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ApertureBlack

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Everything posted by ApertureBlack

  1. Sure, Ill just do the basic ones mainly... Edit: On Bedman CH 6HS,214KK,K,J.S,J.H,J.D,J.K,J.S,J.H,J.D,J.2K,J.P,J.D = 202 DAMAGE 5H,2H,5S,J.S,J.H,J.D,J.K,J.S,J.H,J.D,J.2K,J.P,J.D = 220 DAMAGE 214PP,5H,2H,5S,J.S,J.K,J.D,J.2K,J.S,J.K,JK,J.D = 251 DAMAGE Is that good enough?
  2. Multiple people asked about character specific combos on people other then Chipp, so I went through the entire cast and made a small tutorial on the BnBs that you will probably be using on them. Here: https://www.youtube.com/playlist?list=PL3g3fEg5GHTU0z3tbcIAVPt9u3YipP9nu WORDS CANNOT DESCRIBE HOW MUCH I HATE ELPHELTS HITBOX IN THE AIR
  3. No, but I can if needed. Ima lazy.
  4. I know that in the vid that I did showcasing combos on Multiple character sizes covered nearly everything....Damn I didnt even realize that I forgot to put Sol in that one lol. I dont know how I remember to do Faust and then not Sol Meh, if you want any more I can do them on request, but generally some of the ones from the previous vid will transfer well minus oddballs like Sol.
  5. I dont know if you know, but 5.K scales really hard and some combos drop due to that. Regardless Sols timing on the airloop is tedious compared to most characters and the launchers to use for him are unorthodox. This video that I quickly made shows the stuff that I am talking about, hope it helps: https://www.youtube.com/watch?v=RaGFBFddo08 (You can also delay the 2.K if the J.P-J.D isnt connecting)
  6. May I ask what the starter was? Sols hitbox in the air is stupid, he curls up like Sonic the Hedgehog. Edit: I know what you mean now, all you have to do for the standard ground one is instead of c.s-f.s use 2.p-2.s as the launcher. Its weird but it makes it much more consistent. Stupid mechanics.
  7. Some of my friends (none of which are really serious at the game like I am) call it the Slayercoaster because apparently you go up, go for a loop, and then drop to the ground and it ends. For a second I thought you wrote Double D, which is exactly what it is anyways. To each his own I suppose.
  8. Made a small vid on max damage airloops and starters that can lead to them. http://www.youtube.com/watch?v=RQ0Ix9qpwDk (Yes I use Chipp as a dummy cause it makes me feel better when I look at his health bar)
  9. Well thanks then. Regardless all this brainstorming that I did in the last video about airloops on different characters made me want to squeeze as much as I could out of those loops and get them off random hit confirms. So then I made another vid showcasing most of the ways you can get the "airloop" or whatever in a combo. http://www.youtube.com/watch?v=RQ0Ix9qpwDk Btw Slayers of Dustloop, what is the name that everyone has given the little airloop thing that Slayer has? I dont want to call it the rest cause it isnt similar to his past ones and I cant think of anything creative involving Footloose Journey, any ideas?
  10. Ya, its by a group that does Jazzy remixs of video game stuff called TheOneUps. The vid made me hate Faust even more as well, his stupid stupid hitbox. Anyways better quality one will be up shortly, dont know why vegas decided to kill itself. Edit: Video took forever to render, but this is much better quality. http://www.youtube.com/watch?v=NXgURdXndBc
  11. I dont think Ive had to use 5P on May though I do on Millia In fact, that got me thinking and I tested combos from 6HS, 5H-2H, Mappa RC, and Pilebunker on multiple character sizes to see what was consistent. Ya I was bored: http://www.youtube.com/watch?v=NXgURdXndBc Edit: Updated the videos quality, it should be fine now.
  12. It depends, in the corner its generally better to RC into dash-5H-2H-Combo for lotsa damage and knockdown Midscreen it does more damage then crosswise but doesnt lead to any good oki. I dont think I would ever go into pilebunker on a Mappa hit though.
  13. Just trying to reset the pressure, thats all.
  14. Man I dont understand why people dont want 6K to lead to a knockdown. As of now its almost useless because the only way to reliably get anything off of it is a counter hit, but literally everyone in the cast has a faster overhead that leads to more damage
  15. I dont know if anyone can answer these questions about the patch but.... Anyone know: -How large 2HS is now -How much farther DoT travels -The increased pushback on Bite -The Increased stun on bite adding any new routes Im honestly quite happy with 6P, as you couldnt really get much out of it midscreen. Hopefully some new things will happen with it. Pilebunker nerf is kinda stupid. I JUST WISH I COULD ANTI AIR SOMEONE WITH MY ANTI AIR THOUGH. 2S PLZ.
  16. I mean on a character to character basis, not the actual combos themselves. It may just be me though
  17. I compiled a bunch of the most consistent and damaging counter hit combos off of nearly all the starters that they are possible from if anyone is interested. Left out DHD though, crap is so inconsistent. https://www.youtube.com/watch?v=ZU6JqzHV8pE
  18. I reccomend not using j.K that much because Leos 5H catches it above its actual hitbox
  19. Color 11 is where its at man.
  20. Dont care about credit, was just surprised. Always happy to help.
  21. From my experience, DoT is best used as a reversal of sorts after a BDC or FDC, both of which need to be baited. You can also use it in combos if their burst is coming back next hit and you just want a chunk of damage/kill. EW is a great combo tool in the corner because it links into itself for large damage. Its pretty meh everywhere else but its pretty good on wakeup/reversal/jump ins if unexpected. I honestly dont use 2Hit Dandy that much, so I cant say much there.
  22. Well, no problem I guess. I have a capture card and get bored occasionally.
  23. Lol thats mine
  24. Thanks for that, I didnt really understand how to tell how large the gap was. Was mostly wondering cause I was fighting a Sol and he kept using his 2.D to beat my spaced 5S-6H. Turns out I was an idiot and his 2.D just low profiles it regardless. Ended up just using 6K cause it beats it and free CH.
  25. Those are big holes
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