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Impulse1

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Everything posted by Impulse1

  1. https://www.evernote.com/shard/s317/sh/ae1b6662-b568-4460-b9b0-11cd141cbef8/79f2d9c15d200adf8b2b8e799ebc6c58 Summary of Narukami changes from https://twitter.com/akio520 It'd be nice to get some accurate translations
  2. I'm currently running 2B>5C>2C as a punish for Koromaru. The "combo" takes off most of his health, about 90% (I couldn't find anything better, I was hoping for 100% so tell me if you guys find one). The 2B>5C cancel should be immediate (as if you were trying to get 1 hit of 2B) so that 2C doesn't whiff. 2C will also whiff if you hit Koro in the air. Ken players will generally cover their dog so you probably wont get to do this very often, but if you ever see they're giving you time and space after 2C or something you can punish Koro. I've had Ken players just sit fullscreen and mash Koro 2C sometimes, so having a good punish will help discourage that. You can backdash on 2C (in the combo) for safety if you see Ken going in while you're bopping the dog, but beware of charge thrust if he's in range for it. It's also helpful that hitting Koro has very little hitstop, you can get your damage pretty quickly.
  3. I'm not sure if I'm testing this right, but ZC seems to make j.C a viable safe jump against Kanji DP. Low j.C zio cancelled leaves Narukami at advantage on block and if you space it right, will leave you safe from his DP. I set it up with dash hop j.C(ZC) after 214C knockdown midscreen. Good to know I was missing something for that 5C>j.C loop though. I was getting pretty sad that I couldn't do it. Thanks grover.
  4. I like using CH 5C dash 2B punishes since I tend to autopilot 5C when I see a punish opportunity. In the corner you can extend that to: CH 5C>dash 2B>5C>5B>2B>5C>5B>2AB>214C, 5A>5C>2C>214B for 4215 (5063 with BD(1)>236236B ender) which is more than I get for FC 2C
  5. Copy pasted from the combo thread: https://www.youtube....h?v=yis_zx1SS1U Here's a pretty silly yet practical(?) way to punish Ken's DP if you're in awakening w/ 50 SP to spend. From my experience, as long as you're reasonably close to Ken when you block his DP all you have to do is backdash once to get Izanagi in sandwich position w/ (FC!) D Zio. You even have time to charge it a bit and react to Ken falling down before releasing it (doing it right away/too early has D Zio hit Ken in the air). Feel free to test this for yourself, I've definitely had it fail a few times if I blocked it from max range. It's also nice if you need your combo to switch sides if the corner is closer the other way. You could just wait for Narukami to turn around and input 2C or something but I actually found that kind of hard to do. You can also hit him with FC D Cross Slash if you want a lot of immediate unburstable damage. I'm not sure if it's better than 5C starter for high resource punishes, I didn't really take the time to explore that. I probably could have added some IAD stuff on that FC D Cross Slash starter in the video. And ofc if you're on the last round with 100 SP you can just IK him. EDIT: Immediate backdash into D Zio on a blocked Ken DP seems to let you release D Zio and block at the same time. You get the FC punish if he does nothing and you block if he cancels into Thunder Reign (you do lose a Persona card though).
  6. https://www.youtube.com/watch?v=ijHTCex52rU Side swap/FC stuff I recorded. Check for practicality. Some of them are probably a bit unoptimized. I like 5AAA>delay j.236C|>5B... for confirming FC 5A, j.B, etc without meter (stuff>236A>214AB). It's helpful for punishing FC recovery stuff like Kanji's grab or IB'd droit. The delay took me some practice but I think it's practical. If ...delay j.236C|>5B/2B is too hard you can do 5A instead but it seems to limit your combo potential afterwards. The 5AAA>delay j.236C side swap route out of the corner can go into 5C>2C>B Lion ender but it doesn't really give you the slide knockdown so I go for 236A ender.
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