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Uncivilized Elk

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Everything posted by Uncivilized Elk

  1. K S HS P D taunt Basically I just switch D and taunt. I like to keep my fingers as stationary as possible and this setup allows me to only need to move my thumb to hit D. Otherwise all my fingers rest over the buttons. I don't do macros because I find it easier to just press multiple buttons in GG.
  2. So what do good Milias typically do in their blockstrings, and how do they keep from getting predictable?
  3. Wait people message people in this game? I haven't played for a couple months but I put in at least 400 random online games before that and I have never received a message, positive or negative.
  4. Not being able to play for a couple months destroyed my ability to do basic combos with any of the characters I used... On Leo's flashkick BnB I asked about earlier, I'm having toruble getting the last air combo to work consistently. A lot of times after 6H the 5K to cS turns into 5K fS is one major problem (other issue is sometimes the dummy techs before the first jK or before the djK). Can anybody give me any basic tips to timing the 6H after the jD-whiff and the following 66 5K so it will all connect properly? I'm having a hard time re-figuring out what I'm doing wrong.
  5. Also I fudged that and meant to tyoe K cS H without the fS in there. And cool, good to know. Now to go learning that stylin' corner version of the midscreen one. (And to go online and fail to get the charge to come out 50% of the time! Woo!)
  6. Back after a break, is the optimal midscreen universal combo off 5K still K cS fS H [2]8H RC jD(whiff) 6H K S jK djKH 236H? Or is there something else discovered now?
  7. So here's a simple and dumb question since I've been too busy to play for over a month and neglected Slayer a bit prior to that, and my memory is super bad at the moment: From (cSfS)x2 mappa RC CWH 5H jSHD, can you continue into j2KP djKD (or whatever you're supposed to do that ends in the D)?
  8. Gabriel. EDIT: In all seriousness to me the entire point of GG characters was that they were all viable, hence picking one is like betraying the series.
  9. It's as if you think everyone who posts on dustloop is "worth something" at fighting games. Punishing people with DoT in hellfire though - that I'm pretty sure happens even at the highest levels of play >_>...
  10. I'm not a fan of mindless mashing either. So beginner players will eat resets all day if it's hold-to-tech. Who the fuck cares honestly? Beginners will eat fucking shitstorm of things on top of that and have an immense amount of stuff to learn anyway. I've seen beginners eat May's H dolphin in the wall like 5x in a row because they're not teching it - I think that's a bit more egregious than "they will be susceptible to my resets" If you're using resets based around teching out on the first frame, a player with half a brain will start to anticipate that. Whether it is tap or hold to tech has no impact on that. Tap to tech now just makes it so people sometimes can't do the thing they aimed for, and sometimes do aerial moves out of the tech. If anything it just adds a layer of randomness to the game. If a player is not getting hit by your reset just because they aren't that great at timing teching as opposed to predicting your reset how is that a good thing?
  11. I love it when I shift from 1 to 4 a good 5 frames before the overhead hits me, but oops the frame lag was 6 so I eat the overhead. XRD Y U NO ROLLBACK!?
  12. So for now, Leo has become my primary main. I have the most fun with him. But question, does anybody else happen to hate Leo's 6P? Personal bias, but I like my 6Ps with slow-ish start-up and having long lasting active frames. Leo's fast 6P ends up being the death of me every time I try to use it and I cannot for the life of me properly AA with it. Any tips?
  13. What combo do you use when you counter somebody just out of the corner and they splat WAAAAY the hell up there? Also any tips on timing 6H from RC (on grab or whatever) so it doesn't prorate? My shitty technical ability right now makes it so it would be more beneficial to me (damage wise) to just go for cS jump-combo over 6H since a non-prorated cS from grab RC does more damage than the prorated 6H combo.
  14. When I screw around with Sol (who I don't play well) and fail to capitalize off gunflame YRC 5 times in a row the hype is dead. Anyway I agree with most of Mike Z's points but still like Xrd more. Danger Time is the thing I want gone most honestly...
  15. I feel like the hitbox of his Dust is shorter than the sword he swings.
  16. Used Leo online a lot today. I'm amazed at how many low-level players just eat his infinite blockstring for days. It's fine though, found one person who was able to BS it every time before it even looped - that was quite fun. The rest their Ram play was subpar though, but that just makes me realize if I ever face a decent Ram with my current Leo I'm screwed. Those swords are hard to deal with. By the way any tips for using his flashkicks? Any use for them other than on wake-up or if you see a gap in a blockstring and think they are going to continue pressure? I notice I rarely ever use his flashkicks.
  17. Eternal Wings combos are weird. Doing them on certain characters from certain moves is easily as hell (mid-weights from CH2H 6H CWH for example, or on lights from CH6K 6H CWH), otherwise it's just brutal timing.
  18. 2P won't even connect unless you do the 5K close enough after a dash. Without a dash it doesn't even hit point-blank. As for 236H dring a blockstring, 236H and 6H both have very obvious wind-ups to them. I have a hard time believing that an opponent wouldn't be able to IB in reaction to the 6H wind-up, or otherwise jab or grab the 236H on reaction to the run-around. If your opponent is themselves running off auto-pilot on the defensive, then you can run town on them with whatever you want, screw frame advantage. 5H has that awesome suction but it's also a long move with lots of blockstun. That gives the opponent a lot of time to take a breathe and watch closely for what comes after 5H. Saying you can just do 236H is akin to saying you could just sweep. Well you can. But it is still very telegraphed.
  19. That's the exact opposite of what I said. What I said was if there are multiple strings that allow loops, that would allow it to be more unclear how the loop will reset and for pressure to actually be quite menacing. So far all his looping involves 5H 6H, both big moves that will be easy to IB or BS at high-level play. My point was the looping region itself is a big sign for a knowledgeable opponent to do something. The only possible way to even auto-pilot his block loop is on somebody who doesn't even know about IBs or BSs. And against good players IMO the chance of the loop even being put to good use is slim. I guess time will tell, when videos of competent Leos fighting other competent people start coming out. It's still a good tool for him - I was aware his H moves are + on block before. It's just not a tool that brings him out of the mid tier placement I've mentally set him at. (Yes I'm aware there are easy ways to get around BS and keep with Leo's Janken game, though keeping the pressure up after getting IB'd will be all about really good reads IMO and that might prove a tad difficult.)
  20. No, it really doesn't. My execution skills are shit and reloading is quite gracious, and was rather easy to get down. It's literally just do it as fast as possible after pressing the button to shoot. And you have waaaaaaaaaay more than 1 frame to do it, which would constitute "perfect" execution.
  21. I don't wanna keep pooping on the party but if Leo had multiple blockstrings he could loop that the player could alternate between I would see it as menacing. With one blockstring I see it as a buffet to the Instant Block party. Basically I feel that the higher level the play is, the lower Leo drops in the tier list (ignoring that tier lists are normally set up for the highest levels of play).
  22. I thought he literally parries everything except throws. Wouldn't it be faster to make a video of the things he can't parry?
  23. By no means a typical combo but if you have 100 meter to burn and got a reversal super you can do 632146H RC last hit jD 6H 66 5KS jKH j236H. EDIT: Actually nevermind, with the forced RC proration this does way less damage than simply walking forward post-RC, 6H as black screen fades, and the rest. By the way, as a general tip for anyone who keeps having 66 5K become 66 6K, try doing 66 4K. If you can remember to hold back after the dash it will keep the 6K from coming out every time. I'm still having to practice timing off the dorito corner combo and just in general my djK seem to come out too late. Leo definitely has simple combos but they are not braindead.
  24. Playing against I-no in lag is annoying. About 10x worse than Ky's still slow lows and overheads. Hell simply avoiding easily-read CL and notes with lag is far harder than shifting 1 to 4 with Ky's massively long GS start-up. Don't get me started on actually trying to block I-no's mix-up game online. I just flick between 1 and 4 as fast as possible the whole time.
  25. If you Dandy in such a way as to be sliding in front of the opponent's face before your attack comes out it's just screaming to be hit. I don't actually have specific tips on using Dandy during a blockstring, other than it's an art and requires finesse, and lots of practice against decent opponents to get the feeling down on when you can use it "safely". Or if you have no idea what's gonna happen if you throw it out or are afraid of getting hit, I just YRC it and then go for a mix-up.
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