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Manta

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Everything posted by Manta

  1. So there goes any guard crushing we can do. Calling dibs on the second collider tech trap...
  2. Oh, the other thing about untechable double colliders is that you can make use of MTW and TB's minimum damage to get something decent out of it.
  3. But it does mean that you can still do a second collider and then 2D. Which may be desirable for positioning reasons and magnetism, if not damage. Ending combos with 623C whiff, 6C > j.2C, 22D seems popular thus far.
  4. Apparently the voltic charge counter move is now hammer not sledge? That explains the 4k damage.
  5. So they went ahead with that litchi nerf that preventer her kicking you about eleventy bagillion times in one combo?
  6. Well that's cool, I think. Guess we have to wait a day or two for the experimenters to post it all up.
  7. What's there to talk about once we know it's optimal? Although you'll struggle to get that 2A > 2C link to work in anything other than the closest 6B.
  8. But having cool combos would be much more awesome, I don't want Tager being any more scrub-friendly than he already is.
  9. Even a steep repeat proration is perfectly acceptable if they're allowing us to follow Hammer without an RC. Yes we need a corner, but BSledge does cover a lot of ground and we don't want tager to have dumb corner loops.
  10. Personally just hype for getting damage from 5A that's above 1000.
  11. I remember this game, game had some decent flow to it, much more so than the previous installations. Problem was a bit to much reliance of dumb luck, particularly that dragonrush mode. Characters tended to fight way to similar to each other as well.
  12. When they said they were getting 4k damage out of it.
  13. Waiting for the throw to finish is going to be quicker than Asledge cancel, the main issue would seem to be covering the horizontal distance to get to your opponent.
  14. But they were mentioning nicer proration on the sledge moves, and those would be much more used in combos if not for their dire prorations. And that would effect the combo length. Maybe something really weird like: 2C FC > 236 into corner, 5C > 6C > 236A, 5C > 6A > 623C, 2D
  15. Make them tech in front of you whilst you charge it, or better yet, right after gadget flinger. Wait, that'd almost be broken.
  16. I know what you mean. Personally, a 6 unblockable would make me jizz a bit.
  17. Rushdown happy? Tsubaki is worth a look, her combos can be a bit fiddly to learn as they involve a lot of inputs but as of CS2, her game is pretty damn solid. But your logic of using an offensive character to counter an offensive character is flawed, you'll find it even more frustrating since you'll have even more trouble getting out of pressure when it happens. Perhaps you want more mistake-punishing character like Hakumen or Tager, they crush anyone with a reckless offence (Not sure how experienced this Ragna you go against is).
  18. Not sure if you would be able to do that, they say you need to special cancel to hit with the Bsledge. and that implies they still fly away a fair bit, and if you need to special cancel, you probably don't have time to wait for the throw to recover fully before jumping and doing j.2C.
  19. Double post for the lols. Forward throw is special cancellable and bounces them less distance. So either we have the CS1 forward throw back, so somewhere in between. My hope is for the latter since what would be really cool would be: B+C > 236B (Whiff), 5C > 6A > 2C > AC, Ender
  20. The combo proration seems so bad after a 360 that 2B will be more or less instantly techable. That sucks a bit, but at least if they're magged, you have a tech trap there.
  21. Odd, I find those j.B combos easier. A microwalk into a forward jump and advance input j.C is easier than a microwalk to 2B.
  22. Usually you don't use the 2C at all. it's just microwalk, 2B > AC. It's a 6 frame walk and you need to move your stick from the 6 to the 2B pretty damn quick. I find it incredibly hard as well.
  23. 5D lasting long probably means there's more pull in the recovery time, meaning if you land it on block, they're drawing even closer, whereupon you have either 2 frames of advantage or special cancels to play with.
  24. Oh guys, apparently 2D has very little knockback, the following may well be legit: CH 2D, 3C > AC, AC whiff, 6C > j.2C, 2B > 2C > AC, 2D Not sure about the AC finish though. 2D CH, 3C already works even with 2D's current knockback. And it seems that both drivers have the same proration. Combos from both give damage exactly 1000 damage different.. The combo proration is completely arse however. No comment on 3C CH being techable or not. If it isn't then: 3C CH, 5B > 5C > 6A > AC.... is legit, even at range.
  25. But saving your last primer with barrier consumes less.
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