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Gravity-Blade

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Everything posted by Gravity-Blade

  1. I have a lot of pet peeves... P4A: -Idiots mashing 5A from FULLSCREEN. -Yus being stale with mixup. Overusing DP, slide special, and overhead special. Too easy to read and punish even with lag(unless it is 1-0 bars connection). -Elizabeths thinking 5C/5D, DP, and Ziodyne will win them matches everytime. Expect Persona Breaks otherwise there people... -Abusing only auto-dial A combos, pressure, and oki/vortex. No effort for reward. -Teddies that can't do basic and advanced combos... -Kanjis only using DP and J214A/B. Easy to wait and bait. -Naotos getting punished for over relying on gun stance on raw(no traps, no 5D). Also raw machine gun or shotgun supers. Too easy to read. -Mitsurus trying to do auto-combo from tip, Mabufudyne's hitbox, and overusing DP. -Labrys players only relying on DP and AOA. -Yosukes trying raw tentafoo, badly spaced shuriken special, and not moving away to prevent a raw garudyne from being punished. -Akihikos doing obvious killrushes, 5C, and JC. -Yukiko's 5A being 10 frame start up. -Raw non-wakeup DP/reversal. Expect it blocked. BB: -Hazamas that can't play like men. Upback all day for days. -Stylish mode for anyone. -Mugen + OD... -Unlimited Mu -Noel's VAs -1 frame start up, ID, and guardpoint. General: -Chicken Blocking -Wasting burst on 1 hit. Can't remember some others but these are clear ones for me.
  2. That safe jump is great, definitely gonna learn it. Haven't gotten CP yet but I'm gonna have to get used to 22A. Some of the combos with it don't look fun. I kinda did prefer Lambda over Nu for set-ups. But these changes I'm not sure on. I probably will switch to Luna mode for sickle oki and when I have 50 meter to super DP or RC. Dia neutral is a given but I did prefer the sickle oki, reversal DP, and feint TK saber. For the crazy rushdown types I like to use gravity wells, 2D, TK saber, throws, 214D at mid-range. I do try to use 236A to cross under if they jump, then try to figure to IAD back for space or to IAD forward to attempt a cross up. Also, spacing them away in a ending blockstring of 3C>214D/236D is good on a few of the cast, prefer having meter for a RC. 236A close up can be useful provided they don't expect it. I like 236B>RC>236A people don't see it if you use it sparingly. Still gets beat by stuff but I take what I can get with Nu. A gambit with 100 meter you could super DP then RC and 236A if they can get passed through them or do whatever else after the RC. Could always try to mash out with 2A/5A or try to get them with gravity well if they're down your throat. Our new DP seems iffy but could work depending. Dia has the old teleports so 6C or a D followed up by a teleport could be useful. Those sort of players I like to wait for an punishable move and go for a fatal combo. Most of those players often get mixed up and crossed up rather easily or thrown. Also, anyone with CP been using overdrive for pressure or to tack on extra damage or are you mainly been saving the burst?
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