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ApertureBlack

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Everything posted by ApertureBlack

  1. It makes no sense to nerf her, I dont recall any high level players who had any issue with her.
  2. So how about those nerfs to an already average character..... Yo wtf
  3. Fausts crouching hitbox is low enough that with the reduced recorvery frames on 6K you can link a 2P/5S after it. Its pretty nice.
  4. You can combo off of standing counter hits very easily now and Faust in general. If you do it as a meaty wakeup you have the advantage and it puts you in the perfect range for a bite if you wanted to do one. EX: https://www.youtube.com/watch?v=y-4AImdF-Rs
  5. Its true you can always do that...but the meter isnt what I was looking for. Regardless I would probably just RRC 2HS into 2 Pilebunkers < Air combo myself.
  6. Has anyone found any good reliable combos off of a spaced 2HS < 5K in the corner vs characters like Millia and May? I havnt been able to find anything worthwhile.
  7. I tried and I couldnt get the P-Pile on Leo so I just ended with super https://www.youtube.com/watch?v=cykEUlkOJ6I
  8. I just did J.HS cause it did nice damage and I wanted to show the new combo that links after it. It just puts you in a very nice position, thats all. J.HS does not need to hit late to link into 2P either.
  9. On that note I made a simple demonstration of what I saw Hase doing in the corner: https://www.youtube.com/watch?v=jWCKzaON388 The 2HS buffs really improved the corner game. Then I got bored so I made a small video with 15 Touch of Death combos on Chipp: https://www.youtube.com/watch?v=RJA70hFcZas
  10. Have some Undertow combos now: https://www.youtube.com/watch?v=94HId55k5l8
  11. Ive watched Hase go into 2K/5H > 2HS in the corner in blockstrings and cancel on the first few frames of 2HS. If it is yellow he would go for an air throw or 6HS because they obvioulsy were in the air, if it was red he would go for another mix up. It just looks and feels really good.
  12. No prob, I hate looking up combos and seeing impractical 100 meter combos on 100 risc people. Regardless Slayer has always benefited from YRC, now even more so. I personally enjoy the longer ranged 2HS with YRC/RRC because you can react to the opponent extremely easy now.
  13. Np problem, its what I consider fun regardless. Also just found a CH K-Pile combo that insta kills Chipp and Millia if they have more then 20 Risc(Uses meter of course): https://www.youtube.com/watch?v=B4Re1Ymt0fU
  14. Figured this would go here as well. Compiled a large amount of combos that are now possible in the 1.05 patch. Did it on Sol for a good base. Here: https://www.youtube.com/watch?v=akSZqPy5-UQ
  15. Decided to compile a large amount of the new combos that Slayer is capable of. Here: https://www.youtube.com/watch?v=akSZqPy5-UQ
  16. From my experience most of the top stayed the same, minus Ram while Axl, Bedman, and Slayer got bumped up. From me watching/talking with others. S: Faust > Millia >= Zato A: Elphelt > Bedman >=Slayer >=Axl B: Ino >= Ky > May >= Venom >= Sin C: Ram > Leo >Potemkin Havnt seen enough about new Chipp vs the cast to say anything about him. Potemkin still looks bad though
  17. Hopefully, I own that version as well.
  18. is it finally happening?
  19. I keep hearing that they changed Its Late to +3 on block, so by that logic it should be much easier to link things after it.
  20. What I learned was Its Late < 2P < 2S < 2HS < Aircombo, amazing Meaty 6K into things Bite < 2HS/6HS for weird setup 6P x 3 in the corner on CH People respect 2HS a hell of a lot in neutral Helter Skelter < jH combos all the time now into a knockdown Just keep Pilebunkering with 214k during combos in the corner and itl do something
  21. Pilebunker.avi Regardless, does anyone know how much lenient the new input buffer is? I just want to know how easy getting BDC DoT or quickly doing EW or 2 Hit Dandy on a time will be.
  22. K-pile 4+ times in a combo IT BEGINS
  23. Scratch what I said previously. Rewatched it and it was C.S < F.S < 5.K < 2.D Sorry about that. I got too hyped
  24. Honestly didnt notice more then 1 dizzy. Im under the impression that most people just arent used to using it as a punish yet. Again feels like they just havnt integrated it into their playstyles much like 6K. 2HS thoughts: I see people now doing 2K < 2K < 2H/6HS/JH for pressure in the corner. It looks like a pretty legit mixup and covers alot of options. If you can react to the 2H you get like 200 off of non CH with RC. Helter Skelter thoughts: I saw Helter < JH < 5S < 2D on Elphelt....Good god thats so much better then it was before. They really did finally give a use for Helter, and it was such a cool move too. Also...........WE K-PILEBUNKER MAN NOW .......Seriously, its that good. It changes literally every single corner combo and lets you capitilize off nearly anything with RC. I swear I saw someone K-Pile < Dust < KPile < 5H <Aircombo and it did half health on Sin.
  25. Aircombos still do....But mostly just on the j.D parts. Still looks better.
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