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Cydra

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    12
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  • Location
    Springfield, MA
  • PSN
    Katisbestsenran
  1. So, I made a thing. It's kinda gimmicky though. https://vid.me/aIww
  2. Hey guys, new to the site. Apparently, starting July 5th I think it was, Gameplay USA in Springfield MA is gonna start having fight nights. I'd have to check with the people that run the store to get specific details, but I'm pretty sure it's gonna be either every sunday or every other sunday so as not to interfere with other places like GU, so if you're bored one day and want to mash buttons might as well stop on by. I could bring my setup at least with Xrd and uniel.
  3. Thank God. That seemed really dumb. Has anything else from the last loketest been removed? I was really liking those orie buffs and will definitely be sad if they're gone.
  4. shinyt-tar.
  5. Goddamn. RIP Yuzu. Also I was kind of afraid of what the whole veil off cancel mechanic would bring and it seems my fears were confirmed. I really like this game and don't want it to turn into Marvel tier ToDs.
  6. With all those Orie buffs you'd think she'd have moved up a bit. Then again that is only one person's opinion so I'm taking it with a grain of salt.
  7. With merkava at least, I play very defensively since he wins neutral, you force him to make mistakes and capitalize, once you get the knockdown you can go all out offensive and start your pressure. 3B is your best friend in this matchup and will blow him up for free if he tries to fight you air to ground.
  8. Some things I've learned playing a bunch against a local merkava: A well spaced 3B will stop merkava's flight -> dash attempts and will also beat his dive kicks clean. Worst case scenario is that 3B trades with the flight dash but he just took more damage than you did. His reversal is easily baited and has no invul when the attack starts, 41236C or 623C beat it easily. If you don't have the meter, 623B will trade, but he just wasted 100 meter for a paltry 200 or so damage. His backdash is really good but Orie has the tools to stop it between 66C and 236C Whenever you see him going for the 3C overhead, immediately use 236B, you win either way. You either get out of his pressure if he does the feint (hilariously, if you have CS you can actually cancel the whiff as you get behind him and run up and punish him for it) or just hit him outright.
  9. Is using j.214B for oki a good idea or just a terrible gimmick? I've started ending my combos in j.B j.C j.2C, and then delaying the j.214B as much as possible so the persona hits as they're waking up. It works wonders against mashers since they eat a CH into about 3.5k, but is this only a gimmick i should pull out once in a while or a respectable strategy?
  10. There's not really a trick to it, just input 2C as soon as you leave the ground.
  11. I've been doing this off overhead. 6B 214A 214B CS 236 623A 5A 5C 214B 2C 5C 236A 41236C [4.2K] If you don't have the meter (but you usually will since you are CSing anyway), you can just end it with 2C 5C 214B for knockdown and you get 3.6.
  12. What should I be doing with Hakumen on block? Usually what I try to do is end with Gurren and then command dash and either 6B or throw, but it seems really transparent.
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