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Synyster17

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Everything posted by Synyster17

  1. only the best of the cartoons <3
  2. alot of it is just practice and practice, just like smash. i would stay instead of waiting for xrd-r with Jack'o i would start playing the game now. it helps u get a feel for it and such. most of what the other 2 said above covers the basics really well i feel like
  3. so i actually made a small video about the back step disc yada yada thing. i got 30 more damage on chipp using it from a 2s 236s starter and what i think is max damage. probably could have gotten more with an iad blocksting but i just wanted to keep it simple for now sorry about quality ipods b blowups and with a ps4 coming soon there isn't a reason for a capture card
  4. a video always helps man. check 0:42 out wow she can do some nasty things on faust by god
  5. i have seen jh rose super backdash and let the bloom hit meaty and do like tk moon or hair car. this seems good to me but i want to get others opinion. i also know of the jh CR backdash 236h 5k 6h into wtf you wanna do. this builds alot of guard bar and does damage if it hits.
  6. OSHIGE IN THE HOUSE YEAHHHHH MANNNNN i find the dustloop somewhat easy but that is me. what are u havin trouble on? i find it worth it when ur not doing a relaunch of couse if someone like sol whiffs a dp during SG and gets CH i just go strait into air combo like jksd iad enders now for my questions what chroming rose setups are u using? i know some but nothing set in stone i found out that 6k 236s 5s JI 2h super jump jdd iad jsh works on some characters (elp, millia i think) is this worth it or is there something that does more damage SOMEONE HELP ME WITH MY GROUND GAME BY GOD IS SUCK
  7. its fs 2h jsd iad jsh after the JD input 956 and u should get it. try delaying it a bit after the JD that helps me
  8. dp is a guess but u can YRC it most of the time to stop it. mashing shouldn't be a problem on most Oki setups. yes u should use the chart for wakeup times
  9. ill add to what he is saying by letting everyone know that JS jh is the best ender you want to have and should always go for if u can. also i have been doing this combo in the corner for some situations. tk moon/ low 236h 2h jd iad jh(1) turbo fall its supposed to be a quick combo into a knockdown that does decent damage while not building to much burst because millia tends to do that alot.
  10. they use jk/p instead because jsh isn't possible sometimes. the second combo is probably character/height specific. i don't know of that combo but im sure there is something better probably
  11. depends on who u are comboing if it works or not. for Faust i just do throw 5k jksd iad jsh. i find Axl the easiest to combo off of throw but that is IMO
  12. idk the trial but for something like 2h js jd iad js jh 5s 2h js jd iad js jh you should delay the jh after the js so u can get 2 hits and make the relaunch more easier also u can watch the demonstration
  13. yes it is an unblockable u can backdash or BS it on reaction though
  14. okay and where is ur proof to this?
  15. real talk this game's balance is fine for me. yeah there are things that i don't like about cretin characters but i suck it up. its a great game overall and fun to play
  16. yes most of her Oki is character dependent as well. most setups work on everyone besides the DP baits and such.
  17. that was a joke -_- but what you just said that about the margin of error seems like ughhh. nobody can kill you off of one combo there is always at least one guess you can make. im not what exactly you mean by that. is it because of her heath or what. Chipp has low health but he has a dp so i guess that makes a difference?
  18. my mans do u even watch me play? see me fighting Sol mashing him out of pressure BRUHHHHHHHH
  19. Offense easily. she has one reversal and its not really that good. Her offense is amazing she has every tool that you need. great mixups and setups and huge corner carry. she is also second fastest and has 2 air dashes. only problem is once you get hit ur in trouble.
  20. Hi. I would start with the basics like movement, normals, etc. then learning how to do simple combos and such. then learn about 236h oki and setting it back up after you hit them out of it. after that i would go to arcade mode/ netplay to try some matches. hope this helps any questions just ask
  21. so eventually ill start listing combos in the beginning but that will probably be when the console release comes close. i want to have the most optimal combos along with some easy ones as well
  22. instead of asking in this forum u could just add us really.
  23. Millia POV General Impression This MU feels like its in Elphelt favor. Her buttons far surpass Millia's. I feel that Millia must outplay Elphelt in neutral with her speed and make her whiff something to get pressure and offense going. After that Millia can win easily untill reversal super comes into play. Solid oki choices are the way to go here. Her offense is tremendous and that is a problem for Millia. This MU is 5.5 in Elphelt favor. Its tough but if u can outplay the opponent in neutral, Millia can win fairly easily Matches 1.1 LK vs Hotashi 3 matchesNakamura vs Fumo 1 matchKarinchu vs Fumo 1 match 1.0 Woshige vs Koichi 1 hourWoshige vs Kei-chan 2 matches Round Start MilliaCrouch Block - defensive round startBack-dash - defensive round start, creates spaceForward jump jp - offensive round start, challenges jump pull and jump backRun up 5p - IDK seems risky with no rewardJump back - Defensive round start, can pin if Elphelt pressed a button (2s)fs - Beats 2s, beats 5hNeutral jump pin - beats 2s and 5s2d - beats 6h, seems really badElpheltIad Pine throw - Defensive round start, gets nade ready and creates space2s - offensive start, throws out quick normal with good reward on hitJump pull - Defensive round start, no Iad so no space but can air BEBridal express - IDK seems like a bad ideaJump back - Defensive round start but can react quicker cause no nade pullfs - good poke offensive start Back-Dash - Defensive start, can see what millia is doing and react6h - really offensive round start, really good if hits or is blocked but bad on whiff, seems like big riskNeutralTends to play more passively due to major damage off any hit236h seems alright to control space and doesn't look like it can be punished by something214h may work full screen but she has rifle Back off if directly above herRun after her if she does Iad back nade pullAfter her burst you can FAD and throw pin to try to retain momentum. kills nade throw after pullAfter you burst u can try to go for a SG setupSG kills NadeJd is a good far air to ground poke but loses to 2s and early 5h. reward might not be goodCan setup SG in neutral with Rose activated"Woshige" Tends to stay in the air a lotcome down with jp if they whiffed a buttonCan run under her 5hFootsies/Pokes 2d dash inswhiff punish with fs or 2dcan run under low pine throwknock back nade with jp/5p/2p5p beats guessed iad6p most jump insblitz air bridal5p catches air bridal out of startup5p ground bridalAir to Air you want to be just outside of her range to whiff punish anythingWhen running at her with her back to corner you could jump to get her to wiff a button and punish her5d beats her 5h?Iad pin beats h5PinUsed to keep her in the cornerUse if it will make her blockFire at her when she has nade to blow her up and try to get block string after itDefense GeneralDon't mash when nade is near youCan you up-back after a spaced CS?Don't burst after 2hCan throw Bridal if blocked but if nade is about to blow up then u must blockShotgunNo overhead or LowCan Os her roll through cross-up with the nade by doing back S+HHer throw is throw invulnerable so you must either back-dash it or jumpHer roll from frames 1-10 is full invulnerability but after that its only strike from 11-16 so throw thisDoes lots of chip damage so FD and try to jump out when she is to far to use her -s-SG-h reload is -1, -2 without reloadSG-h reload SG-h has 4 frame gapFuzzy jump out of normal shot - reload - normal shot with 1-7-fdFD p stagger pressureP combo starter is really badSOffenseShe can punish 214k-h with 5hShe can punish 2369p with sc 2hCombos/Setups/Wakeup Combos5d 6h 236h 5k 2s works214p 5k jk Iad jk delay jp delay jh 5k jksd Iad jsh worksthrow 5k jk Iad jk delay jp delay jh 5k jksd Iad jsh worksmost likely should end combos with jph cause hitboxSetupsIad in corner after 236h to bait reversal superWakeupFace up - 27Face Down - 27Considered airborne if hit on frames 17-18
  24. Place holder for when game comes out
  25. Place Holder for when the game comes out
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