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legacy49i

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  1. Does it give any benefits to other Drive starters? Edit: I realize that its speed is a benefit as a human opponent has a harder time seeing wtf is going on in a Drive mix-up, but aside from that, will it do anything good?
  2. 100 more damage if you don't use d.5A. Why do you do that? If you use the old CT style Drive links of 6D - d.6B - d.5C - d.6B - d.5B... (finish combo) you get better results. It's easier, you get more Heat, and more damage.
  3. I feel I must chime in. 1 - Damage = 2.9k. ALMOST 3k. It would really just depend on your starter. I just used 6D for simplicity's sake. Probably not a lot of variance, though. 2 - Also works in the corner. 3 - There is no such thing as a "sweet spot" where you can't finish the combo. 4 - I found way to block ID and return 6.4k with OD and still having full health. It's strict timing, but possible. Just wanted to throw that out there cuz I found it interesting. Video: http://youtu.be/ou17586xNG4 Edit: I also found a way to get at that + prorate on Revolver Blast - 2C. It's kinda dumb, and probably not really worth it, but it's a legit combo. Video: http://youtu.be/3-ojrR0Tbck
  4. It proves that you were better than that guy. If that's all you need to win, then so be it.
  5. I'll show you a video of me doing everything "bad" and still winning. If you pay attention to your opponent's habits, you can do "bad" things and win. It doesn't make you a bad player. It just means you know what you can do to win.
  6. You're killing me! If you don't believe me, go on PSN, get a match, finish a combo with Spring Raid, then do a short dash into 6C. Then follow with 2D and you're golden. If they're smart enough to barrier block, then quit doing it. Simple as that.
  7. Nothing is a bad idea if it works. You're so closed-minded, you know that? Keep in mind every human opponent is different, and exploiting their personal weaknesses is key.
  8. Well then it shouldn't be an issue with the move itself. It's a timing issue. 6D would work if the person rolled 3 frames later. Since teching is entirely at the call of the player, whether or not 5D or 6D works depends on your opponent. Are you running on the assumption that the opponent techs at first chance on a Silencer B? Because what if you don't finish with Silencer? Or if the opponent doesn't tech right away? Doesn't 5D go over a downed opponent? 6D will reset them if they're late. My thought process is that if I find an opponent likes to delay tech, I can 6D and either reset, or get overhead immediately on neutral tech. If they tech right away (i.e. mashing), I usually won't do Silencer finish. I usually do Spring Raid and reset them with 6C or an air throw. If they are too unpredictable, I'll finish with Silencer, and keep it safe with A and B pokes.
  9. That's shit. Does 5D have more active frames or something?
  10. Ok, gotcha. I usually do 6D - d.6B with no d.5A inbetween. Well, that's not the only thing I do, but I find that if the opponent likes to lay, the 6D will reset them, and if they neutral tech, they eat the overhead immediately. Not sure how it affects a forward roll, though.
  11. I'd say neither. 5B, 2B, 5A, 2A are safe bets. Starting with Drive is good for trying to call out a DP or something like that, but it becomes a commitment that may bite you in the ass later.
  12. You could still cross-up on a normal jump by delaying the j.D. I used to do it all the time.
  13. Not really. 6A - 6C - Optic Barrel A. I never super jumped in a combo. I went 4 years without doing it, so it couldn't have been THAT important.
  14. Yeah. Used to be that you never did. Now you always super jump. The only time I don't super jump (a very rare event) is when I plan on finishing with Revolver Blast. Or if I just screw up and then have no choice but to use Revolver Blast.
  15. To be fair, super jumping wasn't really a thing for Noel until CP.
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