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LitchiFayeBling

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Everything posted by LitchiFayeBling

  1. hello is there a thread for Evo BB tourney anywhere? im wondering who are the notable players entering, esp with USA only, to see if the game could get some more good exposure
  2. what are the recommended combos after GA dash jAA?
  3. is there an established punish combo for like DPs how about CH 2C in both forms can you get anything midscreen from CH phorizer in GA besides another phorizer
  4. you do have to wait a lil bit after airdashing before a+b
  5. plink glide (marvel 3 plink dash style) use button layout like so for stick: (don't have one for pad) [A] [C] [A+B] [D] airdash, slight delay, plink [A+B] to [C] to glide. Press air normal of choice afterwards. Can do that as fast as you want, but remember you have to let go of [A+B] to actually get out a jA or jB. notes: -plinking just means pressing 1 button then the other really fast. almost at the same time. kind of like mock playing a piano. -make use of button config since we aren't playing in arcades! the A+B button also helps mash out All out attack. -the slight delay is to get the A+B out since you cannot attack out of an airdash immediately. if you are only getting an air turn and not the glide, try airdashing and doing A+B attack without airturn (i.e. don't press C or A+C) and getting the timing down for that first.
  6. if this char had fatal 2c and that jA............... it would be fair really fair
  7. use this button layout for stick because we aren't in arcades: [A] [C] [A+B] [D] you just plink A+B to C during an airdash to get glide
  8. no, basically never use that move.
  9. ending with 66c 22c? read backdash with long dash 2b, and in corner you can meaty 2a, but neither is 100% safe
  10. after what combo
  11. i am not familiar with yosuke in the last game or this game if you read the p4u2 yosuke combo thread, every combo posted is either 5a, 2a, or j2c starter. not just the original post, although the original post only has midscreen combos that start with 5a, 2a, or j2c. overall that combo thread isn't very complete. certain moves i think are punishable but not in counter hit state. for example if you block minazuki's dp canceled into air projectile super, he is in the air after blocking the projectile and sometimes you can get an anti punish but it isn't counter hit. some moves like chie's DP counter, teddie's DP counter, etc. on whiff are so fast that you can't really react with j2c to punish cool. how much does SB suku super cost? hmm. i guess there's an 5aaaa j2c OMB combo that might be worth looking into? wonder what is his best meterless or 25 meter no omb, no FC combo.
  12. what are some punish combos if i can't get there in time for FC j2c? so like a CH punish or even if i can't get CH
  13. forgot 5aa and 5aaa maybe scanned specials
  14. couldn't get sweep -> meaty 236b -> dash 5aa 2b to detonate notes in matches gonna have to try shadow rise
  15. she just doesn't have good ways to detonate them from afar - some more ideas for shadow rise - pop rampage neutrally, activate satellite, chase them down into unblockable setup on hit, go into some combo that leads into meaty something (2c?) into unblockable setup. could be able to squeeze out combo damage (~2500 probably?) + unblockable damage (~3800). big problem of course is managing their burst/meter. ive seen some examples of this already, wanna see if that itself can be optimized
  16. rise does not have "really good normals" in this game lol the unblockable setups are i think her only chance shadow rise might be better just because she keeps meter thru rounds normal rise - awakening meter, burst shadow rise - faster meter build, keep meter thru rounds, more airtight setup with 100 meter how good can we get the non-rampage setup? might have to start optimizing combos for meter gain
  17. shielding vs hilda should be risky due to how fast the low option is. so she's pretty much free to keep throwing out the overheads to check their shielding.
  18. anyone know what Rise's hold A does? i heard it adds special properties
  19. when do you use 22a post sweep seems like a losing proposition imo
  20. i dont like it because it uses up meter that is better spent on converts or reversals (mostly cuz of the damage of the 421c combo) or laser punish
  21. that slight optimization i was talking about 5AA > 2B > 5B > 5C > 22B > 5B > 5C(1) > (slight delay if further out) 236C > 5AAA > 214A - goes to 2980. instead of 2850. lol -corner combo 5aa 2b 2ab 236ab dash 5aa 2b(2) 5c 22a 5c (very slight delay) 236b jump j2b - not a whole lot of frame advantage, but ~2900 and notes 5aa 2b 2ab 236ab dash 5aa 2b(2) 5c 22a 5c (very slight delay) 236b 2b 214a - 3100, add 236236b for a little over 4k. probably not optimal since the simpler 2b hop jB 236c goes to 3200, but cool. need to experiment a little more with this. it's a pretty easy combo timing wise. definitely not optimal damage, as the meterless one does around the same damage, however it will work a little tiny bit out of the corner because of the 2ab 236ab dash 5a
  22. corner: meterless, universal 5aa 5b 2b 5c 22b 5a 5c 236c 5aaa 214a - 2830 works off jB jA dash 5a 5b 5c 22b etc- 2944 slightly more optimization may be possible
  23. combo wise midscreen im trying to go into 5c 22a jC jD off everything. jump B 236CD can go into 5a 5c 22a etc, same with crouch confirm into 5c slight delay 214b 2b(1) 5c 22a etc.
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