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dere

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Everything posted by dere

  1. The thing is I feel there's some characters that you really don't want the distance that flashkick creates, and even if they tech backwards at least you can keep the pressure up on them. For example, I would definitely try to avoid ending with flashkick against merkava unless it's gonna be very big damage since he beats you at the zoning game and closing the gap can become quite troublesome.
  2. In my experience j.B j.C A drill 2c is a bit harder from a 2a starter than j.A j.B (but possible). I also go j.A route from any 6D j.starter (not even sure if you can go j.B j.C here?) Disadvantage of j.A first is it whiffs at certain ranges where j.B j.C would connect and does slightly less damage, but I'm pretty sure some combos don't even work if you don't go with this. I'm still unsure about the air starter routes, will probably test this later today.
  3. 2,9k-ish for the B version 3,7k for the EX I've seen the EX version done in a lot of japanese player matches, B version not so much. Many seem to prefer to just go for bomb oki instead of finishing with regular flashkick.
  4. 5a 5b 2c 5c j.B (hold) j.C A-drill 2c (hold), release B, 2a 2b, release C, wait for them to fall a little, 2b B/C flash kick is the closest to a universal bnb you will find, but it doesn't work at every range (covers quite a bit though). You can also opt to release the second bomb and just let them fall and go for instant overhead instead of flashkick. I'm not the best at execution either but can already do that combo pretty consistently so it's nothing time spent in training mode won't solve. Just practice, this character is worth it IMO. Also remember that if for some reason you mess up the first hold you can always just 2c OTG into flashkick for a knockdown.
  5. I was thinking further than j.B j.C range, about max 5a range? should probably not have mentioned ex drill combo, my bad. Thanks though, I didn't know about that confirm so that should help too, can you do bomb combo follow-up from that one?
  6. dere

    [UNIEL] Orie

    Orie combos aren't very difficult at all so just try your hand at some of the combos in the previous pages, but the most basic ones I guess would be 2a 5b 5c 4c delay j.B j.C land 3b 214b 2c 4c 214b and if point blank 5a 5b 2c 5c 3c 623a 5a 5c 214b 2c 4c 214b, should probably learn 236b CH combos and 236a/b into EX236c confirms as well since you'll be getting those a lot.
  7. So what are you guys doing from a max range confirm when you know A drill will not connect? I know about 5a 5b 2c 3B+C (hold) EX flash kick, and I know you can also do a regular air combo but use EX drill instead but is there anything meterless?
  8. She can, it's a bit tight but I've been able to do charge back dash lumen stella by using A+B and I'm pretty sure I've seen atepo using charge partitioning in a few real matches before.
  9. dere

    [UNIEL] Hyde

    You have to delay the rekka hits quite precisely and it's still a tight link afterwards. Also depends on starter and filler normals.
  10. What's your problem exactly? What combo are you trying to do? For me I was just releasing the buttons way too fast, there's quite a big delay between the OTG pickup and the bomb release or else it eats the input. Other than that I guess it's just practice, I spent most of my UNI time so far in training mode with Vatista and finally starting to nail the combos, then again my execution is generally weak. She's probably the most fun I've had in a fighting game before though, and I don't usually like charge characters.
  11. They will also go off if another bomb's exploding hitbox collides with them so you can potentially cover a lot of the screen with 3 bombs if you space them correctly.
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