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Mr.Biscuits

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Everything posted by Mr.Biscuits

  1. A combo that starts off 6C is never worth listing. 6C is 27 frames with a really telegraphed animation. I see a lot of Arakune's using 6C outside of combos. STOP. 6C is not a mixup tool. 6C is blocked and then what? 6A > 2B > 5B is +, easy to confirm into 2C, and it's a high - low. If you're near corner 6A is 100% curse. 6A is 23 frames and gives you high-low mixup into 3K+ damage, 100% curse and oki. 6A > 2B > 5B > 2C > 5D > 236B > 6B > 6C(2) > 5A > 6B >J.D > 6D.
  2. Is this that really big venue with all the card games? I remember going for that one P4U event.
  3. http://sp.nicovideo.jp/watch/sm23466448 Air throw reset
  4. Combo I saw on stream last night. Corner. 6K > RC > 5D(6) > 6P (2) > 2H > 236K > Combo into 5D(6) > unblockable. Combo is also possible after unblockable. J.H + Drill special > Shadow Gallery > RC > TK SG > 5D(6) > 6P(2) > 2H > 236K > ...
  5. Xrd Character rank according to Machabou (Hands down the best KY) @matyabou S: ED, MI, SO, FA A: KY, CH, AX, MA B: SL, BE, IN, VE C: PO #GGXrd Credit goes to @Mynusdono for the translation. Said that this is just based off month one or so. A lot of characters are under represented and still need time to develop. I think Zato will stay at the top or near it. Dead Man's hand is the command throw with little Eddie? I think its useless seeing as its really slow and damned fang still exist.
  6. I have only seen 5P after command throw.. Rc will always be a red if they are in block/hit stun. For example Counter Hit 2S > 22S/H will be a red RC
  7. You can yrc anything as long as the opponent is in neutral (no block or hit stun) . You can YRC a dash if you want. You YRC fly during the unblockable setup to mess up reversal timing with the slow down.
  8. Ogawa was using Fly YRC during Drill special unblockable setup. Messes up reversal timing with Dps, Blitz Shield and also allows you to bait burst.
  9. Samitto (Chipp) Vs Inoue(Kazunoko) Zato http://youtu.be/EK7tajWYpWg
  10. Since DS2 Servers are down someone play me. I have a room up.
  11. Those Arakune Nerfs are hilarious. When's XRD? LMAO Arakune got off easy compared to some other characters. The curse nerf while getting hit is not so bad. You should confirm curse immediately into a lock down situation anyway. I really don't like the Super nerf, now I'm sure people can safe jump it for free. Back dash was buffed so that you don't get os'd by some characters for free, Valk for example. Cloud disappearing immediately after getting hit blows. Basically if you can't lock down properly or play a solid neutral game, you are going to hate this version of Arakune.
  12. You just need to be invited to the psn chat. Add me and I'll invite you. That goes for everyone else Mr_Biscuits is my psn. I'm on now btw if anyone wants to play. Preferably EC with a good connection.
  13. 2 OCVs by Ogawa in a recent Mikado 3 v 3. Looking as strong as ever. Was using fly yrc to bait burst after setting up unblockable setup. https://www.youtube.com/watch?v=HmMRgmEKeVU&feature=youtube_gdata_player http://m.youtube.com/watch?v=C2t7GMeCrdU
  14. Any EC heads want to play?
  15. Just keep playing +R and adjust when XRD comes out. There's changes that are exclusive to XRD so you really can't practice. Keep playing +R and work on neutral.
  16. Just got confirmation from Stunedge that Land mine/ Drill Special is -D-. -H- is now break the law with Eddie. Now if you mess up a negative edge doing 22H you'll just get break the law. Stunedge also confirmed that Zato 2K hits low like in reload. Burst safe low option! Perfect for doing Eddie pressure. 2P > 2(K) > -K-/-P- > Dash/jump into high/low/throw mixup. I have been consistently editing my post above so make sure to check it from time to time. I have been adding combos as I find time to rewatch the videos featuring Ogawa.
  17. So you just do D hold forward? Thats perfect for placing little Eddie for -D-.
  18. Going to use this post to put down combos as I see them. If something looks off let me know. I want to limit mistakes before I make an official combo thread. Corner combo into Unblockable corner buzzsaw hits > 5D(6) > 6P(1) >( c.5S) > 3-D- > 2P > 2D > j.H unblockable > Shadow Gallery > RC > TK. Shadow Gallery > 5D(6) > 6P(1) > c.5S. combo kills at this point. I would imagine the rest would be something like 5H(3) > 22H/5H (2) > 22S Mid screen DP punish c.5S > 5H(3) > 22H Puddle is set under them. Can RC 22H for better oki. Post corner unblockable (meterless) J.H + Drill Special > Shadow Gallery > J.KHD > land - S.J > J.KHD Probably have to delay some inputs. Corner carry knockdown with 50% Tension 2P > 2D > j.K > j.H> j.236236S Possibly only works on wide hit boxes. Works on Faust for sure. Corner Shadow Gallery Loop into unblockable off air super. With Shadow out ( combo starter was 22S but I'm sure it would work with anything into Nobiru) 22(S) > -S- > j.H > j.(D) > -S- > Shadow Gallery > -S- > land - j.H > 236236(S) > -D- > J.H for unblockable. Negative edging might be off since I'm only going by visual ques. I will eventually edit the combos so that it will only be notations and not names of moves.
  19. Ogawa vs Machaboo and Nemo http://m.youtube.com/playlist?list=PLLNrKpk47-5Pcm9Xny-05qXOcw2q6A4t1 Going to do a quick write up later in the other thread. So many new things displayed. Bob showed some stuff that already gave me the impression that Zato was the best character. Ogawa just solidified that thought.
  20. This has been displayed some what in videos that I have seen. Zato player would summon Eddie and move it just a bit behind and pressure with 2K, 2S, -p-. Also you can do far drill wiff (drill is behind opponent) YRC summon will be behind and lets you setup a sandwich.
  21. Both FD brake and 1 frame jump are in. Of course without the game I don't know if FD jump still works the same or not. As for FD brake that's definitely in the game as I have seen multiple examples of dash > FD break > throw.
  22. Bob (Zato) vs Niito(Bedman), Adam(Slayer), Hiraoka(Ky), Ain(Ky) http://www.youtube.com/watch?v=p7jSBcX9IX0&feature=c4-overview&list=UUNS7KzXpV2VFJZw_sB9uqhA Must watch!
  23. I'm almost 100% sure that 2K hits low. I have seen the yellow "!" several times during Eddie pressure while Zato is doing 2P > 2K. Bob was doing some really grimey shit with Break the law > YRC > throw. 6K > YRC > throw. I think he also did Shadow gallery > YRC > throw. lol Also corner dust wall stick into unblockable setup! Shark super also seems have the same amount of reps no matter how much Eddie meter you had when used. Super seems cool but the intervals where the shark comes out seems to be way too long. Far drill into instant summon > nobiru seems really good. Essentially you get immediate free pressure off any drill knock down.
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