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NecroTheReaper

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Everything posted by NecroTheReaper

  1. Both would definitely be worth using 50 meter plus OD. It would be rediculously advantageous on block, but thats what makes me worry xD
  2. Or what if OD vinum forced standing? Either would be amazing, cuz getting an unburstable OD setup would be awesome.
  3. I think my issue at the moment was just getting confused as to screen positioning. I thought I was in a major lacking of GRD after successfully shielding all of Vatista's laser super, but was on the opposite side, so I thougjt I was giving them a ton of GRD -_-
  4. Maybe it'll get a good hitbox with a 5f startup! :D ... doubtful. But it'd be great. I know Relius is suppose to have a bad defense, but 50 heat and a burst sounds like a decent enough trade to get a reversal out
  5. What does shielding actually do? Cuz I think I've been mis-using it, and if all it does is reduce blockstun, I'm inclined to believe this is utter crap lol
  6. Sitting in a room watching someone stomp people, the guy gets stomped by someone better, and then immediately closes the room -_-. Maybe this is just coincidence, still annoying. Edit: also, what's with devs giving zoning characters dp's? Playing a good keep-away game wasnt good enough so you have to ensure they never get in ever? /end rant
  7. I feel like I remember someone saying 3C>214A allowed for an extended on some characters, but I don't quite know how cosistent it is. Supposedly does good damage though if you land it
  8. If you don't already have them in the corner, doing the 6C followup will switch sides. If you have them in the corner, there's no problems
  9. Does this game not have a frame buffer, or is it just more strict than BB? I'm not entirely use to using dp's period, but its hard for me to do it on wakeup and in obvious gaps in pressure. I don't mind being baited for now, I just want to know I can at least get the move out when I want Dx
  10. I meant 2A -sigh-. Anyway, that's good news to me. How far do you need to be for 214A to be +? And since we're talkin about dp's, are both 623A and 623B full inv, or is thr A version only like H-invul or something.
  11. I will say BB's style of ending pressure is really killing my ability to maintain pressure in this game. So 5C>2C(w) is + on block? Cuz this makes me happy. I thought we had to deal with every move being at disadvantage. Also, 3C is actually useable as an AA? Its hitbox just seems so narrow it feels more like its meant for calling out assaults more than keepin people out of the air, but AAing in this game feels weird enough as is, with air movement not being a huge theme of the game. Out of curiosity, is anyone updating the wiki? I scan a game's frame data constantly, and not having any set out is uncomfortable
  12. Seems like its all based on timing. I spent a bit last night tryin to see how to get 236x>6A to cross through (its safer this way) and you have to delay it by quite a bit, almost feels too late. I feel like 236x>6C could be used as a decent approach/escape option on wiff or block, but its still able to be called out from what I've heard.
  13. Merkava is probably my biggest problem too, but I've fought mostly him and Linne. The only thing that's a plus his his hitbox is huge. Seems like getting in on him is rediculous, and if you do finally get close, he just flies away (though I feel you could AA him with j.8C). I think trying to dash in is honestly your best bet, even if its bad. He's got waaaay too many options to kill you in the air, with massive air normals and a lot of full screen air unblockables.
  14. In what manner? If you're using it as a crossup, you just hit falling j.B and go into the standars BnB. If its a neutral hit, typically your best bets are to IAD after or land into another ignis normal. Typically they can mash out of tus even if they were hit (not so much the case id it CH's).
  15. Also, depending on your timing, it could cross them up or not. Does the crossup protection make it to where it wont force you to switch blocking till you hit the ground or just for a certain amount of frames? Also, apparently air BC has a minimum height requirement, so too low to the ground and BC won't happen. My personal opinion on if there's a gap, a lot of mixups have gaps, otherwise itd be broken as hell. This isn't including wakeup options though, so meaty high/low attacks I don't think they count. Edit: thought it was interesting that this worked unless someone already posted. Almost Full screen j.236B>236B combos. What I mean is if you do a tk B fireball, if you 236B and it lands from full screen, you can pick up for 3k damage
  16. I was honestly just talking about 214A>CS not that long ago. Seems great since it leads into multiple mixups, cuz double overhead, land low, land throw, land 66B, land 66C. The latter two I realize are leaving the safety of the setup, but when you get unsafe people get unsuspecting. You could actually go for multiple overheads with j.B>j.A>BC>j.B>j.2C I think, if not you might have to cut the j.A, either way, lots of overheads.
  17. Its possible, but the damage isnt better than our current bnbs cuz you use your jump cancel without getting an orb in. I guess you could go for float resets doin it, but then the combo only gets you like 1400 damage, which if two resets gets you the same damage as one combo I wouldn't try it out too much.
  18. Directions are based on numbers for universal ease of understanding. If your stick/pad sits naturally in the middle, this is 5, and the rest of the directions look like this 789 456 123 So 2 is down, 8 is up, 6 is forward, 4 is back. So 214 or 236 would be quarter circles back and forward respectively.
  19. The only worthwhile use of meter for damage I've seen is her IW. Usually adds about 800 damage or so in exchange for 200 meter. Luckily meter is really only good for damage boosting or dp's in this game.
  20. I just feel we're stressing a bit much on the mixup portion of a game that has a huge emphasis on neutral control. Nanase isn't the only character to have meh to average mixup, and the only character that I've heard actually have good mixup in this game is Seth, who has issues elsewhere. Also, since all ground attacks are AUB in this game, it makes escaping pressure a bit risky (though I'm bad for now, so I can't apply this at all). This might just be me being optimistic about the character, but even if her mixup is meh, I'm use to playing that way. I'd say she has fairly strong neutral in a neutral-based game (Merkava still kills me, but whatever). Just make sure to have CS and I feel like we could get strong mixup opportunities.
  21. I'd say her mixup is average, which I find perfectly fine since we have good damage and fireballs (that aren't very fiery). I think that her specials arent meant for pressure/mixup without CS though since almost all of them are punishable on block. Only one I see that's not strictly punishable is a blockes 236A/B into 6C since your fairly far away. With CS there's a lot of mind games though, cuz you can CS 214x and go for either a high, low, or throw thats safe regardless of which one you choose. Plus its got decent range so if people try to mash A on its startup, they could get hit, amd.if they get hit while you have CS, thats damage. I'd say her mixup is very reliant on having CS a lot, since she has a lot of jump install moves and float just makes it even more tricky.
  22. CH actually does things? I guess its just hard for me to tell with all the free-form gatlings in this game. But if you can combo off it, that's a sizeable amount of damage. I was testing dp and 214x>CS combos and they all did up to 3.2k damage. Stuff like 214A>CS>j.2C>2C>5C>j.BB>j.[C]>j.236A>j.A>j.B>j.2C>2C>41236D would do up to 4k damage for all meter. Pretty easy way to end a round I guess
  23. Out of curiosity, since I didn't watch a ton of arcade UNiB footage, never would've noticed. Is this game a bit more mashy than others or is that just because a lot of us arent quite pro yet?
  24. Why does corner 236B>6A>5A>5C not work on chaos? Character specifics will always haunt us
  25. Combo doesn't work off A starters and has consistency issues if you hit them OTG with 236x moves from my experience. For consistency, I tend to do j.[C]>j.B>j.A>j.2C in case I didn't confirm correctly. Edit: maybe its only inconsistent, but regardless, I tend to go for oki more than damage
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