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Mo the Hawk

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Everything posted by Mo the Hawk

  1. I look forward to hearing what you guys come up with!
  2. Challenge 30 Tutorial: http://www.youtube.com/watch?v=8GqCHlYHWXE
  3. I'm fashionably late here, and I spent more time figuring out my recording setup and video editing software than I would have liked, but here's a video demonstrating my method for Challenge 30: http://www.youtube.com/watch?v=8GqCHlYHWXE
  4. I only ask because I'm finding on the smaller characters like Naoto, their hurtboxes while crouching are really inconsistent when it comes to hitting with airdash j.B. If I air dash too high above the ground, j.B completely whiffs over a crouching Naoto's head. Too low to the ground, and j.B won't come out at all. I've got some new recording equipment on the way; hopefully I can visually demonstrate what I'm struggling with.
  5. Might as well ask this since it's been bothering me lately. Is there a minimum jump height required before you can perform attacks in the air? Often times when I'm practicing the usual j > air dash > j.BB after 5DD/2DD lockdown, there are just some times when Chie doesn't do anything when I press B while airdashing. Pretty annoying since the lower you are to the ground before airdashing, the hard the mixup is to read. Any tips on consistently nailing the airdashes at a height where j.B will actually come out immediately after airdashing?
  6. I stand corrected!
  7. Could've sworn I could never get that to work off a ground throw... I'll give it another shot.
  8. I can't find the video anymore either, but I'll try to explain. For the first God Hand, back up a tiny bit at the start, and do 214D so that it hits Yu at the height of his jump. Instead of cancelling directly into God Hand like the official demonstration, though, you can get a little extra height on Yu by linking 214D into 2D after he bounces off the wall. 2D will knock Yu even higher and cause another wall bounce. Then finally perform God Hand C just AFTER the second wallbounce. If done correctly, God Hand's hitbox will appear slightly before Yu actually touches it, and Yu will fall into the hitbox. So it's the latest possible moment the attack can hit, combined with the longest time he can spend falling back down to the ground. This should keep Yu grounded long enough for you to recover and pick him up with 2A for the next super. From here you can combo him however you like, as long as it ends in a One More Burst to knock him high into the air. I used 2A 5C 214C OMB. After the OMB, the same principles apply: wait until Yu is as high as possible (just before he starts falling back down), and input God Hand D. If done correctly Yu will touch the very tip top of the super's hitbox. If you got this, the last super is cake: 2A -> whatever you want -> God Hand C. I used 2A 2C 214C again.
  9. Mitsuru and Akihiko are the other two characters that don't require you to dash to get the full CH throw combo. Also the 5B on Teddie only works after an air throw, just to clarify.
  10. If you see the blue flash, you're already doing half of it correctly. To have Skull Cracker come out all you do is input 236B when you touch the ground. So you end up doing two 236 inputs in total.
  11. If you have 150 meter before your first super that sounds good to me, I've been practicing it myself. It's worth noting though that depending on the combo, the opponent can tech out before you can hit them with the second super. I'll see if I can come up with a list later today. In general, though, if you have 150 meter AND BURST, you get a lot more damage by squeezing two Power Charges in somewhere, then having your combo ender be 236D > OMB > 236CD > j.236CD > j.236D. We're talking character-killing damage here, though, so these situations rarely present themselves. If you're caught in the corer by a Chie with 150 meter and Burst, you pretty much deserve to lose. Also would D super actually land? I've only been using C super so far and that barely has enough time to land as is.
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