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Ando

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Everything posted by Ando

  1. https://www.openrec.tv/movie/uuC0lvvKlMl Faust guide by Nage, Koichi is the other person I believe Formal request to have it translated 8)
  2. You have absolutely 0 hit confirms, you didn't go into pogo > going my way once. Even your dust combo wasn't optimal. Those are easy things solvable by training mode. Do blockstrings that arn't canned 2p > 2s > 2hs, you can even delay the 2hs gattling. If you're going to mash 6P (which is a good option don't stop doing that if you're set on mashing) OS it with throw.
  3. If they're content on staying on the ground you can try find an angle to get them to block bomb bag and then you get free pressure.
  4. One gives a knockdown the other doesn't, so almost certainly no
  5. You can low profile every Scalpel Pull and punish with 2D on reaction Drill is the god Mirrors suck
  6. http://www.twitlonger.com/show/n_1snjrim Part 2 of our ongoing series where Nage teaches us how to play
  7. Use 5K as much as humanly possible as it beats IADs, trades or beats all jump ins but j. 2HS and beats dolphin if you time it right. Be careful about taking to the air with j. HS, it's a great option but any slip ups will result in a ridiculous amount of damage, j. 2K will get blown up if you throw it out also. You can punish May setting up seaworld fullscreen with 41236K, if she gets her projectiles out it's best to jump straight into the beach ball and IB it. Blitz or air throw j. 2HS, don't fuck with it. Any trades will be in May's favour, you either hit it out of startup or get out the way. You can also jump and IB it and then throw when you land as it's active all the way down.
  8. 5D YRC prevents a lot of what the blender has to offer, you can get a gauge on what he does or swing straight through stance HS and hit him with throw or mettagiri If you're having problems with sonic boom stuff just try keep a zone where you can poke him with f. S while he's charging Preemptive 5K for the inevitable IAD j. K he'll do multiple times a match
  9. I hadn't had that problem on Sol at least, it was just like all the other GMW combos where you have to time it right so you hit them low enough to the ground
  10. You did a slightly unoptimized bomb combo by leaving out getting off the pogo and then doing 236S after explosion and it triggered me, otherwise gud video
  11. Bomb is Going My Way (2 hits) > RC > 236P (aerial) > f. S > 236P > 236S > P > P > (get off the Pogo, bomb explodes) > 236S > Going My Way Hammer I haven't found a combo that ends in a hard knockdown so can't help you here
  12. Yeah, against some characters like Sol that just have so many wakeup options that sometimes holding an item right in their face as they wake up isn't a good idea, I guess.
  13. Nage's new RC corner ender is Going My Way (2 hits) > RC > 236P (aerial) > f. S > 236P > 236S > Going My Way, you can also change up the combo depending on what item you throw like Bomb or Hammer
  14. Potemkin specific BD YRC combos, make them wish they didn't pick Pot more than they already do. All end in hard knockdown and maintain the corner. BOMB High starter BD YRC > j. K > 2HS > 236S > (bomb explosion) > 66 > 6HS > 236S > P > HS Low starter BD YRC > j. 2K whiff > 2K (1 hit) > 5HS (3 hits) > 2D > 214P > (bomb explosion) > 66 > 5D > j. S > j. HS (restand) > 236S > P > HS Throw starter BD YRC > j. 2K whiff > forward throw > (bomb explosion) > 2HS > 236S > P > P > HS BLACK HOLE High starter BD YRC > j. K > 5P > 2D > j. K > j. S > j. P > j. HS > 6P > 236S > charged K > HS Low starter BD YRC > j. 2K whiff > 2K (2 hits) > j. K > j. S > j. P > j. HS > 5K > 2HS > 236S > P > HS HAMMER High starter BD YRC > j. K > (hammer hits) > 6HS > 236S > charged K > HS Low starter BD YRC > j. 2K whiff > 2K (1hit) > (hammer hits) > 5D > j. S > j. HS > 6HS > 236S > P > HS
  15. https://www.youtube.com/watch?v=3WT45M7jRYE Ain probably should have taken some notes on bursting himself. Navigating around HS Stun Edge proved to be a set defining situation, you'll jump in a lot more in this matchup compared to most as Faust. Make use of j. 2K, FD cancels and Bomb Bag to keep your aerial advances harder to deal with for Ky than a simple hit of 2HS. The interaction of Stun Dipper and j. 2K is a finicky one but generally the later you do j. 2K the more likely you will win, you can also just go for the sure win by doing 236S instead.
  16. Alternative to Kiisha's poison combo High starter BD YRC > j. K > 2D > (poison cloud) > 236S > P > HS 95 damage and applies poison. 2D does 2 less damage than 2HS but is burst safe, they both work on all the characters I tried. Gives the hard knockdown and full oki as an alternative to the rekka ender. Low starter BD YRC > j. 2K whiff > 2K (1 hit) > 5HS (1 hit) > (poison cloud) > 5D > j. S > j. HS (restand) > 6HS > 236S > P > HS 129 damage and applies poison.
  17. In reference to Kiisha's combo video, I've been trying to come up with the best combo that ends in knockdown for the BD YRC > j. K > 2D on the female characters. The only consistent knockdown ender I can get is BD YRC > j. K > 2D > 236S > (bomb explosion) > 236S > P > HS and that does 152 on May. There are far more damaging routes but I can't get any of them to end in a knockdown.
  18. I assume he tries to bait burst by not ending his 2K > 5HS string with an item or 2D, perhaps it was just an error. After that, j. 2K again because it's the god and only loses to another running low profile or j. D. 2P counterhit into basic string, at certain distances 2D is burst safe which is what he attempts, there's no real downside of doing it against female characters because you can go into Pogo anyway. Tech j. HS then beats any aerial confrontation including the dreaded hairpin at very little risk to himself. I'm not actually certain what makes him go for sj. 236P here, but it does avoid hairpin and while also covering the running low profile and happens to trade. Very important to note that because of paying attention to items, even though he just got j. P'd that Nage knows he's in the ascendancy due to the poison. He uses 2S as it will catch a jump out attempt but also be advantageous on block unlike 6P or 5K which would whiff entirely. I think going over every moment of the video is pretty tiresome but some other things of note is that Woshige immediately calls out the next j. HS back > j. 2K roundstart with a j. D, there's a ridiculous amount of 6P usage and that throw and Blitz are incredibly important in the quest to not get Millia'd.
  19. You can get through Leo overhead pretty well and if it doesn't work the time stop allows you to attempt to guage what's going on if he doesn't, it's pretty helpful. Any time Elphelt does whatever her slide normal is in a blockstring you can bat that more or less for free also, it's definitely a good tool.
  20. 5D > j. S > j. HS (restand) > 6HS > 236S > P > HS You can also end with 236S > 9 > 44 > charged S > P > HS but you lose the corner
  21. Remember that often there is actually a gap between blocking the pin and the air normal Millia will do, and that you can IB pin > 6P her out of it.
  22. https://www.youtube.com/watch?v=K4mBpGpO8CY Neutral crouch and forward crouch also work very well, allowing you to sneak under all of Sol's jumping normals apart from S, Bringer, Revolver and Riot Stamp.
  23. I'm having trouble replicating the double S flower combo on characters that arn't Faust without cranking up the guard bar. The best meterless ender damage/meter wise now appears to be anything ending in Doctorcopter, like charged S flower > copter, this gives up your corner positioning as well as no knockdown though.
  24. http://www.nicovideo.jp/watch/sm25825322 Somewhat useful item specifics that people might not know about
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