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Mechanica

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Everything posted by Mechanica

  1. throw, run up 5s, 6p (1 or 2 depending on weight), 2s, SJC sj.K, sj.S, sj.HS, keygrab leaves less room for error if you're not 100% proficient at jump installing. and if you don't have meter for the RC then just continue the combo after butt. Use your imagination dude. another 5s, 2s, butt, [then possible 5p, 5s, 2s, jD, orbs]. or if you need to refresh moroha, land from the first butt, then 5s/2s xx keygrab, OTG keygrab
  2. You can supercancel danzai? EDIT: Oh, well I guess that's the only ground super she has in moroha mode and you can do it out of pretty much everything, right? Dumb question.
  3. http://youtube.com/watch?v=RM6QdYz7qrA lol! I didn't know you could TK orbs and FRC it and your flying upward momentum is discarded... 2hs, run up 5s, 2s, butt RC, orbs, TK orbs FRC, orbs, land, was just too cool
  4. http://youtube.com/watch?v=YE6-lkCYRss so the epic burst bait at 0:37, it looks like she hiccups (so to speak) in the air right before the SB - was it a double jump, a FDC j2hs, or my imagination? >_>
  5. I don't think you can even hit at a range that's far enough to have to dash prime to get in close enough. The groundslide coupled with her run speed are plenty.
  6. http://youtube.com/watch?v=N8GHoiL4cdA
  7. http://www.youtube.com/watch?v=l8PWajYtDLk
  8. ending a 6HS loop with 6k, lightning strike would be stylish
  9. http://youtube.com/watch?v=rP3veZjddK0
  10. Now that's a shitty gatling.
  11. Choujin (is that the 236p) is like the coolest move in the game. If I didn't think Jam was such a lame whore, I'd pick her just to use that move. I'd lose matches because I'd be Choujin FRCing instead of puffballing.
  12. I find her jD impossible dust to be a lot easier. Just homing jump, then double jump right away and use jD.
  13. http://youtube.com/watch?v=8aKnCj2TD7s I really like how... balanced? this Millia player is. They don't rush too much, they play the perfect amount of defensive... then again it's vs. Axl which is an awkward matchup IMO. http://youtube.com/watch?v=ESQYjdfWFM8
  14. http://youtube.com/watch?v=_TXSYqgjrMM Can anybody who reads japanese better than I make sense of this video? This is the stupidest guilty gear video I've ever seen. Roman cancel volcanic viper into dash up command throw was the only thing you would ever use ever? I could make a video of uses for air bandit revolver FRC and it would be more useful than this...
  15. Cool beans. It's not a big deal to me not seriously playing Axl, but if I were new I'd be frustrated trying to figure out which move is Kokuugeki and which one is Rensen etc.
  16. Alright, so it is height... I do use that combo with the 2k included, I just wanted to ask. Usually if you're going for that extra damage kill you have the meter to RC butt into Orbs, so I guess you're right, I shouldn't worry about the damage. It's hard to lose a match after connecting a good rekka combo anyway. How do the fishes work now? I think that might help me, I haven't messed with Dizzy since #R. I know you can like... call a fish but hold another button so it'll bite once then laser or something? And they stay out until hit now? I just got overwhelmed I suppose - when I did get my offense started, Dizzy definitely couldn't get out, it was just hard catching a (smartly played) runaway Dizzy. Like not completely run away, but just enough to get me in one of those mixups with airdash j2S, low/another airdash leading to a knockdown, yadda yadda. Dizzy players panic when I have them pressured, but I'm still trying to learn how to capitalize on people's fears/desperate measures to get out of my pressure. I really should just be more patient and maybe only pop fishes with 5p if they're in range, no laggier normals allowed.
  17. Just officially picked up ABA and was playing a Johnny player for a while last night. He's so awkward to combo! Anyway, combo into 2HS, IAD jS jHS land keygrab... is that specific to Johnny/heavier characters? I like that. Oh, and a question about the crazy recoil on 5HS that hits up and behind her. Is that untechable on counter-hit or just for a small time frame? Would just like to know for reference to know if I can wait for them to fall to an acceptable height for a loop, or if I should just capitalize on it ASAP. EDIT: Oh and why do I see rekka x3, FRC, 2k, close slash etc? I mean I understand needing the right height, but can't you use something that doesn't prorate like 90% or however much most low kicks do? Correct me if I'm wrong but wouldn't ©5S, (f)5S(1hit), 2S, butt be more damage? While I'm at it, any pointers vs Dizzy? Ugh, Dizzy is very problematic for me in general in this game, much less with a character who can't afford to fall down three times. I can block the rushes, predict & counter most throw attempts, it's just all the fucking projectile spam/runaway I can't deal with. Two airdashes + bubble + fish + ice spike that releases when she wants = even FB Danzai gets broken through. Is there a limit to the number of hits on autoguard, or is it 'cause they're hitting low at a certain frame? It'd be like *DANZAI ROAR* COUNTERCOUNTERCOUNTERCOUNTERCOUNTER *finally gets hit out of it*
  18. http://youtube.com/watch?v=nwHwozAgqtg
  19. http://youtube.com/watch?v=9Oujo5x3yjo epic rejump combo haha, round 2. EDIT: This player is funny! http://youtube.com/watch?v=QR7EMkHYExc http://youtube.com/watch?v=7sS3QP-gn8o http://youtube.com/watch?v=fdsoDyKF2f4
  20. http://youtube.com/watch?v=MCm1FXoNH6Y liked this vid. he made a handful of mistakes, but at the same time played cleverly with spacing and destroying zeinests. EDIT: http://youtube.com/watch?v=fuhmA5ewHdo
  21. Oh yeah, okay, that makes sense. Thanks. Just thought that was a sick mixup, with all the distracting sound effects from j2k but only one hit.
  22. http://youtube.com/watch?v=apNWQY7tMIA Chipp's mixup at like 3:16 where he airdashes after the HS teleport, that's jump installed to get the airdash, right? Like during the 2D at the end of the combo?
  23. I'm getting stomped by a Ky player. It's all about his jK. What the hell can I do about this normal? Even if I bait a running jK I don't even know what to punish it with because it's not like it sticks out long enough to think about it, and if I jump up with a normal I get beat out cleanly.
  24. What do you guys do for damage? You know, clean opening for a launch? I don't know how great it is but just by habit I do something like 5s(1), 2hs, vj.S, j.HS xx HS pin, falling HS, ADC HS (x2 optional) xx FB disc and who knows from there, hahaha... relaunch if I can't knock 'em down or a failed air throw attempt. I'm just like "AH land a bunch of slash and hard slashes!" or something when I see an opening. EDIT: This obviously isn't if it's near the corner...
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