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LionHeartx

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Everything posted by LionHeartx

  1. (this is regarded CPEX but I posted here since I figured its relevant enough even in CF) so there are 3 MU's that I'm really struggling with and I wanted to see if there was any knowledge/tips/match footage yall could give me. -Jin seems like he has an answer to everything I try and on top of that his ground game and air game are too strong. even with H1/H2 it seems like he can just jump around with his dumbass air normals and either clash with j.D or hit it before red lock activates. I cant seem to stop him from just using j.2C to reset his pressure during his blockstrings because it seems like he either gets behind my 6b or he hits her before the head invul kicks in -Terumi this to me just feels like "wow I cant get around 5D" I was trying with 3C to low profile it but it seems that you can only low profile it during the start-up but not when its active. so it only works as a hard read. aside from that the MU doesnt seem bad I just really cant seem to find an answer to it. 5b/2b both lose, 3C is sketch, if you try and iad j.C at him near midrange to beat the 5D you could eat 6A or j.D. isnt his 5D a projectile? so maybe you could 236C through it? -Nu ok this just reminds me of some marvel 3 bullshit. the only thing I know about this mu is that you can afterburner some of her random D's for free heat I think most of her other MU's while I'm running into problems I'm slowly find my own answers. but these 3 in particular I just consistently lose to the same thing. thanks for any help
  2. nice to be back here >_> his new combos are mad fun if not kind of annoying at first lol
  3. Leo also doesnt have shit on Azrael's air normals. it really puzzles me that they gave him the really low jump arc like O.Sol because it doesnt really benefit him because his air normals are whack. it also makes it really hard to stop people from superjump airdashing away from H sonic boom. if he just had one or two tools for his neutral buffed (like f.S being a level higher or his rekka being +1 like Azrael's Gustav) I think he'd be super solid.
  4. stance overhead starter in corner stance H > stance 632146 > 6H (hold) > stance S > 214S > c.S > j. S > j.H > j.236H cost 50% tension 257 damage on Sol King damage. if anyone still doesnt know comboing off stance overhead is a link unless your RC because you cant cancel it.
  5. If only that were true. It sucks at max f.S range you basically cant confirm into anything unless its CH or they are randomly crouching. Not saying I think his damage is bad but yeah there are certain situations where you just dont get anything for playing footsies with f.S. as far as his neutral ive been having success abusing/feinting with j.H alot (not many characters can match this air to air) and just playing grounded footsies with dash 5k and S sonic boom. I think instant 236H after rekka knockdown midscreen might be a legit way to pressure after rekkas instead of just having to go back to neutral unless you RC for air combo follow up into j.236H restand
  6. this dude is pretty sick. might main >_>
  7. Is there a trick to getting hoverdash~airdash out faster or is it just a timing thing? By the time I get the FFVCL out its always is hitting OTG
  8. yeah he looks quite good. only thing that looks iffy is his actual melee performance.
  9. you cant really confirm into 5c off a single 2a (or maybe you can if you just that real) the best things about this new route imo is how consistent it is and that you can get an orb out that is basically impossible to destroy because its so far up.
  10. Nice so new 2a starter bnb? The combo itself feels pretty weird even for Seth combos but once you get used to the timing on a few parts its not that bad.
  11. Yeah after grinding the SethvMerkava MU for a while yesterday offline. .... Jesus that character is terrible designed.
  12. Nah not really. Sadly I have fought Hilda only like twice. I still have no EXP vs Vatista either and iirc japan thinks shes the only character than beats Gordeau.
  13. Force Function has a bigger vertical hitbox.....and it looks cool
  14. That MU still bothers me too but I recently got a little more EXP against a good one and I can say that - dont challenge him at the start of the round his 5b is ridiculous -try really hard not to jump since basically all of his buttons AA for whatever reason - force function is actually decent against him if you are really good at reading you can whiff punish him with it -get used to shielding assault j.C but dont abuse it cause then they will start looking to empty assault command throw -dont be afraid to block his pressure strings for a while so you can get GRD advantage -3c at max range beats a lot of his pokes - if you have chain shift and he does his 66b you can CS before he can get anything else out and react appropriately to whatever you see during the CS flash. -once you knock him down assault j.b is really good for oki because it hits really fast on tall characters (when they are standing up) -a lot of his pressure strings leave him open to EX Assumilation -dont bother trying to AA him with 2c unless you know hes doing an empty jump/empty assault - dont forget that unless he combos into his B command grab you can always tech it (though the window seems smaller than normal yellow grabs) and you can assault out of his EX command grab on reaction as long as you werent do anything pre flash -pray they dont use his force function since its actually a decent projectile and Gordeau hardly has any options against those thats just my take on the MU so far I've only played maybe 20 matches against good walds so maybe my thoughts will change.
  15. wat edit: damn I suck at quoting.
  16. usually you cant (unless you 22c like you said) depending on how high they are I've had decent success with j.[C] into 3c xx 236a 236a 236a but thats only if they are pretty deep into their jump arc.
  17. Obviously but generally getting 60 more damage from a combo by ending it with 22c is not gonna be the difference between killing a character and not killing them.
  18. yeah I didnt notice until I tried a throw setup after air tech with Seth. it kinda sucks since they can still throw you but you can always just blow up their throw mashing with assault.
  19. I generally use meter in one of these ways - CS into EX Grim Reaper for AA -mashing reversal EX Assumilation during blockstrings when I have CS (lolol) -blockstring, delay, grim reaper xx EX mortal slide -blockstring, delay, microdash EX Assumilation when I have CS and know they like to mash in my experiences ending combos with meter doesnt really add significant damage unless you combo into IW, I would rather keep that meter for neutral.
  20. Anyone got advice on the Yuzu MU. Seems pretty bad since her Battou range is ridiculous, even when you eventually get close to her she can C teleport away and her 2c outrange pretty much all ours and hits low.
  21. thanks.
  22. on the 214a into 623a starter brett listed I cant get 6c to combo after 214CC. i know the timing on 214CC, 6c normally but I cant get it to work with this combo.
  23. She's fucking cute as shit son.
  24. I'm actually gonna learn stick tomorrow so I can play her lol. Buying one tomorrow. I dont think you can get 100% out of her with a pad honestly. Unless you find some weird way to set up your buttons so you can button slide and D cancel
  25. Ok so you cant do it twice without existing stance. that makes sense. thanks.
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