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SgtFunShinebear

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Everything posted by SgtFunShinebear

  1. Also, just tested it, the initial ball will still hit if you catch an opponent trying to jump with 6H, however you won't be able to RC as the 6H connects. Basically 6H hits the ascending opponent, knocking them down, you get the hit freeze frame, and then the ball is hit later during the follow-through animation. It's still a true combo though, and operates in almost the exact same way. if you catch them too high, it either won't connect, or you'l need a different aerial route. I'll work on that.
  2. If nothing else, we can end rounds against stunned opponents with it. Edit: some thoughts, though they may not be useful. You can do this midscreen with the proper spacing as well, only the combo would end after the "j.D>land>6H" portion. The proper distance is essentially match starting distance, or where you hit them with the tip of 6H. Also, it's possible to start off with multiple balls, but you should always end with Pset (IE: K set> P set> 6H also works as a starter.) This ramps up the damage even more. In fact, k set p set 6h starts the combo already at over 100 damage. Maybe you can trick them into punishing you or something. Also, if it's useful for mind games, if you land a throw, and proceed to do nothing but set, a back tech puts them at the exact right distance. Probably not worth it, but something to consider.
  3. So I'm not sure how to make this useful, but I'll post it here in case someone else is smarter than me. There's this weird range when you set P ball and use 6H, where if you hit your opponent with the tip of 6H and the ball hits after, it'll knock the opponent up instead of giving you a hard knockdown. If you RC it as a combo starter, it gives you a metric ton of damage, and you can still end with your standard knockdown. Here's a sample in the corner: P set>6H>P ball hits>RC>run-jump>j.K>j.S>j.H>j.D>land>6H>PQV>5P>P ball hits>6H Seems to work on everyone, nets you 202 damage for 50 meter. If anyone can figure out how to utilize this it'd help a lot.
  4. If you guys want someone to stream it I'd be happy to do so, despite having not played Persona in a while :P
  5. I made a video a couple days ago talking about Sin and pointing newcomers in the direction I think's appropriate for the training room: https://www.youtube.com/watch?v=mPOIqKjdHMs
  6. you can actually do 5K>cS>9jc (wait a second) >j.S>j.HS>j.D>land>6HS>oki rather than doing the IAD varient. It's quite a bit easier for netplay, and the only thing you lose is pushing them towards the corner.
  7. Still not sure who to play in this game. I liked Order Sol in the last one, maybe Sin?
  8. Where was it confirmed to be region free? This is the only reason I have yet to buy cards.
  9. I'm playing on pad. What do?
  10. I was looking forward to both Ken and Koromaru, but I couldn't decide which to play if they were both announced. Glad to know this isn't an issue anymore.
  11. - hit the opponent with the bat for a single. can hit with the bat multiple times in one combo to get more ppl on base. can score points with singles if you hit them enough times. "Whenever you hit with one of his bat moves (I beleive it's his B button) You get one of 3 points. If you hit someone with the bat multiple times in a combo, you get multiple points." - whiff the bat for a strike. 3 strikes for an out. "Whiff a b move, and you get a sort of negative points, 3 negative points and you get a super negative point." - make them block the bat for a ball. didn't see it, but presumably, 4 balls and you get a walk. "If they block a B 4 times, you get a point as if you'd hit them with it once." - get a "clean hit" with the flaming bat super for a homerun and score points just like baseball; 4 points with the bases loaded. the hud says "homerun" on the screen where "counter", "super cancel" etc. are located. "The points you've collected from bat hits are cashed in if you hit someone with a flaming bat. What this "cash in" does for you, I have no idea." - getting combo-d = 1 out. doesnt matter how long or short the combo is. "Get hit, get a negative point." - get 3 outs and you lose all ppl on base "3 negative points, and you lose all of your points" The other two I have no idea. Basically, as you get upward of 4 clean bat hits, you'll start to gain benefits, get hit too much, and you lose those benefits. Don't whiff, if they block bats you still get benefits, but it's much harder. Basically, hit them with your bat= good. Whiffing and getting hit=bad.
  12. So, i'm dicking around in the lab right now looking for C trap loops, and it's pretty fun. It requires a fatal counter, the corner, and 75 meter, so obviously it would only be used for swaging purposes, but if someone smarter than me wants to play with it, heres what I have so far. Off a fatal: 236B~D>236AB~D>236236D>214D>5B>5C>2[C]>5AA>236A~D>(d trap hits)>J.214C x9 It's important to make sure you're jumping off the ground each time, if you do a double jump and place a trap too high, the next one wont connect. I'm not sure how many times you can do it because my executions shotty, but I think it will kill if done right. I hope I wrote the executions correctly, have fun bros! EDIT: Ok, you can actually double jump as long as you place the trap in like the exact same spot as usual, but it may fuck up your rhythm, so i'd recommend you just try to land each time. EDIT 2: I was able to do it 9 times and got 6.6k damage in all
  13. I've been working on this for awhile now, and I'm not sure why I can't get it to work. As far as I know, I'm meeting all the SMP requirements. in the corner it's 2A>5AA>2B>5B>5C>236B>236AB>236236D>214D>236A>(214D hits)> GO with C traps. Ideas anyone?
  14. Can we get some guys working on a C trap SMP? For troll purposes of course.
  15. 2B can beat teddies jA, the hitbox on 2B is alot bigger than it looks.
  16. Important note, if you do get in, Liz's DP can be teched out of.
  17. I would like to be added, skype matches my Dustloop name
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