Jump to content
Dustloop Forums

NecroTheReaper

Members
  • Posts

    2,444
  • Joined

  • Last visited

Everything posted by NecroTheReaper

  1. Like I said before though, that setup used 100 meter. If you dont, I'm pretty sure that they recover before you do
  2. Hemi shouldn't really be used casually... its not like "oh, I got 50 meter, time for unblockablz!" The only valid way I've seen it be possible to use guaranteed costs 100 meter.
  3. Exactly. And I didnt time it right more than once. So it made me mad and I lost patience and ate more VVs. Aaaaanyway, I'm still not havin luck in air to air situations. I still feel like float is inferior to airdash when at neutral, cuz regardless of which button I push, even j.P seeems to get beat by other j.P's or j.K's
  4. Well, its mostly cuz this guy got away with A' IB>VV. Yeah, I could've just blocked, but I just wanted to get him to know that wasnt a legit thing Dx still beat me several times, but whatever
  5. My bad, VV. Getting my Dps mixed up
  6. Man. Even after all we got, getting dp'd, grabbed, or mashed put of A' oki is still a thing. Do I just need to start mashing 2P on task A' tele? Cuz I'm tired of people thinking IB>ID is a thing
  7. I dont think it works on May or Elph though. Also for Millia, you can do xx>5HS>1HS>delay sj.KS>j.236HS>j.K>j.6KS>236HS for more carry and damage
  8. After testing it some more, I couldnt get it to work on I-no, Ram, or Zato. Chipp, Sol and Venom I had to do 2HS>7>j.P>6j.P>j.236S for 2 seals, everyone else seemed like my original one worked on
  9. From my testing, double seal corner combos are all universal. In fact, the tk task B is actually pretty lenient, doesnt even need to be a real tk. I've got most combos down, but May is gonna be the death of me
  10. So, anyone got a more consistent combo for May (and probably El) than xx>5HS>1HS>sj.883P>236HS>2P>c.S>236HS? It works but the sj.883 is killing me
  11. Corner combo I made up a second ago xx>5HS>1HS>(632146HS)>2369S>2P>c.S>5H>236HS. Pretty universal, 2 seals, 160-180 damage , add 20 for helios
  12. So far I've used: xx>5HS>sj.PKS>j.236HS>2S>236HS xx>5HS>sj.PKS>j.236HS>j.K>j.6K(or P)>j.S>236HS xx>5HS>sj.883P>(c.S)>236HS>2P/K>c.S>236HS Had to experiment on a few by ommiting, delaying, or adding a button to the superjump sequence
  13. So, tried to do some form of the new air task C bnb, and I'm havin trouble gettin task C to connect period on Pot, El, May, and ourselves. Anyone else havin issues? Edit: nvmnd about El and May, sj.883P>236HS route works on both of them, but big heavies are still a mystery for me atm
  14. Well c.S>f.S is a combo I can do currently so I was curious if anythimg else had changed. So far, exclyding 6H followups, c.S>6P>c.S, c.S>6P, and c.S>f.S all combo into A' after wallstick. How about those midscreen dust dash>task c combos in that video a while back? They consistent? Screw US, I have too many question that regions are holding from me
  15. For the 6H buff/nerf/whatever, does it feel like its total duration is the same, just some frames swapped around? Also, corner dust, wouldnt c.S>f.S be better, both for damage and reliability?
  16. But... but I have English version. Please tell me I get to wreck with everyone else
  17. DA is fast, so its a pretty reliable gtfo move. Helios is a godlike momentum switch, fully invul and + on block. Enough afvantage to even make a blocked helios>grab a good mindgame. Outaide of obvious ones, you tried blitz to little success, which is understandable. You also have backdash, forward dash, and YRC for both of those options. Backdash YRC can punish some moves with a grab, forward dash is essentially Pot's HF YRC All it takes is the folirst time getting hit by an overhead to make people get hit by the low. If they wanna try and mash you out, tk task A or B (B is obviously risky). Typically its safer to jump back then do forward float to make it harder to mash. If they wanna AA or jump out, 2S and 2H are now gonna start hitting people more often. Its all about gettin that respect built up. Air task B and C are probably better moves than grounded unless you're pressuring because one is fast and eats airdashing and mashing, while the other is hard to AA and is safe or even plus. In task Bs case always use the air version. If it gets blocked, you can RRC it for frame advantage and a task B seal. That high up, I honestly woulda tried to 6H her. Not sayin this is good or bad, just what I probably would've tried cuz airborn 6H>task C can gurt
  18. That first round you were sittin on a full bar of meter. You had soooooo many ways to either get her off or get started, but the only thing you did with it was FD. Our metered defensive options are honestly pretty good imo. A lack of jump cancels made your pressure pretty straight forward. They didn't have to worry about overheads, they didnt have to worry about throws. All they had to do was block low cuz you did xx>2D, which is basically an end to your pressure without YRC. May sound odd coming from me of all people, but I think you were too ready to do task C. Luckily it worked most of the time, but still not reliable mixup or pressure. Some very odd confirms, specifically in that last round. You could've won that round if you confirmed that blocked burst into a full combo. The task A bait wasn't that great though, I don't think you could've done anything with that if it had hit. Once again, anyone feel free to disagree with me, I can only look at this match how I feel where I could've been more successful.
  19. 1. j.D is faster than j.H and accomplishes the same thing faster (ours doesnt have that pesky landing recovery) Edit: may need further testing on this, could be completely wrong xD 2. Tiamat covered this pretty well, just be careful until 1.1 cuz throw mashers can easily grab you out of 6H 3. Expanding off this, you can safejump all reversals after 2D and task C knockdowns. Some can be safejumped with task B, but its not universal 4. Like Tiamat sad, close enough. Sometimes its best to just go for j.S if you cant confirm into a j.D correctly. 5. We also have general system mechanics such as burst and FD There's also more unexpected defenses we have such as backdash and forward dash YRC. Clock overdrive is almost free though if you can confirm they cant throw you. Some times, if they plan on throwing you out if it and you have an extra 25 meter, you can YRC and eat their input
  20. That is... beautiful. People might actually have to start counting sheep. Makes me wonder if the reverse task B knockback is consistent from character to character though
  21. Tk task B in 1.1 will make it a lot more subtle since we can convert into combos off tk task B in the corner. I play very... high? I really use a lot of superjumps since we get our movement options for free. A lot of characters cant do much to Bedman because of that, so I just vary my uses of float directions and task uses, though I do use air task C more than I should because... well its been working
  22. Does the switch from 3C jc to 2C jc feel natural? I'm probably not gonna grab the jp version this time (maybe pass all together for now), one because my ps3 is almost outta hard drive space and two, money lol
  23. I feel like his corner route could've lead to tk task B>2P>c.S>task C for 2 seals. We would have some really rewarding pressure options with both task B and C seals... especially if you manage to do that glitch involving hemi if it still works lol
  24. 2S is a lower level move than 5HS (so less hitstun). 5HS has 16f hitstun and 2HS is a 15f move.
  25. I'm pretty sure that was 5HS>2HS, and yeah, both 1 and 2HS have the same startup but different recoveries. Finally seeing 2HS jc on block makes me REALLY happy cuz of dat R.I.S.C. Also, just an assumption for now, but vs that I-no, he did a crossup 6HS and she wiffed a 6HS, so that hopefully means that 6HS grab invul stayed. If so, 6HS YRC mixup is gonna be so real.
×
×
  • Create New...