K>2H[1]>5H>6H>623S>214S>236[H]>wallsplat>RMC>66>IK Be sure to charge the 236[H] long enough to get a low wall splat, if you splat too high by releasing the charge too early the IK can whiff. I found out at the end of this combo you can loop back into another 623S(crit) [standing]5K>5H(1)>6H>623S(crit)>214S>214K[6]>Late j.6H>5S>5H(1)>6H>623S(crit)>214S>236[H] 259dmg(271 2S/273 with 2H(1)) 5k cal A 2H(2) starter will cause them to flip out during the 2nd 214S, so you have to use 2H(1) instead. For the 2S like you said you'll need the run momentum or you won't get the intial 623S(crit) (I would like to dub these Hawk Breaker loops, maybe HBloops?) Dust Combo - Just a little one I found 5D~6 5H>6H>214S>236K>623S(crit)>214S>214K[6]>late j.6H>5S>5H(1)>6H>236H 173dmg 5k cal I tried to go for the 623(crit) loop but the pushback from 6H was too far to even get the noncrit version to connect.
  23. wow I totally ignored the jump height I thought they were teaching you to use it as an instant overhead haha.....
  24. Nah they'll probably continue the story the same time they finally decide to add Johnny/Dizzy to the game and that seems like it'll happen sooner rather than later.
  25. Would this be the right place to ask for help on his trials, because #28 has got me stumped, don't know why it doesnt count my cl.S each time I land it. after tk 236HS
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