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Solid Gold Wall

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Everything posted by Solid Gold Wall

  1. most of these tier lists come from people who have to fight against mugen and machaboo, so i'd say they know better than anyone how great sol is.
  2. mmm i don't think game balancing is really an art though, it's more like a science. maybe try "you don't know anatomy, so you can't be a surgeon" anyway for potemkin, i think all he needs is for heat knuckle to give a knockdown right in front of him, but one that doesn't give him enough time to set up a trishula YRC. it's a place to start at least.
  3. you guys are mentioning ramlethal's combos, but it's her neutral game that makes her one of the most difficult characters imo
  4. his f.s has like one frame slower startup, but the big difference is its new hurtbox. makes it really lenient on the timing for countering it. if he even tries a f.s while you've got a 6p ready, he's done for. obviously you still have to be careful of his 2h, but it's an improvement.
  5. matchup feels so much more bearable post-patch. 6p was already great here, but it's so much easier to take out his f.s with it than it was before. f.s > 5h on an air or tumble hit now works which is really good. doing combos on him in general just feels better all around.
  6. if i had to choose between heavenly and a typical 720, i'd take heavenly all day
  7. i think mugen and uki are better players honestly, totally agree with the rest
  8. that's sick, did haitani play gg before?
  9. she's totally gonna end up being his daughter from the future or something ridiculous like that
  10. i dunno, i'm pretty about it
  11. axl's voice makes me want to play him so bad
  12. i laughed, i cried, i began to seriously question my baiken abilities
  13. 236956 is the input for kire tatami. there has to be as short of a delay between the frc and the kire tatami as possible. try starting the motion for the kire tatami before doing the frc, not after. i think this is one of her toughest things to do in +R, so you're definitely not alone in having trouble with it.
  14. konsome is really good as well
  15. i'm curious about ogawa's reasoning behind placing chipp anywhere other than top tier. and from what i've seen, i-no doesn't seem quite on sol's level, but who knows?
  16. is that universal? thanks tho
  17. it's not the best back throw combo, but an easy one to start with is 4bc > 236[a] > j.b > j.c > 6b > j.c > j.d. i'd actually appreciate some help with that myself, i think you're supposed to do 236[a] > 6c > something for maximum damage, but i'm not sure exactly what. anyway, you definitely can combo j.c into j.d with no heat levels, and it's critical that you be able to do that. just make sure to always super jump towards them during the end of air combos so you can be as close as possible. there isn't anything you can do after a mid screen capture without heat. you can afterburner, but if they forward tech you're in trouble. 5c and 5[c] are prob your best pressure tools, along with 2a. you'll mostly be mixing up with dash throw, command grab, 6a, cross-up j.d, 6d / 2d, and the occasional crush trigger. 6c is cool but don't get predictable. rising j.c is something to consider against some chars (tager). not quite sure what you're saying with that last point. the only H1 engage i usually do is off midscreen capture, the command grab one, or to continue off a raw snaphance. otherwise i'd say save it, bullet is so much better in H2, you'd almost believe she's not awful. i mean, you'd be wrong, but it's good for morale
  18. brackets are here if you're interested
  19. oh god i think they're doing all of them at the same time but they're only streaming persona japan pls edit: never mind thank god
  20. i think it's p4a first, it's streaming now here
  21. time slow doesn't mess with blocking at all
  22. the only ramlethal you need to watch is karinchu https://www.youtube.com/watch?v=aldhcyKftqY
  23. a lot of great info in this thread, thanks a lot anyway what have you guys been doing after 5d? EDIT: never mind, found these from hellmonkey in the combo thread: 5d fd j.K (impossible dust) jc j.H j.tatami j.k jc j.h j.tatami 6p zakuro (fa: 148) note: with certain spacing (and against light characters) you can just do jump forward j.h j.tatami after your first falling j.h j.tatami. (no j.k jc part) e.g. 5d fd j.k jc j.h j.tatami j.h j.tatami 6p zakuro (di: 166, br: 155) or 5d fd j.k (land) j.k j.h j.tatami j.k j.h j.tatami 6p zakuro (te: 142)
  24. i'd still love for this to be a thing
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