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Spark

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Everything posted by Spark

  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.
  16. On CH you can OD cancel, and block if they burst. But that's really it. Though next game we can at least bait bursts with 214D.
  17. Looks like it
  18. Cause you're only hitting ABD so you don't get burst, but because OD can still be activated because it works off a held button (C in this case).
  19. It looks like 2D is hitting on it's later active frames so it's possible there.
  20. Random thought I can't check right now since I'm at work, but anyone see if canceling counter into Akumetsu (like with Yukikaze) instantly triggers the instant kill part of the counter?
  21. In one of the recent videos I saw standing hit 236B(1) > j.B > j.2A > j.C on Tager anyone know if this works on anyone else?
  22. They did something to 3C in this game. When they roll midscreen now the 2B comes out late enough so Hakumen turns around and hits them.
  23. 5C ender in the corner covers the most cases. If you do 3C ender they can delay or roll and it's harder to stop. Basically 5C > 5C(whiff) > 2A/2B will hit near meaty in the corner. If they don't get up just do another 5C and it's just free damage. Forward roll gets caught by the 5C and back roll avoids it, but they don't go anywhere because they're still in the corner so it's the same as them neutral teching your 5C. Only downside to this is you lose a bit of damage from the missing 3C and you have to walk forward a tiny bit to throw after 5Cing them. The other one is is instead of doing 5C > 214A > 5C > 3C you do 5C > 214A > 6A > 6B > 5C(whiff). If the 5C hits because they didn't tech you go into the above situation. If they tech you're close enough to 2A/2B/Throw without having to walk forward. Midscreen any combo ending with 3C followed up with 66 > 2B will catch rolls in either direction. If they tech the 3C instantly the 2B will hit meaty.
  24. In the old versions he was only grab invincible once he got into the air during the back dash, but now it looks like it's frame 1.
  25. Yep kishuu can be canceled into renka or zantetsu from frame 6-18.
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