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Mechanica

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Everything posted by Mechanica

  1. ^Dude when he said SL/PO he means the Slayer v Potemkin matchup. Which is shitty for slayer. I don't know if it's quite as bad as it's exaggerated but it is an unfortunate matchup for SL. Haha, I don't play I-no but I was wondering why he said Johnny had such an advantage over her. Does Johnny have ANY good match-ups like that?
  2. Honestly rolling and throwing should just not happen much... IMO most players reaction is to throw you and it just results in a throw break and you lose your momentum right there.
  3. That makes sense - I don't play any Slayers. And I gave up on Anji.
  4. On wake-up? That slayer sure fell for a lot of P stomps. I can't get P stomps to work on my crew.
  5. I believe you'd want to move/mash from one corner to the opposite (i.e. from down/right to up/left) as that will get you the most possible direction inputs. But maybe I'm thinking of stagger. I don't actually know if dizzy is affected by buttons or joystick/d-pad movements so I'd wait for a more informed answer.
  6. So what colors/outfits do you guys like? I think reload HS is the best ( ) EDIT: Why did I not know about this?
  7. VV = volcanic viper = sol's dragon punch: Ky's DP's hitbox is more vertical and would smack her, but Sol's goes all angle-y.
  8. Yeah, there were way too many people that like... didn't go or were freaking out because they didn't have a stick to use. Plenty of people gladly loan them out for matches and stuff.
  9. Oh. It's really confusing to me when people don't put the attack button last in the notation.
  10. pretty close but not quite... though honestly this is not a practical combo to try to learn if you're new to the game, which it seems like you might be with the notation being confusing: CH = counter hit counter hit jumping hard slash, dash in down kick, neutral slash, down slash, 412369 would be the motion, or HCF, U/F + slash(I think), false roman cancel, air dash HS (still in air), and yeah the rest is right
  11. I take it back! This ABA finishes the round with a (superjump, IIRC) TK orbs combo that keeps the upward momentum. http://www.youtube.com/watch?v=w0zstvpDMGM CH jHS, run in 2K, 5S, 2S, TK orbs FRC, slight pause air dash jHS, land, 5S, 2S, butt RC, orbs and he dies. Stylish as hell.
  12. Oh wow, I thought that seemed like a buff range to be unthrowable.
  13. Well yeah, you can't be thrown out of block/hitstun. That's cool though I had no idea it was a command throw too.
  14. The 6p is for the lift it gives you, moreso used on the heavy characters when I play. Sure it's prorated but where's the damage if you start a combo with jP? =P You can do 5K, 5S, 2S too... I don't like using far slash in juggles, I dunno. EDIT: Really though there's nothing wrong with a good old 5S, 2S, butt. I like the knockdown distance. Running jump followup or 2366D.
  15. I hope you don't mean an IAD over orb... Too much risk for very little reward. Hell if you're gonna do that, might as well IAD over, then TK orb and RC it if you have the meter. I don't think anyone would fall for IAD over orb though. Or like... you could IAD over (or almost over), jD, come down with a jS and then TK an orb... Still seems like there'd be better options. I'd rather throw a butterfly or FB butterfly, or run forward and crossup P stomp. I personally would like to use more butterfly mixups that involve using 6S or 5K to SJC and then make the crossup ambiguous with jD. but I'm gimmicky like that.
  16. Oh right. That's probably my problem.
  17. I was watching ABA matches the last time there was an ABA player in a batch of vids on the YT account bigoooooooooooh or whatever - I wanna say he left an awkward hole in his poke string and was low on life/desperate so he did goku moroha mode and got a CH stagger (I use it on wakeup when I'm desperate/rare occasions when they're getting to obviously offensive or really telegraphed with some meaty attack) into a decent combo. In theory it's honestly a decent wake-up move, just as long as you rarely ever use it.
  18. and I think "2S" is a lot easier to decode than d.s©
  19. iad jP jK, being a chain rather than a link, is a lot harder (IMO) to get the jK low enough to the ground to land the HS.
  20. IAD jP jK is a much, much easier substitute though not as easy to follow up with, nor do I believe it's as much damage
  21. If it misses you're delaying it way too much. It's a very very light delay. Like, the anchor hits them, and then a couple frames later it touches the ground (or gets close) and you cancel. Very short delay, but it's there. Oh and for 6hs you can charge that move you know... 6HS, keep holding HS and instantly move to 3 or 2 ... 8 + S
  22. Ohhhhhhh, forward dash cancel. I was like "WTF? YOU CAN FAULTLESS DEFENSE CANCEL DANDY STEP!?" and I was all excited to find out a bunch of broken ass uses for it. I already knew that, I'm dumb and confused the acronym. Thanks though!
  23. Sorry I know it's not the thread but how do you FDC dandy?
  24. Can you only crossup(under) certain characters in the corner in this game, like third strike or something? throw into corner, 5HS, net, running jump jK jS jHS 1hit BL, land... from here I know you're supposed to cross under them, combo into a net, TK BL, curse but a lot of the time when I'm messing around and playing testament I even try to walk under and I just end up with a 5hs HS EXE beast whiff from the wrong side EDIT: oh okay, crossup guard
  25. Wouldn't run up 6p add unnecessary proration? I could be wrong, not all that familiar on axl's normals.
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