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Onakira

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Everything posted by Onakira

  1. These 2 routes will work against the entire cast.
  2. Onakira

    When's dizzy?

    This is 6HS.
  3. Edit: The chart displaying the MC frame advantages is also known as a "table" Negative numbers means Johnny is at a frame disadvantage after MC-ing the the listed move(s). Positive numbers mean Johnny is at a frame advantage after MC-ing the listed move(s). The numbers shown in the table directly correlate to the number of frames Johnny is either at an advantage or disadvantage. -3 = 3 frame disadvantage. +3 = 3 frame advantage.
  4. Yes. From my knowledge, this has been the max damage route after 2KPSH vs. Faust without spending meter. But there's times where j.2K after jc.KSHD likes to whiff. And IMO, it makes the route Fogelstrom posted more stable, and still guarantees hard knockdown.
  5. Ok. Gotchya. You can do 6P>c.S>f.S>j.SHD>jc.KSHD>j.2K>j.PD vs. Sol in the corner. Does 200 damage. And without having to use Throw>RRC>6P.
  6. I'm not sure if you're saying use this route to specifically set up another meaty attack after the knockdown, but... c.S>f.S>j.SHD>jc.PSHD>j.2K>j.PD works after meaty 2D in the corner and does more damage.
  7. I experimented with the "test route" you have posted for Sol a while back, and no luck. No matter what I tried, the j.PD would never connect. However... CH P Pile> 5H> K Mappa> c.S> j.SK> jc.SHD> j.2K> j.PD does 234 damage and gives hard knockdown vs. Sol. Builds approx. 35-40% Tension. (vs. Standing) CH P Mappa and (vs. Crouching) CH P/K Mappa> 2S> 2H> 5K> j.SHD> j.2K> j.PK> jc.SHD does 216 damage. Builds 25% Tension. Not sure how Tanabata's combo for 6K> 2P> 2S> 2H works (or if it does at all) but: 6K> 2P> 2S> 2H> 5K> j.SHD> j.2K> j.PK> jc.SHD does 171 damage. Builds a little under 25% Tension. 6K> 2P> 2S> 2H> 5K> j.SHD> j.2K> j.PD> jc.PD does 170 damage. Builds a little under 25% Tension. (Corner) CH 6P> 6P> 5H> SDD combo route vs. Sol does 269 damage. Builds just under 25% Tension. (Corner) CH 2H> 6H> K Mappa> c.S> j.SK> jc.SHD> j.2K> j.PD does 196 damage. Builds 25% Tension. (Corner) CH 2H> 6H> P Dandy> UP> c.S> j.SHD> jc.PSHD> j.2K> j.PD does 204 damage. Builds 30% Tension.
  8. It does.
  9. It's an effective tactic. I mentioned it a few posts back. Even through blocked gatlings into Gunflame. And without needing to Just-Guard beforehand. But it seems a little more finicky at close range.
  10. Which also works in 1.1. So that's fine with me.
  11. Thanks for posting the vid. Especially since all I've seen is some footage of Jack-Off and Johnny so far. I still don't think not being able to do Whatever>K Pile>RRC>5D>TK K Pile> etc etc. is really gonna hurt him. As long as they don't change the K Pile buff he got in 1.1 he'll still be able to do damage regardless. Now, if they change shit around where he can no longer Homing Dash>c.S>6H>K Pile after Corner 5D...then that's gonna be lame. Cause his old 5D>[6]>5H>2H>5H>2H route was kind of annoying IMO. I'd be more concerned if they took away/altered his CH 6P, 2H, and UP>IL buffs to be honest.
  12. Most of his routes where 5D into K Pile loops can be used, can also be optimized for a little more damage by omitting it. So I don't think this really hurts him.
  13. I agree that DOT/BDC-DOT is a viable tool to blow-up Gunflame spamming in general... But if you're referring to Hase using DOT after the blocked 5K>2D into Gunflame around the 25:30 mark of the video (which I consider more of a Yomi situation than an actual punish), you don't need to rely on DOT there. At that spacing and with a good read, Slayer can just forward-dash through Gunflame and get right back on-top of Sol. This has worked for Slayer since Xrd 1.0 And it works after blocking multiple gatling routes into Gunflame as well. In terms of "theory fighter"...if Sol has the meter to YRC after Gunflame, then this obviously changes the situation for a successful FDC and your options afterwards. But it would change the outcome of successfully landing a DOT as well. Sorry, this rant is just from me analyzing the situation. And admiring Hase at the same time.
  14. This completely buckled me. Lolll
  15. THIS. Hester Skelter is much better than people make it out to be.
  16. I never noticed how he confirms between YRC and RRC til you pointed it out to me. I totally see it now. I really only saw how YRC vs. airborne opponents would lead to them being scooped 99% of the time.
  17. I totally agree on Slayer and YRC-ing. And that's kinda funny, cause I was messing around with 2H into YRC's just a little bit ago. I think it's pretty solid.
  18. Nice. And I respect the more "practical" approach, and not just showcasing a shit ton of combos that rely on 100% Tension. Cause let's be honest guys...aside from the awesome buffs he received in 1.1, he still needs meter for YRC's to help his neutral game/shenanigans at high-level play.
  19. ^This. And just for shits and giggles: Midscreen CH 6P>K pile>RRC>iad>K Pile>K pile>P Pile>RRC>K Pile>5D[6]>K Pile>6H>P Pile Does 318 on Millia.
  20. I know about his CH 6P> K Dandy CWH> 6H>P Dandy-S,S or 6H>P Pile options, but I was trying to optimize and get more out of midscreen CH 6P. But if it's unreliable against lights, then maybe it's just worth sticking to consistency and sacrificing a little damage. EDIT: CH It's Late In/Near Corner: K Pile>H>2H>c.S>j.SHD>j.2K>j.PK>jc.KD = 246 (replace j.PK>jc.KD with j.SK>jc.KD for 248) K Pile>K Pile>H>2H>c.S>j.SHD = 259 K Pile>K Pile>P Pile>RRC>K Pile>5D[6]>K Pile>6H>P Pile = 269 All tested on Sol
  21. Midscreen CH 6P>iad H>f.S>j.SHD>j.2K>j.PK>jc.PKD for 184 meterless vs. Sol, and guarantees hard-knockdown. Haven't tested it against anyone else. Near Corner CH 6P>K Pile>K Pile>5H>2H>c.S>j.SKD for 248 vs. Sol. I couldn't get j.SHD to connect here.
  22. CH IL>6H>K Pile>5H>2H>c.S>j.SHD does 284 against Millia. I'd say that's pretty good for meterless damage.
  23. Thanks. It's not that hard after finding out I needed to TK the K Pilebunker.
  24. ^ I saw the taunt you did during the NorCal Stream. Not sure if it was accidental or not...but it made me laugh a bit.
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