Jump to content
Dustloop Forums

Ando

Members
  • Posts

    37
  • Joined

  • Last visited

Everything posted by Ando

  1. The Aigis Damosu plays is Koichi and the Teddie is Hagiwara.
  2. So, my original thoughts were that Xrd changed Faust from previous versions and made his items entirely random, for some reason. So I went into Training Mode vs. Sol, and threw 150 items with 236P. Here are the results. Common items Hammer: 30 Bomb: 29 Small Faust: 25 Uncommon items Doughnut: 16 Chocolate: 12 Poison: 12 Rare items 100 Tonne Weight: 7 Oil: 5 Meteors: 5 Black Hole: 4 Platform: 3 Helium: 2 Pretty obvious pattern, I figure that the items are split into these 3 catagories.
  3. Nage's corner RC combo follow up after Going My Way is RC > 44 >2HS juggle > 236S > P > Going My Way now. It will knockdown if you do it right. You can also do RC > 2HS > 236S > charged S > 44 > Going My Way.
  4. If they're standing the route you should go for is 5K > 2HS anyway I think, since it's way less specific to get 236S to connect in the combo and does more damage than 2S > 5HS and the same as 2S > 2HS. I had never seen someone do 2S > 2HS on a standing character and assumed it couldn't be done.
  5. They have to be crouching, which is generally how you would hit people with instant overhead anyway.
  6. I've seen nothing in Xrd that would lead me to believe that the items are anything but entirely random.
  7. First thing I'd say to anyone who says something like that is to watch match vids. Even if at the start you don't understand why the player does things, trying to copy them will at least get you moving in the right direction. Use this site, it's great. http://keeponrock.in/ The general gameplan is that your normals are godly and you have a normal that covers every angle. If you let them approach without eating an antiair or a scalpel then you're doing something incorrectly.
  8. I've seen 5D > 6 > j. S > j. HS > 6HS and it all combo, haven't been able to replicate it myself. Might be like Bedman/Pot specific or something.
  9. Hasn't been mentioned yet but for anyone that hasn't figured it out themselves after Going My Way combo ender you want to dash forward slightly before throwing your item so that Hammer and Poison will hit them if you arn't planning on doing meaty 2K.
  10. Corner RC combos, tested on Sol. This extension deals around the same or more damage and builds almost double the Tension than the basic RC combos. Note that the damage on these combos compared to meterless might not be worth it unless you plan on killing your opponent. Low: 2P > 2S > 2HS > 236S > P > Going My Way (all 4 hits) > RC > 44 > 236S > 44 > Going My Way. 122 damage. Low: 2K (2 hits) > 5HS > 236S > P > Going My Way (all 4 hits) > RC > 44 > 236S > 44 > Going My Way. 125 damage. High: 6HS > 236S > P > Going My Way (all 4 hits) > RC > 44 > 236S > 44 > Going My Way. 218 damage. Instant Overhead (Standing): j. K > jC > j. 2K > 5K > 2HS > 236S > Going My Way (all 4 hits) > RC > 44 > 236S > 44 > Going My Way. 190 damage. The first 236S will whiff on characters with smaller hurtboxes and is a bit finicky overall, might not be practical. Instant Overhead: j. K > RC > 66 > j. D > Going My Way > 5K > j. K > j. S > j. HS. 119 damage. If your opponent is close enough to the ground after the wallstick you can do 2HS > 236S > Going My Way for more damage and meter. Instant Overhead (Crouching): j. K > jC > j. 2K > 5P > 2D > 236S > P > Going My Way (all 4 hits) > RC > 44 > 236S > 44 > Going My Way. 183 damage, tested on Ramlethal. 2D > 236S will only juggle on FEMALE characters because of their lighter weight which is worth taking note of outside of this combo.
×
×
  • Create New...