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VRyu Sensei

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Everything posted by VRyu Sensei

  1. Nice matches raisedbyfinches ;-) we should have set a provate room to rematch xD
  2. Thats what i said. You can use 6P too. Oh, my last sentence about 5P wasnt on the same topic as 6P. Forgot to put a line between them xD Btw, pressing 4p+hs does NOT activate FD. (Or update wiki )
  3. えふて = efute ;-)
  4. Dont forget throw OS. Input priority when you push 2 buttons at once: P > K > S > HS > D That means if opponent mash 4P+HS, if you're too close, yoh got thrown. If out of throw range, 4P (=5P) comes out. Work with 6P+HS too. you can still do CH if you hit them during their 5P, but you cannot jump to make whiff a 5HS ans punish (since 5P comes out with this OS)
  5. If they are spamming grab on wakeup (or OS 6P grab), just use 6K. It will counter hit and allow you to followup without meter. 5HS just outside of throw range (stagger on CH) is great too. (And +7 on block). You can still use 5HS > 6K gatling.
  6. Ky DP is slow (11f startup. Except if he use S version (9f) which sux). You can make your oki completly safe if you time you P/K well.
  7. If you cannot get this combo down, just train with throw RC first. Throw RC > k hoop > 6HS > P ball (release hoop) > ball hits. Btw, does anyone have a corner dust combo doing more than 180dmg without tension? The most damage ive found is: dust > 6HS > HS-HD > dash > 5S 2HS HS-VD > (5S) 2HS HS-VD.
  8. oups, its pubic now :D the 2D one is done really late. We can do it even more fast (same speed as jHS). it can be done with P hoop too. P hoop => 5K => 2K => 6K => release. Is great xD
  9. OMG. The new buff they gave her (aka mount on dolphin closer to the ground) allow us to do some SICK mixup with instant overhead (S or HS) or low. As fast as her 6K overhead. Meaning some 270+ dmg corner oki. Even midscreen its usable. To do it, use K hoop, then backdash or 6K instant release hoop. (its easier with 6K. Dont hold K when doing hoop, and just do 6K without holding). The key is to push S or HS as SOON as may hits the opponent. You can mix with j2HS to go to the ground immediatly (i havent do it as fast as i could in the video) https://www.youtube.com/watch?v=_kWw8q_IGXU
  10. You are not rejected on ball yrc oki. And for "old" oki, you usually release the hoop after using a normal. So new blitz has 0 impact on her.
  11. For the throw rc, just do (worked in 1.04 too): k hoop > 6HS > S-VD (release hoop as soon as you push S) > air dash S~HS, etc And for oki mid screen: ... > 2d > k hoop > dash ball yrc > ball jump (front) > jHS > land > 6HS > HS-HD (release hoop) > air dash S~HS > land > jD djD > ensenga. 260+ vs sol. crossup ball doesnt allow you to do the full combo. But regular one is still 220 xD
  12. Ball oki 5k 2k 2d range double overhead in corner (thx to hoop mount on dolphin closer to the ground (6k relase hoop (mount) => jHS) And so on xD
  13. May buffs are godlike
  14. Haha. Those dash in > beach ball instead of ohk are killing me xD. Btw, jump install HS-HD ([4]9HS) is an interesting thing. For example: JI- HS-HD YRC air dash K~ => land low (2k or 2d) => air D > double jS HS D ensenga is safe, fast ans easily confirmable It can be used on oki too. ...> 2D > P ball > ji HS-HD yrc > air dash K (block) ~ D (hit) > double jump delay HS (Ball hits just before) > land > re-jump combo is very damaging
  15. Usually people get hit by 2D because they are standing to block 6K after oki. Yes you have to adapt the combos depending on characters (especially light weight). Which one are you talking about? Ok lets do some matches
  16. As we know, the timing on RC after HS-HD makes may fast landing (fast RC), bumping high (normal RC) or backward (late RC). If you do HS-HD RC > K hoop, you have time to react on may positioning and adapt the combo. Here is a really damaging one from fast landing (corner): ... > HS-HD RC > K hoop (hold) > 6HS max > P ball (realeasy hoop now) > (ball hits) > 6HS max > HS-VD > oki It does 221 dmg when starting with 6K > release P hoop > 5HS. and about 280 from natural 2D. If may doesnt fast land (too late RC), you can do: ... > HS-HD RC (not fast land) > K hoop (hold) > S-HD > release P mount > air dash S~HS > 2HS > HS-VD > 2HS > HS-VD > oki For 190+ dmg, when starting with 6K > p hoop release > 5HS. Corner throw RC combo (220+ dmg): throw RC > K hoop hold > 6HS max > micro dash 5S > 2HS > HS-VD > dash > (release Hoop) 5S > 2HS > HS-VD > 2HS > HS-VD > oki
  17. You can use 2HS to stay on the same side. Btw, ball yrc => ball jump (it hits front/back) oki will be VERY strong in 1.10. You can use it in the current version, but very difficult to set up
  18. Thx for your work!
  19. ive watched it but didnt notice anything not doable in 1.04. Am i wrong?
  20. Hmm,i didnt miss this combo vs sol when 6p used as anti air (or sol not beeing on the ground). Maybe its just very simple vs him, but other characters require a special situation as you said. thx
  21. Does anyone have a list versus which character the following work midscreen? (Works at least on sol): (anti-air) 6P > 5S > hj S~HS > p-dive > air dash S~HS > Sdive or hcl
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