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(SWE)KGB

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  1. man these are incredibly useful, thank you for writing them! if you find that this reply clutter up the post then i will remove it.
  2. it works on that setup
  3. kokonoe has pretty insane things excluding the unblockable death ball to be honest like her 22b has far too little recovery and startup when you think about how much space it controls and for how long and her drive can screw with any kind of spacing worse than rachel's wind in ct against arakune
  4. oh well it wasn't good enough yet back to the drawing board one more thing too beat and then it might be inescapable seems tricky and i am a bit stumped to be honest maybe i can place the black hole closer to the 22b so you can't escape it...
  5. should be able to do ib kisshu
  6. hmm someone found an escape that works delay tech roll into ib run it seems to work for everyone
  7. she goes forward a bit but she loses distance on it because of the super then she gets hit by the 22b and gets sucked into the super
  8. the blackhole combo is not nearly as hard as you make it out to be and the only thing this setup truly demands is the correct spacing and height. heck if you combo from midscreen into the corner then it most propably works even better and traps most propably litchi and maybe arakune 100%
  9. there exist setups that don't allow bang to use 6d to escape but there is no way to stop daifunka
  10. bang can always escape with super and azrael just have to time his growler field or if there is no 22b he can just do 214214d and push himself away from the black hole.litchis super goes through the blackhole so that option isn't great either the only smart option to handle this setup for characters that don't have a garaunteed escape is to not tech and see if the 22b is misplaced if it is then it will activate immediately and you can techroll forward escape and punish.
  11. my own favorite moment is azrael absorbing the whole super then trying to punish but just hits the 22b
  12. if people are uncertain why this setup is so good i'll explain all the options it beats: 1#blocking(obviously) 2# all ground teching 3# jumping and airdashing out 4# almost all invincible supers 5# aiming to blue beat and then extend the old combo so that you can't reset the scaling and thereby take less damage 6# counter assault ( i guess it is a bit redundant writing it but i did not show it in the video so why not)
  13. if you think it has gaps that you can escape through then try it out for yourself the setup isn't especially hard just a bit picky on the spacing from the 22b and if you are fast enough to make the super be meaty enough to stop jump outs. remember that a big part of this setup is the vacuum effect of the super. i hope people watch the whole video because it shows a lot of strange escapes and things that dont escape/ manage to punish
  14. the good part about this setup is that it stops a lot of extra supers and other shenanigans you can do like roll out and such. and because of the spacing of 22b it won't activate and allow people to blue beat their way into a weaker combo. characters that cannot escape this setup after further testing is: Makoto, Taokaka, Mu-12, Valkenhayn, Noel,V-13, Relius, Bullet, Ragna, Kagura, Rachel and Hazama characters i have not been able to make it work perfectly on yet: Arakune,Litchi, Carl and Platinum characters i need to most propably modify the setup too make it work on: hakumen, jin tager characters that seem like they will always be able too escape: bang, amane, Terumi garaunteed to always escape with meter always:Kokonoe
  15. the blockstun is actually to long so you get too close to the super and get sucked in before you can get anywhere and you land in the super so you can't super when you land
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