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Wirya

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Everything posted by Wirya

  1. Guess I have only scratched the surface, lol. I thought K dandy CWH was too slow so I was a lil disappointed after I tried it.
  2. Dude, doing it with K dandy CWH isn't hard (though you can only do at most two CWHs that way). And you can end the loop with an air combo.
  3. Dang you're right, it's +3. I'm pretty sure it didn't give any frame advantage in pre-AC older games, lol.
  4. Well let's put it this way. A CWH loop is, at the very least, like any normal CWH launch combo except you get to do (at least) two CWHs instead of just one. So the damage is definitely good. Though the sad thing is K dandy CWH is too slow to be used in many combos.... You definitely can't do it right after a 6H.
  5. It doesn't really matter that bite no longer prorates; its followup combos deal crap damage. (wait, scratch that, 160 sounds pretty okay... It's like half-tension potemkin buster with a little bit more damage, lol) Anyway, CWH loop is hella swag and damaging, but unless you use K dandy step it's very hard to do.
  6. Frame advantage has nothing to do with a gap between two gatling-ed normals.
  7. 5K --> lv 2 --> 13F blockstun 6H --> 17F startup 17-13 = 4 frames gap
  8. Yeah in previous games it worked like BDC, though it only gave 1 invul frame if I'm not mistaken (definitely not as useful as BDC, lol). You could do something like 41236D~K and it would make the 1st frame of the special move invulnerable, lol.
  9. I believe it still is. Braking your air dash is still as good as ever; I'm using it extensively.
  10. The absolute best after a CWH is the CWH loop. If you find it too hard/tricky (you likely will, lol), then just go for an air combo instead. Bite has at least three advantages over normal throw: 1. Longer range; 2. You can cancel forward dash into it; 3. You can BDC (backdash cancel) it to make its startup strike-invulnerable.
  11. Played with a friend yesterday, and I can happily confirm that CWH loop... is indeed easier now with K d-step.
  12. Throw some items! Preferably do it after a far 5S. YRC it if you want to make it safe. 1. 6P (CH), dash in, 5K > JC, air combo. 6P is good for fishing for a CH (against an aerial or grounded opponent), since it's fast, juggles, and Faust is only vulnerable at his feet ... until 1 frame before it actually hits, that is. 2. 2H/6H (CH) > 41236K. 3. anything else? lol
  13. On a grounded opponent, 6H into P d-step into pilebunker is a legit combo. Though I don't know how useful it is in Xrd; it was good in #R and Slash. Even though it's supposed to require a 1-frame timing, I found that it's not that hard. (Perhaps because of increased hitstops in Xrd?)
  14. I wholeheartedly agree with this. We should never forget that Slayer has a short but fast airdash that suits him perfectly.
  15. Oh yeah, damn, it seems like 2S-6H gatling is gone. It was boss.
  16. BDC is NOT invulnerable to throws, though. (I think it was in #Reload.)
  17. His long forward dash is like +R S and H dandy, but even better.
  18. What the...? This is sick, man. Easier CWH loop is a thing at last!
  19. I personally like to write it like this: Throw --> RC, 5H --> JC, j.S-H-D-2K, j.P-K --> JC, dj.S-H-D
  20. This doesn't seem to be possible unless the j.K is a counterhit?
  21. Let's use this thread to ask for and give critiques to improve one's Faust.
  22. I think I'll start a separate critique thread. I have decided to allow only video links in this thread; the reason is that because we can have many kinds of discussions about a video. Is it a discussion about the tactics shown in the video? Why not use the general discussion thread? Is it a discussion on the combos shown? Why not use the combo thread? And so on.
  23. Footlose was always techable. The great things about footlose were: 1. the damage! It was 36x3 in #R; 2. it launched grounded opponent for an air combo (which, along with footlose itself, would do terrific tensionless damage and could also give a hard knockdown); Thankfully, the above points are still true in Xrd. It can still launch a grounded opponent for an air combo afterwards, but the timing is a bit tighter with the added landing recovery frames. (Also it does more pushback now?)
  24. Still, if it's guaranteed and the damage is good....
  25. This sounds broken. A guaranteed unblockable setup? I need to test the effectiveness, lol.
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