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Viskar

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Everything posted by Viskar

  1. If you mean the safe jump setup, the timing for his safe jump is fairly tricky to get down. It's probably the about the same difficulty doing raw 2c as 3b 2c, so I think it's fine to omit 3b. To get the safe you jump you have to do: combo > orbiter+explode > (dash 3b) > 2c > jump cancel > small delay* air assault > meaty air normal (J6C is most active aside from JA, so I use that). From what I've noticed, the small delay* on air assault is the trickiest part, as it varies based on how extended your combo is. It's really easy to do it too soon and have your meaty whiff (giving you a fake high into low 2a), or doing it too late and it not being a safejump. If anyone has any other way to do the safejump more reliably I'd be happy to hear as well, but this is what I've seen done in match videos. As for dash 3b 2c input, you can hold [3] once your dash starts and you will still be dashing until you press B. This is one of the things I still can't do perfectly either though. I have less problems doing delayed rekkas and all the other stuff.
  2. It didn't happen in the videos, but CH or Shield/GRD Break assault JB/JC/J6C etc give you a really strong starter. It's pretty much a raw 5[C] starter. And since that's one of Hyde's few ways to open people up, it's useful to know. Assault JB/J6C are slightly better starters than Assault JC for whatever reason. For example this blockstring will CH reversal 2B from Eltnum: (filler) 5[C] 2a(whiff) -> Assault JB(CH) Example combo routes: Assault JB 2A 5C (at this point you can confirm if it was CH) -> no CH -> 2C fireball 66 C B.rekka -> CH -> A.rekka(2) B.rekka(3) 5B JC J6C Dash JA(2) JB JC 3C B.rekka (corner-to-corner combo) edit: ----------------------- @HydeKido It's not the exact answer to your question, but learning all the corner carry combos helps a ton and removes their ability to backdash on wakeup. Even 2A*3 starter leads into full stage minus 1/5 screen w/ meter, and full stage minus 3/4 screen w/o meter. Any starter can corner carry further than P1 start position all the way to P2 corner without meter, even an assault starter.
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