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Kamui Moon

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Everything posted by Kamui Moon

  1. Gamechariot update. http://www.gamechariot.com/ Kaqn (OR) vs Koichi (MI) Kaqn (OR) vs Koichi (MI) Kaqn (OR) vs Koichi (MI) Kaqn (OR) vs Koichi (RO) Haaken (PO) vs Koichi (MI) Haaken (PO) vs Koichi (MI) Haaken (PO) vs Kaqn (OR) Haaken (PO) vs Kaqn (OR) Haaken (PO) vs Kaqn (OR) Haaken (PO) vs Kaqn (OR) Thought it looked really familiar. Thanks BioLogIn
  2. So speaking of manly throw combos from a few pages back, it's about time to start putting the hurt to Johnny. Sure, we can't hit him with a normal dustloop, but there's better things we can use against him. http://www.youtube.com/watch?v=cO_EoQkBLWc Throw, dash 5S, j.H, j.D, j.H, j.D | dash 5S, j.H, j.D, j.H, j.D, lv2 BRP is worth 154. Deep 5S©'s are where it's at. j.S, j.H, j.D, j.H, j.D | dash 5S, j.H, j.D, j.H, j.D, lv2 BRP is worth 152. j.S works as consistently as j.K and adds a few extra points of damage as well. Also, Johnny loves to not only screw with your normal dustloop, but tech out of quite a few lv2 BRP setups. Remember to delay as much as possible.
  3. You could link a 6K if you know he's going to go for the throw every time.
  4. It's pretty hard to do, but it's certainly possible. Sanma usually hits people with falling air normals after super jump combos, too. But not like what they're doing. Hitting a j.D while you're still on the rise gives you time to recover and do something else plus j.D does make them plummet by a bit. You'll see it in a couple of combo vids when they do a quick j.D, wait, then air dash into another few hits and an SV. Getting in a dust loop follows the same formula, only you obviously need to be closer at launch and jump install, depending on the situation. I'm guessing you're thinking of Rock You? The same thing was done awhile back in Crimson, too. He even landed into a relaunch in Crimson, IIRC.
  5. Ky's at least easier than Robo. It's possible to do it on both, but I do drop it on Robo more than I'd like to admit. Good luck, practice with it! Okay, I read it that you were doing j.H at the lowest possible point of your jump, which definitely doesn't relate to anything. >_< I guess you did know what you were talking about. :p I wasn't really advocating practicing only that and didn't mean to actually come off that way. It's just a stepping stone for learning it. There's nothing besides from a possible knockdown midscreen (hj.S, j.H, j.D, dj.P, j.H, SV actually does more damage). Knockdowns do carry a lot of importance, but it's really a decision on your part. If you have level 2, go for the dustloop+knockdown, if not, go for damage. But if the dustloop can take you into the corner, you're looking at a much better situation. You can add in a second rep or a 5S, high jump combo. You're looking at 50%+ for the dustloop and ~40% for the 5H HJI. It's up to you whether or not to use it, no one here should really dictate how to play your character. But I would suggest learning it since it's really one of OS's best bets for high damage. Plus making the right choice in certain situations=win count+++.
  6. j.S. It'll catch those low floaters! I think you misunderstood me. You need to start your air combo when your opponent is at its lowest point. It's not really a 669, either. That's too fast of an input for this. Try it off of a dashing GB to get an idea for how much time you have to dash in. That gives great spacing for this combo.
  7. Skip the f.S. That's what's wrong. Some characters might float too low to be hit with the regular dustloop, too. So opt for j.S, j.H... if that's the case. JI options off of lv3 BRP's do tend to have quite a bit of pushback, so the double jump section isn't always guaranteed. Try dashing longer. Watch how they fall after the GB. Most can tech just after starting to fall, so aim to start your air combo right before they do. Also try it on some of the easier characters. Anji, Zappa, Pote - they all work easily enough.
  8. I don't really think I can add anything more to what TB has said. I like my lv2 GBs and this really is just coming down to being too situational/player preference. Aside from the aforementioned and totally obvious CB, I really tend to never use lv1/2 BHB anymore. I haven't used lv1 since Slash and I don't see myself going back to ever using it. Charging works just as well as standing there all day AC'ing a whiffed BHB. And the mixup options off of a lv3 compared to a lv2 just make lv2 a complete waste of charge in my eyes. It's still okay for oki because of it's frame advantage, but meh. I feel pretty much the same way about it that Ryan-Bill feels about lv2 GBs. :p
  9. Tested on Faust lv1 GB w/ two DL reps plus lv1 BRP: 213 lv2 GB with corner JI variant plus lv1 BRP: 207 Is that a gigantic gap in damage difference as you're making it out to be? 'Cuz it's definitely not looking that way to me. In the first place, hardly anyone goes for the second DL rep because it's terribly inconsistent. Mine is not. The lv2 GB does more damage in a practical sense in this situation; which really is just in/near the corner. And how about midscreen? It's just about the same as well. It might just be better to charge keep for some situations, but it's not making too much of a difference in the end in my eyes. And it definitely doesn't hurt to know what to do with a lv2 GB.
  10. I'm using Firefox. The main problem that will happen to me is that shows up randomly. I generally will have to refresh or log in a few times to get it to even show up. Even when it does show up, I'm not able to click on either of the options in the drop box. This isn't something I've read anyone having any trouble with, so what was I really supposed to consult? I found them on YouTube anyway, so no biggie.
  11. Loved it. Good set of mixups/crossups, great combos, and it really just brought the best of everything together from all of the previous OS combo vids. The only problems I saw with it were what Ogre Killer commented on and Kyle's editing near the end. I just can't stand color manipulation in vids. >_<
  12. Of course. It didn't really help at all.
  13. Could someone please upload the Sanma matches from this: http://www.filebank.co.jp/guest/honnnori/fp/abc I've been trying for months and I still can't figure out how to download from filebank.
  14. I've been working quite a bit lately with something used very rarely and I'd like to get rid of some old assumptions. Level 2 Gunblaze can be flat out awesome. lv2 GB 5S JI 5H HJC j.S, j.K, j.S JC (j.S) j.H, SV Works on AB, AN, BA, BR, CH, DI, ED, FA*, IN, JO, KY, MI, OS, PO, RK, SL, TE, VE, ZA In order to hit this on most of the characters, you need to take a step or two back once the GB finishes. That step or two puts them right into 5H's range. You don't really have to move with any of the heavies except for ABA, so it's quite practical to use it on the likes of Johnny and Pot. The damage is nearly identical to the level 1 GB midscreen JI. *Unlike all of the others, Faust needs you to walk forwards and have him pass over your head. So the corner JI variant is also possible on him. For the other characters, you can get the jump install combo in on counter hit. I've been working on it with Sol and May. lv2 GB CH 5S(f) JI 5H HJC j.S, j.K, j.S JC (j.S) j.H, SV 5S© never seems to work correctly in this situation yet 5S(f) works perfectly.
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