Jump to content
Dustloop Forums

Fatalis

Members
  • Posts

    78
  • Joined

  • Last visited

Everything posted by Fatalis

  1. All specials cost 1k calories and every cancel costs 1k calories. So to go from 236K to 235HS it would be 236K (1k Calories) > (1k Calories for the cancel) 236HS (1k Calories).
  2. Sin doesn't really have much in terms of Oki. Most of the time after a combo you have to eat so you can do another combo later.
  3. You're just doing a meaty attack. You have to hit K right before he gets up and then do the combo they listed (K > S > 2D). You want to hit Sol before he can do his DP, you have to walk up a bit each time.
  4. Crit Hawk Beaker seems to all a lot of untech time and it knock them in the air so that when you use bull bash you're hitting them in the air. That's the only one I've been able to consistently do. It seems that getting the crit on Hawk Beaker is spacing dependent. You have to be really close for it to crit. Also your opponent also needs to be in Hellfire state for this to work. Also, I got running 2K>2HS ... etc Hawk Beaker to crit, but only when you go from running into 2K, if you hit with 2K while in neutral Hawk Beaker seems to not crit.
  5. I think I figured out a universal way to combo into instant kill. 2D > 623S >214S > RC > Enter IK mode > IK The timings seem different when you go from character to character, but I think works on all the cast.
  6. It looks like going from 2K>2H makes it so that 623S won't crit, so you can't do that combo Kinkuli. The fastest way to unlock Sin would probably be to beat story mode (100,000 points), complete the tutorial (20,000 points), and challenge mode (300 per challenge). Then just do arcade mode to fill out whatever else you need.
  7. For regular combos, 2K can link into 2HS which can do some good damage. The best I've figured out is, 2K > 2HS (2 hits) > 5HS (1 hit) > 6HS > 236K >236HS < 214HS (3000 calories, 145 damage).
  8. Game is up, everyone go nuts!
  9. Looks like Sin costs 200,000 WS, so the first order of business for us will be figuring out the fastest way to grind WS if you don't want to shell out the $2 to unlock him.
  10. As someone who wanted to main Sin, this makes me die a little inside.
  11. Check the link on the first post to the wiki page for Gordeau. There's a bunch of combos listed there.
  12. Grim Reaper and 2C are probably our best anti-airs. Near the corner you can pick up Grim Reaper with 5B and then go into the j.b > j.c > 3C > etc route. If not near the corner, you can combo off an anti-air Grim Reaper by using 22C. With 2C, as long as you didn't hit them too high up, you should be able to do j.[C] > 3C > etc for a combo. There's probably more optimal things to do, but doing these two are fairly straightforward and easy to do.
  13. Meatys are extremely good in this game, if you try to press a button to get out of pressure, you will get blown up for it essentially every time. As a Gordeau player as well, your only two reversals are 623C and 214C. Normal Grim Reaper is not a real reversal and will get beat out almost every time. When you're on defense you either block until your opening comes, or you try to guess with one of your reversals (Air = EX Grim Reaper, Ground = EX Assimilation). It takes some time, but you'll eventually learn what stuff is safe and what is not, and where the opening is for each of the characters. Also remember that you can shield to recover faster, as well as push your opponent away so that they can't do their full blockstring. Wake-up blocking, and just wait for them to redo their string. After a few times, you should start to be able to see when their string ends and begins, and try to attack once the string ends, as that's your chance to get out. Also, try playing Orie, she has the kind of thrust game plan where you control the mid-range with your pokes and get people scared of the thrusts.
  14. Are you below 30% health? If you're not paying attention to your health when you do it, you'll probably get nothing/veil off trying to do it.
  15. If you see that they're doing the overhead, you're probably better off just flash kicking. I'm not sure there's a scenario where it would be better to block the overhead, when you could just flash kick them out of the overhead and reset the situation back to neutral.
  16. I knew normal grabs don't work, although I thought I had seen meaty assimilation be used before, perhaps not. 6B isn't a really good meaty, but I use it on occasion once I noticed that my opponent has gotten used to some of the more standard meaty options, and they're just reacting to the assault to block high and are otherwise blocking low. Against stronger opponents, it probably doesn't work as well.
  17. How do you know they're taking it as a rage quit? Some people just hop into a lobby, play one match then leave, etc. I haven't really noticed a difference when I play people and skip through the victory dialogue.
  18. I would probably classify Gordeau as a vortex character. Once he's in, you need a good guess to get out. After assimilation (which practically all of your combos are going to end in), you have a bunch of different options you can choose. Assault Overhead Meaty 6B Meaty 5A/2B Meaty 66C Meaty Assimilation Empty Jump etc (there might be more stuff I'm missing) You opponent needs to guess one of these options and be right to get out, otherwise, they'll get hit, eat another combo, and then have to guess again. Common options are something like this: Mash (will lose to almost everything, even with empty jump) Block high (will lose to meaty lows and assimilation, even with empty jump) Block low (will lose to meaty overhead and assmilation, even with empty jump) DP (will beat meaty's, lose to empty jump) Throw (beat empty jump (if timed right?) lose to meaty's, lose to assault) (Backdash can also be a good option here, alongside mixing up getups with teching, delay techs, and regular getups, need to look into beating these options more thoroughly) (Use some metered options, varying per character) (some sort of special into chain shift, etc) Even from there, if they do manage to block the initial mixup on their wakeup, in your following blockstring, you can throw in another standing overhead, or get them with the command grab to get a second chance. If you get that first hit, keep the momentum going, and they don't guess right, I've found it's very possible to blow someone up because they can't get their way out of the vortex. Getting that first hit and staying in is usually the hard part though.
  19. Highest I've seen is 7k with Yuzuriha. http://youtu.be/uN9YN6HvhiQ?t=6m17s Of course, it's not at all practical.
  20. After you block the first hit, just hold the shield button, and you should shield the next two hits, as long as those two hits don't shield break you.
  21. I agree with just learn to feel when to do it, and from there try to make it muscle memory. If you're trying to look for cues, etc, every time, I can almost assuredly guarantee you you're just going to mess it up. I can do this combo pretty consistently, and I couldn't tell you exactly when to do 66C, it's just something you've practiced enough that you just have a feeling and know when to do it.
  22. I had some trouble fighting a good Orie on netplay today. It seems she can punish a lot of whiffs on our part, and even walking forward can be hard because she can space herself well with her divine thrusts. Anybody have any tips/pointers?
  23. Yeah, It's pretty tight to get the dash cancel right, but I finally managed to do it with some consistency now.
  24. Can you combo off of a 236A/B (ground and midscreen)? Maybe I was hallucinating or something, but I swear I saw someone combo off of ground Kuuga. I can do the TK version fine, I'm just wondering if it's possible to do it from midscreen with the ground version. I've tried dashing and trying to pick them up, but they always manage to tech before I can hit them.
  25. Yeah, the 5B route is the best for damage, the rekka route is just for easier execution. The reason though they do the 22A after 6B I think is because you don't have to worry about hitconfirming the combo afterwards. If they block 6B, and you did 22A, you're fine because 22A is plus on block, and you can cancel into it on block. If you're doing the 5B link, and you try to time your 5B, but they actually blocked 6B, you haven't canceled into anything and are likely to be punished, so you would have to practice doing 22A on block and linking 5B on hit.
×
×
  • Create New...