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Iruel

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Everything posted by Iruel

  1. Pfft... You got tricked, don't hate! You both put on quite the show, btw.
  2. How are you - mostly - being caught w/ PB? Won't 6K beat it? I wonder about the hammerfall <> GB situation, as well... Oh, and... his jD beats SV???
  3. Granted, 2H is good for anti-air, but will robo's 5H always lose to OS's jH?
  4. I usually wait for the move(5H, for example) to contact before doing [2]->[8 or 9]. And dun be concerned about being strict with the [2]->[8], you can roll up to [6,9,8, whatever] if it helps.
  5. Have patience, for part 2 is on the way...
  6. Can Robo's 6P be filliped(his projectile counter) by Pot?
  7. ^--I meant the latter, lol.
  8. Curious... One quick question: is it possible to grab during airdash?
  9. His FB(along w/ every other ariel maneuver in the game - be it hcf/qcf, whever) is cake. It's that goddamned missile... Thanks for the reassurance.
  10. This is pretty embarrassing, but I've been having trouble TKing Roky's air missile. It's quite confounding - seeing as how I can easily TK anything else in the game... Is there something special to this particular projectile?
  11. I noticed a lack of RI-love. Will it beat 2D/2HS? I'm unable to try at the moment.
  12. 1 - Slayer has a SJ?? 2 - Good looks on representing Alabama, guys. Dun worry, I'll try and lend a helping(?) hand next year.
  13. *wades through 20 pgs of information* Ahh... I like a simple: dash in -> S© -> HS -> j.HS -> j.D. *shrug* Good to put enemy in corner/ make room for manual charge/ whever. I'm sure there's some superior air combo(sans tension y charge, that is) to follow the standing HS...? In corner - (236+P) x 7. Oh yeah, and where's the double lvl 1 GB love? How is it inferior to single GB -> air combo?
  14. WTF?! I was looking forward to three pages of arguing character merits and detriments as opposed to the practice of utilizing/exploiting them in-game... Spoil sport.
  15. Ehhh, I don't know about "instantly stops"(see 'slashback' for instant stopping power), you still slide forward -> grab. Same as if you simply release 6 -> slide -> grab. But I just might be lacking in the execution department.
  16. I saw someone(somewhere) mention using FD on the dash-in throw. I've always just gone 66~ -> 5 -> 6H. The FD sounds like it'ld just be for safety. Does it give some frame/speed advantage o'er the former method?
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