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Raccoon

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Everything posted by Raccoon

  1. Retaliating Fang now has an RC point. O_O
  2. Videos show it working on several characters thus far.
  3. Try really hard to bait an Inferno Divider, as it's a free fatal and 5.7k if you have 50% meter, 6-9k if you have OD available.
  4. I am super worried about Terumi
  5. If you mash 2 and C together, sometimes the 2s will "eat" up your C inputs. Just hit 2 twice :3
  6. Assuming his damage output off 22C remains the same, Terumi is about to take a wild ride O_O *dreams of meterless 4K combos midscreen*
  7. Isn't anyone excited for "Garengeki – The max version now wall bounds even midscreen?"
  8. If the damage is low, people will probably opt to eat the low one, as the follow-ups from the high one will undoubtedly do more damage and build more meter.
  9. FT7 I realize I am super button happy O_O I also do a lot better after the first match.
  10. Timing isn't that bad, even online, so long as it's not 0 or 1 bar D:
  11. Hi :3 It's wayyyyyyyy better to hit FC 6B first, pause a sec, than activate OD and use CT. That way, you're not committed to OD if your 6B is blocked. Like this:
  12. Assuming Max Opponent Meter for 632146D Corner, 100 Heat FC 6B (Pause) OD CT 263B > 22CL3 > 6D > 236D> 632146D [Combo must be done quickly, or Hitstun will fizzle at 236D) (7618 at 100% Health, 8462 at 50% Health, and 8902 at Critical Health) Alternatively with Critical Health FC 6B (Pause) OD CT 263B > 22CL3 > 6D > 236D > 263B > 63214B [9116) Past midscreen, a about a quarter screen close to corner, any Health % FC 6B (Pause) OD CT 263B > 5B > 5C > 3C > 6D > 5D > 236D > 632146D ***Must be close enough to corner for 5D > 236D to immediately hit*** (100% Health/Partial Meter 632146D 7022 excluding hit after DP, 8186 at 50% Health and lower) Alternatively with Critical Health A) FC 6B (Pause) OD CT 263B > 5B > 5C > 3C > 6D > 5C > 3C > 236D > 632146D for 8421 B) FC 6B (Pause) OD CT 263B > 5B > 5C > 3C > 6D > 5C > 3C > 236D > 263B > 63214B for 8635
  13. Dunno if it is useful, but you can super cancel OD Gouga Soutenjin at any point between hits 4 and 5 :-/
  14. 5B > 5C > 6C(3) > RC > 662C > 5C > 22C(lv.3) > 6D > 236D 4467 Damage [9 Net Heat] Just topped that with 5B > 5C > 6C(3) > RC > 662C > 22C(lv.3) > 6D > 5C > 3C > 236D 4615 Damage [10 Net Heat] and 5B > 5C > 6C(3) > RC >6622C(lv.3) > 6D > 5C > 3C > 236D 4635 Damage [12 Net Heat]
  15. Are you back on the team :O You have an extra 3C in there
  16. Hi! :3 You can do 5B 5C 6C (3) RC 2C (as they hit their knees) 5C 3C 6D 236D midscreen for 3654, or if you hit the corner with the 6D, you can do 5B 5C 6C (3) RC 2C (as they hit their knees) 5C 3C 6D 22C (L2 mash) 236D for 4049
  17. Patch notes?
  18. Even at high life, the reward is ridiculous...Assuming you have 100% health, 51+ meter. 5B 5C 3C Stomps (Mash) OD (after Stomps) DP Super 5B 5C 3C 6D DP Super 6355 At the start of the round (100% health, 0 meter) you can pull off approx 5145 unburstable (better than Jin's IIRC) You can also do this from a bit of a distance away from the corner, too! Gonna be soooooo much easier to seal rounds now. You can also rapid the third hit of 6C and OD for this effect. Effectively, 5-7k unburstable combos anywhere, even on awkward hits.
  19. Assuming this is correct.... BOOOOOOOOOOOOOOM
  20. I dunno if anyone has posted it, and maybe I am doing something wrong or misreading something, but in the corner you can do 5B 5C 3C 22C (Optional Mash), then OD as they are falling to let you either DP into a Combo or pick up with 2B/C into a Combo. As stomps are not ODC, you get the FULL DURATION ( O_O;; ) of the OD.
  21. I've wasted meter on worse, it's ok :3 AFAIK, after non CH 6A without OD, your best options are: -JC (3hits) Double Jump JC (3hits) J2D for 1493 meterless -JC (3hits) Double Jump JC (3hits) 263B for 2417 (50 meter) <---I realize the damage is low, but it's damage, nonetheless. -JC (3hits) Double Jump-->Throw-->Ground Combo-->3300ish without super - 4000-5000 with it. -JC (3hits) Double Jump JA-->Throw-->Ground Combo-->3300ish without super - 4000-5000 with it. (the JA should mess with their throw tech timing assuming you did the above earlier) As always, be wary of sacrificing damage to go for a Purple Throw set up. The rewards are pretty stellar though, particular if you consider the damage you'd lose (minimal stuff). You can also do some pretty fun/swaggy stuff if you do land an air throw with meter and OD available. I can understand your feelings about waiting on Orochi. I'd rather deal the damage towards end game, as opposed to leaving it on the table. I personally can't recall the Orochi "love tap" ever putting me in a disadvantageous situation. I'll have to watch some of my replays to comment further, but I do always hit them after it, if memory serves.
  22. *only watched vs Ragna* You don't need to rapid after counter 6C. Try to get more out of your normal/non-counter Anti-Air 6A's. Always follow up Orochi with something, even if it the scenario only allows for a single hit. :3
  23. Is there any truth to the rumors of Kokonoe being patched or banned at tournaments?
  24. How does Hakumen "open people up?" I'm trying to learn the big guy, but his moves are all slow. I have a pretty good idea how to convert once I do land a hit, but what are some openings/normals I should be going for?
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