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blitz

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Everything posted by blitz

  1. yeah, it extends bridget malleable range, where he can control space, making his keepaway just much better and be able rushdown a bit more safely.
  2. oh, you can setup a mixup from it. Just the lock by itself can only be considered a tool for other things... And it's not that hard to setup, it's just hard to do. The point of it is that you can use it to start mixup. if during any of that lockdown, you decide to throw, you can jack up their guard meter really easily, and then do an aircombo off the throw for good damage. You can also use rolling pressure to get into it, like knockdown in the corner with 236K~K -> RC, set3, HSB, falling j.2S -> 214K -> j.2S(hits or not), land, S© -> HSR -> HSB, dash S© -> etc...
  3. i rushdown with starship frc =O
  4. lol bridget did 5K, jam did a 236K and it whiffed. That's. It. That's all that happened there. Seriously. Especially considering that at 2:55-2:56, bridget was being comboed.
  5. ah, you are just doing the motion, pressing up, and pressing the punch as soon as you recover from the startup of your jump. So, it's just a matter of timing. Waiting too long or short before pressing punch will get you a super jump or a super jump punch =D
  6. LOL, all i post are stony matches, cuz #R online is only bearable while medicated ;( So here's 2 more matches (against purrin's robot ky) ...so in these 2 matches, I'm torched, and purrin is tipsy. Stoner vs. Drunk, Enjoy! =)
  7. it just means the character is in a stance similar to, or lower than, a crouch. It is just an attribute of the move, but some moves that cause the character to make their hitbox really low can be used to dodge moves that don't hit that far down. These moves could be aerials, ground moves, doesn't matter. Axl's or Bridget's 2K are used to dodge aerials and moves that don't reach very low, and then punish... while Sol's and Venom's 2D are used to get under the opponents move and hit them out of it.
  8. now updated, see most recent post.
  9. edit: sorry, i was high as a mother fucker LOL disregard that last bit (actually, still roasting) edit 2: cloud: good setups for secret garden.
  10. that was my exact thought =)
  11. ... I'm not even done yet =\ fixing that today! And then i'll revisit characters, add damage figures, cut some obsolete ones, etc.
  12. hey, stony matches! =O http://download.yousendit.com/13B0BD49098117A8
  13. give us the source so we can see it =)
  14. lol! I'll re-upload what's a good place for files that doesn't delete it?
  15. the list is done, see new post =)
  16. 1)it's a mandatory pause 2)pauses are sometimes before the airdash, and sometimes after. Like on ky or jam, you need to airdash directly after a j.D, then delay the j.K-D. On slayer or zappa, you need to hit the j.D, wait, and then airdash into j.K-D quickly. These pauses are pretty slight, but affect the way the character is situated so you get knockdown, or are needed for the next part of the combo to hit at all.
  17. sweep the leg, johnny. =X all jokes aside... oki is just okiseme. here's what ya do... after you hit someone, combo into millia's sweep (it will knock them down). Lets say, dash5K-S©-5H-2D(dashing kick-slash-hardslash-sweep) after that, cancel the sweep with a roll (214K, quartercircleback kick), and then after that, immediately go into hardslash disc (236H, quartercircleforward hardslash), and then, hit the opponent with 2K immediately after you recover from the disc. And now you've done okiseme =) (just remember to combo after the 2K with dash S(f)-2H if they didn't block the 2K or the disc)
  18. no, you have to be already buffering the yoyo before striking the opponent, because you have to release and rebuffer in a very small window directly after the beginning of that strikes' hitstun. Make sense?
  19. a super after SG might be done to get a zero frame trap with the SG, and combo after it (trap = projectiles don't stop acting/moving during a super freeze).
  20. ^ kasou: Generally, the combos I've posted so far come in certain categories: 1)bare 2)pin 3)tension 4)tension + pin 5)burst safe in any combination of 1-4 because these are the options you weigh when you are about to do a combo (if you want to get the most out of a situation, and do so without wasting) Anything that is a relaunch or is extended in any way is done for the sake of pushing the opponent to the corner, gaining tension, or an increase in damage. So I see your point about notating the combos, but frankly, I'd think teyah knows when a combo will do shit damage or not just by reading what it has in it, and likewise, on whether the combo ends in the corner, or some other form which is advantageous. and I will always post useful combos =) but those are the categories they are divvied into. ... I also post some combos which are very very difficult ^^;; just try doing this on ky: throw, dash 5K -> j.K-S-H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.D -> ad.D (and get knockdown from that) It does work, by the way =) random vs jam combo: S©-2H -> j.D -> ad.K-D -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D the 2h -> j.D is reaaaaaaaalllllyyyyy late.
  21. ok, found the tensionless pinless knockdown combos from a throw for jam (it's been bothering me for awhile) throw, dash K -> j.K-S-H -> ad.D -> ad.D {hawt} throw, dash j.K-P-K-D -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D
  22. order sol is ridiculously easy to combo, it's the most eerie thing I've ever experienced...
  23. im gettin there =\
  24. more stuff (just posting it as I go along at this point) for fun on ky, midscreen: S©-2H -> iad.S-H, land, j.K-D -> ad. K-D -> ad.D (knockdown) S©-2H -> j.S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.H -> 214S, land, 6H (knockdown) S©-2H -> 2369D, land, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (knockdown) ^_^ throw, dash 5K -> j.K-S-H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.D -> ad.D (^midscreen, though a possible fullscreen looks very similar) throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D theres a slight pause between the 2H and the j.D
  25. <Blitz> throw, 669K * moose has quit IRC (Connection reset by peer) <Blitz> yeah... it's like that. =3 broken dust: mine is setup like this: K-S-H P_-_D you don't need to do 236S -> KPH, cuz the move you do before cancelling into the 236S gives you enough time to just go 236S -> KSH, etc. And I'll test out different instances to see if FB discs can be used to cross up in certain situations, it's just that everything I've tried ends up being a non-cross up (this includes the double FB setups) when i test it with the memory function. and the 25% tension was referring to stuff like dash 2K-5K -> 2369P -> FRC, 214S, ad.S, then either low ad.S again or land, 2K etc. Doesn't have to be that exact setup, but the idea is that ground + 25% = ATG mixup and it's good to note this because when you fail to connect with a badmoon, it's bad news. With the FRC, it becomes a tool, not a liability. Getting the FRC on badmoon down, and the pin -> airdash after is going to be very important to millias game now, you'd think, the same with badmoon -> FRC, airdash =) Speaking of which... if anyone is having trouble airdashing straight out of badmoon FRC, just input the first forward motion before the FRC, and then hit FRC~6 like a kara cancel, and it'll airdash on the first available frame.
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