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SoundReason

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Everything posted by SoundReason

  1. Rekkas refers to the 236S series of moves. More generally, 'Rekkas' in 2D games refers to a series of moves (almost always 3) done by performing 3 quarter circle inputs, where each move in the string can sometimes be delayed, and you can stop at any hits. Characters like Fei-Long and Rolento in USF4, Iori in KOF XIII, or our own Leo are considered to have these Rekka strings. Hope that's helpful.
  2. I don't know if this was mentioned in the thread yet, but I've noticed that certain strings that combo naturally whiff on certain characters. Specifically, Brynhildr K, S, H is a natural combo against most characters. Test it against Sol, and you'll get 3 hits, and can link the final Brynhildr H into another Bryhildr S (range depending) and go into Rekkas. This is my key combo for pressure out of Bryhildr stance... and it doesn't work on Faust. Test standing B.KSH against Faust, and he recovers from the S in time to block the H. This is gross for a few reasons. Not only does it lower our overall damage potential against him, but it also gives us much less time to hit confirm and decide on a course of action. You can't autopilot the whole KSH string against him, and have to do B.KH and then make a quick determination on hit and cancel into Rekka off of the B.S is you know you connected. Depending on your range, I guess you can do B.KPKS xx whatever. Nonetheless, just wanted to make it known that B. KSH does not chain against all characters normally. I haven't done extensive testing yet, but this definitely drops on Faust. His hitbox also makes the timing for connecting combos that involve launching an opponent into 6H, dash, 5K c.S jc etc. much harder, because the c.S seems to whiff a LOT unless you have the timing very precise. Much less lenient than when testing against, say, Sol or Ky. Anybody else notice stuff like this while playing? Edit: Just testing a little to see what I can get off of this. B.KPKS xx [2]8H pushes them too far away for [2]8H to connect, sadly. However, B.KS xx [2]8H RC -> whatever works fine, so if you're already charging [2] during your stance transition then you're good.
  3. Sup all. I've been maining Leo since picking up the game, and lurking this forum for tech in the meantime. Maybe this extension is obvious, but I was working on CH 2H combos and for 100% tension (if you really need to squeeze the extra damage out) you can get: CH 2H xx 236H, B.S xx [2]8H(2) RC j.D, dash 6H, dash 5K c.S jc j.K j.H xx j.236H RC D[6], 6H, 5K c.S 5H xx Rekkas, 2S [255 dmg] By the time you're doing the Dust after RC'ing j.236H you should have taken them all the way into the corner from anywhere up to about 60% of the screen away from the corner. You also have the option to cancel 2S into whatever at the end if you want to use the opportunity to continue some form of pressure.
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