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Spark

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  1. Yeah the dash after countering is special cancelable. It's handy if the follow up is too slow to punish after countering something.
  2. That's seems pretty handy. I wonder if it means that 66 agito can be comboed off of, or maybe close 5B > tk agito falling j.B.
  3. What part does it drop at in CPEX?
  4. 5C > 214A > 2C might work.
  5. So it looks like there was a patch to fix a Hakumen bug? Something having invincibility when it shouldn't.
  6. I mean doing 6A after hitting with 6B so if they don't tech the 6B you get 5A > 5B > air BnB. If they tech as soon as possible and the 6A whiffs, but you still recover fast enough for it to be +3 assuming they tech as quick as possible. Oh this is assuming the 6B hit them while they're standing on the ground.
  7. It wasn't super useful, just an ok way to tack on extra damage at the end of a combo to kill assuming you don't have enough to super or eat up time if time is running out. Yeah the 12F start up for 6A lets it combo from 2A on standing hit. It also means that 6B > 6A (whiff) is a tiny bit more plus since the total duration of 6A got lowered by 1 frame. So 6B > 6A whiff should be +4 if they tech as soon as possible.
  8. Hmm I thought it was normals not having SMP anymore. If specials don't have it anymore is this the return of (5C > Gurren) x N in the corner?
  9. https://www.evernote.com/shard/s647/sh/8b9a96d8-45c8-4d09-a9a1-13548044d15c/9bbc2d4f6937f0c27a7887145638e588 More untranslated info. Also the Round 1 around here has a Nesica setup is supposedly going to up and running this weekend, so I should be able to test stuff and get solid damage numbers down.
  10. 6A > 5B? I think the note is 6A can be gatling or late chained from 5B. Also no mention of 6As head invincibility so I guess it's gone.
  11. Hmm enma already has enough untech time for you to combo into 6C, so when they say you can link 5B does that mean off midscreen enma > dash > 5B? It feels like that would only be possible if it launched them higher than it does now, cause currently they would hit the ground before you can link the 5B after the dash.
  12. Looks like a list of changes? https://www.evernote.com/shard/s647/sh/8b9a96d8-45c8-4d09-a9a1-13548044d15c/9bbc2d4f6937f0c27a7887145638e588
  13. 5C counter hit into OD is burst safe. You'll always be able to block and punish with another 5C. Edit. Oops didn't see the post above.
  14. When taking the combo damage keep in mind if Hakumen was in active flow or not since it increases damage? Same for counter hits. It looks like Tsubaki still guard breaks for this test you can see vs Celica she blocks it in the air gets guard broken and recovers in the air. The new drive special goes super far and seems like it recovers really fast too. Would be really crazy if it was safe. Does 1650 damage too. j.D looks like it does 1.6k now instead of 2k. (Maybe it always did 1.6k?)
  15. If you're talking about the first to five with Suya, it seems read heavy because it's probably the best way to play against Valk. Blocking his mix up is hard and even when you block it correctly, you don't get a punish. But say on wake up you think he's going to do wolf 5A or wolf 5C and you get up with 6B on CH you get like 5-6k versus if you block it he'll keep going and you might have to guess again.
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