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brownrice101

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    So(cal) Westside
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    JBHeadfonez
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    Brownrice101
  1. My theory is that having vorpal makes FF cost less seeing as they(the opponent) don't get a spike of grd from the usage. Not sure if the cost really did get lowered but I'm not seeing the "2 grd block usage even though one is partially filled" that usually comes from doing FF so this sounds really great.
  2. Yeah, that's what I was thinking would be the best use of the vorpal trait possibly with j.2[C] and j.b j.2c maybe? Basically a decent instant overhead but with huge grd loss. There's also the ability with the vorpal trait to do ff air assault ff for a cross up since there's a certain range where you can fly over them but that's kinda ehh. Is there any footage of the vorpal trait being used because if I remember correctly I've yet to see anything?
  3. Wow look at that nice wiki page. Thanks for all the hard work Icekin!
  4. I would say yeah especially in matchups where Nanase definitely has trouble doing anything in neutral. She also doesn't really use meter well enough to keep it around and there are definitely those matchups where you can't throw out 214c in neutral without a ton of risk. Imo like any other character Nanase is way better in the corner with fireball oki and the ability to properly pressure reset with 214c.
  5. RIP Still hoping for the whole list of changes to make sure but otherwise imo she is way stronger. Only real notable thing (so far) is that her damage output went up but that helps a ton. Still think j.2[C] is really good as it gives her new hype combos and damage but the utility outside of combos seems really nice too.
  6. https://www.youtube.com/watch?v=t7SSKlIBzXM&feature=youtu.be&t=22m14s https://www.youtube.com/watch?v=t7SSKlIBzXM&feature=youtu.be&t=23m8s Please tell me I'm looking at these right....
  7. Please don't remind me of this sadness.
  8. Skype:brownrice101 Just planning to have Noel as a main(s)/sub(s), so I'd like some guidance for a noob please!
  9. Ggs yesterday to abadlime for showing how to play, ggs to dawn for being a bully, and ggs to winty for humiliation. This game is hard.......
  10. Eyyy, so who wants to go bully some rusty noob attempting to play(learn/git bodied) this game again? Because I have trouble finding peeps to play yo..
  11. There is no burst system in Uniel to get out of combos and such. Veil off is actually a universal reversal that requires 100 meter to use which just knocks back the other person similar to a burst and grd breaks them. Chain shift is the mechanic you're talking about which is basically the main mechanic in Uniel. Chain shift is basically the reward for winning the grd war through a variety of actions done in the neutral game.
  12. Wow, this sounds cool. So I looked into this a little more and you can actually follow up midscreen on everyone except Linne. I used a recording and tried it on everyone with a somewhat max range IW at round start positions. The follow up timing is actually kinda awkward but isn't as strict as I thought it would be midscreen. Follow ups afterwards, I could only do IW 236B-6C j.[C] j.BB j.2C 2C 214AA-this ends with like 4k Also depending on how far into the corner after IW, there is enough time to otg with 2C though doing the 236B follow up gets way easier so there isn't much point of using 2C or whatever. I may be wrong about this, but from what I can see you can follow up any combo that has a IW ender with 236B or sometimes 2C in the corner, but again not sure if this really leads to anything useful. This also literally adds like no damage too, so this is kinda useless.
  13. Ah okay, thanks a lot for pointing out the specifics and junk! So what's the best use of meter? I'm pretty sure that IW doesn't seem worth it (other than stylin) as 623C seems to be more optimal in its meter usage to damage ratio, but do any of her other supers have any real utility? I always seem to have a ton of meter laying around that I just waste on veil off reversals or combo enders. Also idk how to do cross ups, like what are the practical setups for them and I guess advice on doing them??
  14. Ah, I'm very familiar with those, but is there any other route that offers more damage/stronger oki(more optimal i should say) for the universal combos? Because I remember seeing stuff into 3c 214a relaunch blah blah and I'm wondering if those or anything else I'm not aware about ever caught on for more damage or insert another reason here. Punish combos, weird starters, veil off(if there are any), and stronger corner variations are stuff I'm wondering about though it may be a hassle to name all of them here... Also what are you referring to CS at the end of a combo for wind oki? Sorry for asking so much stuff at once, but I find it really difficult to find anything about this character around places...
  15. If anyone is still around, can anyone help give me a rundown of any optimized combos that have been developed? I'm still using the usual basic stuff off the wiki, so I'd appreciate if someone could point me out to anything better.
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