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Mascarpone

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Everything posted by Mascarpone

  1. I do worry about allegretto...
  2. I think they just want to nerf the 6-7k 50 heat gain juggles. ground unblockable setup -> 7k damage when you think about it IS a little bit over the top. if they keep the unblockables and let you get 3-4k that's still pretty good.
  3. So i made a curious little discovery today... any time you score a FCH j.b and Nirvana is somewhere in front of you that isnt the farthest end of the screen or DIRECTLY in front of you, it will combo into Fermata or Volante. without summoning. the spacing is remarkably forgiving. just as long as she's not so far off the screen that shes behind the wall bounce that is the edge of the screen or, again less than a character space in front of you. if she's too close it still combos but u cant follow up so well. Idk this seems like a good trick for those of us who cannot quite get the timing in off fchj.b summon combos.
  4. I feel like he'll lose some of his juggle potency, but as long as we keep all the lovely mix up and ground reset shenanigans i'm gold. Oh and keeping juggle launches off of 4D. I like 4D resets. no one ever sees them coming and a plain jump air combo follow up that takes them out of NOC is just meh. more active frames on 6A? ... i can dream right c.c "Change in unteachable time" sounds dangerous though.
  5. spec of theory fighter here: back me up or tear me down Kind of hate dealing with scrubby 50/50 Gadget fingers on tager, trying to figure out if this is valid. Dash allegretto. It makes you airborne (no 360's) but keeps you low to the ground and alters your momentum (avoid atomic colider? I believe colider is only over-head invincible not middle-of-his-chest invincible) and is activ long enough to stuff a back dash (i think i forget the frame data) leaving Tager only jabs and 4D which are significantly less irritating to deal with on wake up imo. This hold any water?
  6. worth noting that she will beat you out air-to-air on everything c.c at least as far as i can tell.
  7. I have it worse than you Danny so nyeah.
  8. If he's just jumping and spamming it you can CH Brio pretty easy. If he's doing it with method and not being an idiot then you might be slightly more boned. You really just have to hold back, predict right, punish then never let go. and as they've said before, grabbing is great. I wasn't so sure at first but it's entirely true. Grab hakumen and he cries bitter tears. Delay your resets a little and wait for him to counter and score yourself a throw counter. 2 or 3 resets is sometimes all it takes to win a match c.c
  9. If you're fighting a dumb litchi who likes to pressure with 3C -> Straight Through: Low you can actually vivace A around the staff on prediction (again see DUMB litchi c.c) and start whatever combo you so please, and as for IB-ing Tsubamegeishi, if u actualy IB it, as far as i can tell you can just 6B CH 22D -> whatever you want. they float for a good while and have a pretty long ground stun c.c. CH 6B when you can manage to squeeze it in is super brutal. FCH j.B brutal imo.
  10. as far as i'm aware, you keep her active and and when you don't need a direction for your attack inputs you walk her towards you to keep the opponent pressed up against your attacks. It's not particularly easy... for me anyways. Pretty sure you can also do similar things in the corner by pushing yourself forward with Nirvana. So correct me if i'm wrong but there's really very little we can do in this match except turtle and wait for her to screw up...
  11. If i'm just getting pure-laser zoned i'll walk nirvana towards her between stein sets which, if they are smart will scare them into coming closer and if they are dumb sets up for very easy CH brio's. She still out-does you at closer ranges with her normals but at the very least you don't have to try and chase her down this way.
  12. Vivace A goes right through the overhead that comes off his Stance. I can usually even get it on reaction. I'm pretty sure he's at a disadvantage because of it too, but at the very least it seems to leave you neutral. The Low i'm not so sure about.
  13. Here-here. when are some of you fighter people gonna start living in Maine. It's only cold 80% of the year, stop being babies.
  14. Idk if this has been touched upon yet but I've been toying with volante as a tic-throw reset. it's a cute gimic. generally works along the lines of 5B 2B 5C 6]D[ j.c 5B 2B 5C Volante vivaceA Grab. Volante's non-existent hit stun seems to make green grabs pretty easy to get and as long as you don't do it too often (like anything) it seems like a fairly viable trick.
  15. Kyle why are we editing my posts c.c? Kyle edit b/c I didn't want to post answering your question with another question. =P
  16. and too slow on reaction i'm guessing.
  17. would fuoco start up fast enough to at least keep them in block stun for carl to end his 3C animation and IAD alle~can? Kyle edit Oh good Lawd~ which direction would we input fuoco on?!?!?!?
  18. i feel like it's not just the bird.. his needle stabbing (jC? i forget which it is) seems to be very active very early and beats me out of allot of stuff.
  19. Hazama's Chain and certain other projectiles leave nirvana in activation even after button release if they hit her just at start up. Similar to Super Flash Glitch
  20. I'm not sure how i feel about this match up yet. Makoto may be rush down but i feel like her mix up is really easy to read and not that threatening yet. But there also are not too many good ones i've encountered yet. her Air-to-ground is pretty awful so anti-air > juggle seems like it's not hard to pull off thoughts?
  21. don't hold D? They have enough hang time after fermata for you to release the button position yourself to launch them into a juggle ( I assume u are fermata-ing off 3C?) just let go of the button and walk a few steps, and hold the button again right before you 5C or whatever you are using to combo them with c_c you need a fairly wide spacing to follow up well anyways and usualy 3C-> Fermata happens pretty close to nirvanna.
  22. Worth noting: wide NOC positioning CH 623]D[ is a lovely juggle starter. if you're closer you can just jump up and get them with a j.2c allegreto, farther a 5C j.B allegreto 8D seems to work.. and if it hits them lower to the ground it looks like u need the IAD j.2C alle~can 5C blah blah launch. lots of editing for accuracy and stuff...
  23. ... right what did i say. I dumb-brain some time.
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