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Cadenza

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Everything posted by Cadenza

  1. It was a translation error, iirc.
  2. Not sure if anyone mentioned this yet but, TvC is supposed to have a loketest at EVO in Vegas. Capcom also said "working on more ways for US players to try it out as well." Source~
  3. Like I said, good players shouldn't be doing heavy or dumb things very often at all. The people I consider good or better, Marlinpie for example, will eat half your health for trying something like that. Better chance comboing into or doing it closer. RCing GV is also not a bad idea at all. If you mean black beat, then that would make more sense. It should be techable around the 4th CLSW. 20-30 GP is still a lot better than 0. They don't actually fall any faster, the untechable time just gets decreased proportional to the hits. People typically stop around 4-5 for knockdown purposes. Getting knockdown is arguably better for momentum.
  4. I wouldn't recommend far away GV. When you start playing better opponents that will get blocked 90%. Comboing into it from c.S > 5H or 2K > 2H is safer way to use GV. Running VV is OK if you can out yomi them and instill some fear/gain momentum. If you have the tension to RC, it turns into pretty safe mix up. Doesn't BB prorate 66%? Was his guard bar jacked? 85% is like ~300 dmg, no?
  5. Good shit, ElvenShadow. We're still proud.
  6. Sol player should definitely get a stick. But, when I was playing on pad, I put the joint of my thumb on the left arrow and the tip of my thumb on the right arrow and just jiggle my thumb fast. Worked well for me.
  7. Hellmonkey is kidding. :P Fefnir has throw invulnerability from frames 1-7, iirc, but that's it (I just double checked. I believe we found out that the Frame Data is wrong and that invul is really throw invul). Fefnir definitely has it's uses, but there aren't many things out there you can safely react using Fefnir.
  8. WT > TR@ is actually unburstable, iirc. So, that's actually not a bad idea if they're about dead, with a burst ready. Other then that, I don't really use it. Chips and jacks guard gauge pretty well though.
  9. So, both days confirmed now?
  10. I don't think it's fair for me to vote though since I'm not going on the 4th. But if it's on the fifth I could probably just drive up to Kyo's and go up with them.
  11. Thank god Slayer can't kill you in one combo.
  12. I don't play May but I figured this out pretty easily from just watching an Endou vid. just OHK > catch them as low as possible with c.S > 5HS > immediately [2] > into S Dolphins. Like I said I'm not a May player so I don't know if this is the best OHK setup but you can easily do OHK > c.S > 5HS > SD > c.S > 5HS > SD for ~150 dmg. Doesn't get knockdown so maybe there's a better way.
  13. So, I had no problems with the stick this time around. Played on both sides. Next time we'll be sure to collaborate better/come on a better day. GGs to the random dude we were playing AH2 with.
  14. I was laughing preeeeetty damn hard.
  15. Marlin was hungry because all he had to eat was CHEESECAKE.
  16. lulz, random tournament win, good shit.
  17. "Don't fall for unblockables. You can block them on reaction"
  18. Whoa, the final picture is pretty good. Sol's head is pretty damn wrong though.
  19. I hope he qualifies soon. If he hasn't already, which I don't think he has...
  20. Awesome! Progress on the Millia guide. Thanks again for all that are contributing to this. I'm one of the people that are very interested in seeing this guide come together.
  21. Cadenza

    Jam Vs Sol

    Actually, Sol's range is a bit better but it's not game breaking. I think it's slightly in Jam's favor because Sol doesn't have as many ways to get into his big damage combos compared to Jam. Pokes gain you ground but not usually big damage. Jam's normals overall are better than Sol's, probably stronger than a lot of the cast as well in exchange for range. Lots of +frames and ways to get 200+ dmg off them. Not to mention that ground gatling (5H > 6H > 6P > etc. ? I believe it was) jacks guard bar really hard. I've also seen some Jam's (I think it was either LOX or KA2) cross up with Choujin out of it. Jam mixup AND cross up is much stronger than Sol's. Jam's advanced mix ups/cross ups are hard to learn/do but rewarding (Choujin, etc mix up/cross up). Throw 5D into some of your strings, that shit looks kind of like 6H. I still don't block Jam's standing dust very well. I also find Jam's 2S to be annoying. 2S has some decent range, is relatively fast (Actually, I just checked and it's faster than Sol's) and staggers on CH. Maybe it's just me but I think both Sol & Jam's 2S hurt each other so find ways to use it effectively.
  22. Wow, nice. It's also awesome that it just so happens that it's Chipp, the shinobi, that can copy himself.
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