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Big Ben

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Everything posted by Big Ben

  1. List of characters vulnerable to Caligula's airgrab loop: Cielo, Alcott, Caligula, Qdora, Reviel, Cecil Any character not on this list will fall out of the airgrab during the first two projectiles if facing right. All characters will be hit by all the projectiles and fall normally when facing left. I'd love to contribute to building a Mizuumi article. I actually wrote up some early findings and an overview on the E's Laf wiki so feel free to copy that. I've been theorizing about ending an air combo with low airgrab or j.C S-Canceled into B jerky, then sj.D into airgrab loops from much higher (looking at 8-9 grabs on Alcott). I'll post test results when I have them. I'll pester my friend and see if I can't get some translations for what the talking items say. Also, as a random tidbit, from what I've gathered Caligula's supposed to be some kind of elite or at least highly competent mercenary and an antagonist in Prince Calling, Princess Crying and wants revenge on Sisca (protagonist from same game) for apparently deforming his face or something. Just a little backstory in case it's needed. Also have some Alcott: http://www.youtube.com/watch?v=y89wsPkObBM It does go invalid but it's pretty and fairly damaging. I'll make a better quality video without framedrops later, notation is included in the description. Just a little something to mess around with. EDIT: Tests indicate that 2D 214C is inferior to 2D>421A at least on characters vulnerable to the airgrab loop. The reasoning is that the bee has fairly little untech time and lets the opponent airtech pretty high up. The jerky however is untechable all the way to the ground, allowing for either neutral sj.D into grab loops or 5AAAA j.D grab loops for corner carry, or simply an airgrab and okizeme if facing left.
  2. So Caligula fascinated me and I started off with him. Settled on Caligula and Alcott. Played around with Caligula a bit and found that he can do the dumbest shit on Cecil, Qdora, himself and Alcott: 5AAAA j.D hold 6C Only when facing right, the aforementioned characters are large enough to be caught again while falling from an airgrab. Only to the right, as airgrabbed characters fall to the left on either side, meaning when facing right they fall right back into the airgrab. EDIT: Additional contributions. -Alcott's 632146C super puts the opponent in a much shorter guardcrush stun on hit, even if comboed into. If they get to wake up from this, you can start a new combo, essentially a free reset, but you have to be fast. No big whammy openers. -Caligula's 6A has ridiculous amounts of invulnerability and is an easy way to start a combo. -Alcott's 5D can and will throw Cletia/Reinhard's assist character way the hell off screen, essentially disabling the assist for much longer.
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