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Saeor12

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Everything posted by Saeor12

  1. messing around with Kagura again. found a nice 5k combo from 2DA that I did not see anywhere. 2DA > delay 5DA > 6DA > 3C > 6DC > 2DC > [4]6B > 6C > 6DA > 3C > 6DC > 2DB for 5097 DMG, 36 HG. Deals 5982 DMG with super ender.
  2. Astral only loses to projectiles.
  3. You have to cancel the air stance by holding 1 and pressing D twice ie 1DD, that way you can land in time to do the 2C, 5C and still be holding a charge. also, not sure if this is common knowledge or not but when using all 3 stances in a row, the last stance used will always be whatever stance is left regardless of the input held when pressing D. best example is when doing the throw combo: throw > [4]6B > 6C > 6D~B > 2D~A > 5D~C > [2]8C. when doing the 2D~A, you can keep holding 2 and the 5D~C will still come out making the flash kick easier to execute.
  4. The 6D~C > 2D~A > [4]6B only works on: tao, haku, ragna, tager, arakune, and rachel in the corner due to their hitboxes. You might be able to omit the 6D~C and just do 2C xx 5C > 2D~A [4]6B and it should work
  5. not home to get the damage and heat gain but the 5D~B combo I use is: 5D~B > 1DD > 5C > [4]6A > 5C > 2D~A > [4]6B > 6C > 6D~B > 5D~C > D~28D
  6. Found a nice corner throw combo inspired by Bill's 6k 6A combo. throw > 5C > [4]6A > 5C > 2D~A > [4]6B > 3C > 6D~C > 2D~C > oki or 5D28D. <3960 and 5060 damage respectively> *note can add a 6D~C after the second 5C on: tao, haku, ragna, tager, arakune, and rachel for 4201, and 5301 damage*
  7. Been messing around with Kagura lately and found a pretty nice corner combo from 6D~B. Not sure if this is posted somewhere or not. Corner / 6D~B > 2D~C > 5D~C > 5C > [4]6A > 5C > 2D~A > [4]6B > 6C > 6D~A > 3C > 6D~C > D28D [6173 dmg, 36 heat gained] for oki do ...[4]6B > 5C > 6D~C > 2D~B for 5150 dmg
  8. CH 3C > 2B > 5A meterless still works was able to get a single rep using the new loop.
  9. @spark was able to do a variation of the corner combo on ragna. 5C > 236B(1) > kishuu > 6C > 2C > j.2A > j.C > 5C > 2C > j.C > hotaru > JC > j.C > 5C > 3C. did 5505 dmg, gets about 2 stars back. @mac CH 3C > 2B > gurren > hop 5A > j.B > j.2A > j.2C > 5A > j.B > j.2A > j.2C > agito works. does 2.8k
  10. from what i've seen in videos CH 3C seems to be even more dangerous than in Extend. Can do easy OD combos from it and with enough meter can do good damage. People seem to burst it almost as fast as Zantetsu.
  11. hotaru has always given you another air option, whether that's another jump or dash.
  12. @someonewhodied talking about the video where it was OD Yukikaze > Mugen > Shippu? http://www.youtube.com/watch?feature=player_detailpage&v=_7KlMUOKi60#t=172
  13. i am getting CP as well. i don't consider myself to be very good however, but i'm for playing more people.
  14. Why would you try to mash out of throw? Doesn't CP have the hold button to tech like P4A does?
  15. I do pretty basic combos already online or at least try to. The main combos i drop are throw, Gurren, hop 5a, and j2C mistimed in the corner combos so it blue beats.
  16. Thanks for all the advice...now if i can just get used to netplay and not drop all of my corner combos lol
  17. Just random 5A's and 2A's. It's not that bad, but its just enough for him to air dash away or get a small combo going to start his ice shenanigans.
  18. Yeah I tend to stagger my attacks and either go for the Renka or try for the 3C CH when I think he is going to press buttons. And Mac, funny that you mention Jin since that is who my friend plays as.
  19. I usually do something along the lines of 2B, stagger 2A and then either try to kishuu back in or 6A and get mashed out of. But if i have meter, I like to throw in renka(1), kishuu mid string to beat out the mashing. And i always seem to forget about Gurren in block strings.
  20. Thanks Mac. Just seems like i always lose to mashing whenever I play my friends ;_;
  21. This might be an ambiguous question or posted somewhere already but, what are some of Haku's more common frame traps? I have been trying to step up my pressure and it would help to be able to identify.
  22. So looks like ArcSys confirmed a total of 26 characters so we have one more surprise character left.
  23. I love using Yukikaze more as a statement than anything. Pretty much telling your opponent, I know your mind games and I know what you are going to do.
  24. You can cancel Renka and Zantetsu into Kishuu as soon as the first hit, it doesn't make a difference if you delay or not as far as comboing goes. If that's that your referring to...
  25. Couldn't you just do Renka(1) > Kishuu, Activate OD after Kishuu animation and still continue the combo due to the untechable time?
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