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qwerty

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Everything posted by qwerty

  1. Okay, f.S does cancel in to 3H! 6H -> 3H is also a pretty easy link. Also, for a virtually fail safe confirm in to stun dipper, end your combo with f.S 2S before stun dipper. Sent from my PTL21 using Tapatalk
  2. I just tried to Stun Dipper under Faust's scalpel and didn't live to tell about it. It was at a pretty close range and on reaction, so I'm guessing it's just not possible. Sent from my PTL21 using Tapatalk
  3. Also, I randomly went back and played PSP AC a few weeks back. After playing nothing but arcade +R, it felt like playing in fast forward. Not that I ever doubted the speed difference before, but now it's way more obvious to me. Sent from my PTL21 using Tapatalk
  4. Anything -> anything else Sent from my PTL21 using Tapatalk
  5. He got his groove back in +R. I liked AC Johnny a lot, but if +R wasn't out, I would've dropped him cold turkey by now. Xrd is cool, I just have a hard time figuring out the range on normals. Look like one thing, are actually another. Sent from my PTL21 using Tapatalk
  6. Someone asked if you could land an airtight seal after meaty CSE, which you can, you just have to be close enough for the seal to hit them. I think I did c.S 5H 2D CSE in the corner to set it up. Sent from my PTL21 using Tapatalk
  7. +R 3H is Xrd 6H. 3H in this game is some weird soul calibur sword swipe that may or may not have any invincibility. Something else I forgot to mention: nothing cancels in to 3H. Sent from my PTL21 using Tapatalk
  8. Oh, and I tried getting VT loop from 2D -> stunedge RC. You can't do the 3H -> greed sever variant because the greed sever will whiff, but going straight into HVT works (tested on Sol). Sent from my PTL21 using Tapatalk
  9. It does, actually. Stun dipper also combos after ground seal! It is kind of a tight link to get it non-black beat, but its possible. You are able to set up an airtight ground seal after meaty CSE, but the sealed stunedge after that I can't yet figure out how/if it's possible. Sent from my PTL21 using Tapatalk
  10. Oh yeah, and Faust can definitely go under any Stunedge, sealed or otherwise. Sent from my PTL21 using Tapatalk
  11. Alright, so I was unable to find a vacant cabinet all day. I was still able to test a few things and observe other Ky players. - Combo after ground seal: unless you're gonna RC, forget about it. You're waaay too far to follow up with anything otherwise. - 3H: on normal hit, you cancel in to Greed Sever and follow up accordingly. VT loop is pretty straightforward, using the combo xlol posted above. Was able to land counter hits on round start, though I'm afraid I couldn't tell what move it was beating. - Sealed Stunedge: upon closer examination, it seems neutral on normal block. Doesn't seem to have the hitbox behind the seal that sealed CSE does. - Sealed CSE: still godlike as ever, lol. Just make sure you're at a distance where you can't get hit out of CSE startup. I was on the stream a bit after the tournament, I played like four games against FAB. It seems like a pretty bad matchup for Potemkin, but of course this is FAB we're talking about. Anything else you guys want more info on (or anything I forgot), just let me know. I'm gonna hit up random arcades tomorrow in hopes of getting some quality training mode time in. Sent from my PTL21 using Tapatalk
  12. The closest thing I can compare 3H to is Johnny's 6K in XX. It's not so much an anti-air as it is a ground to air poke. The reason I'm a little confused as to how exactly it's supposed to be used, is that I'm pretty sure unlike Johnny 6K, it has no invulnerability of any kind, nor does it low profile. It seems like all it does is move your hurtbox way back so that whatever jump-in will just whiff. Which is nice in theory, but something tells me that with YRC, it may not be the greatest idea to just throw it out. Having just watched some videos, I did see it used in blockstrings, followed by a Stunedge. It seems pretty unsafe though even on normal block, so I don't know about using its static difference for blockstrings. Something else to test out, I guess. Sealed Stunedge does seem safe, but I can test it in training mode to be sure. I haven't seen anyone follow up air RTL without RC'ing, but I guess I can play around with that as well. Faust is just godlike, lol. Amazing pokes, amazing damage, and that black hole. Fuck that thing. At least Ky can deal with Faust and Axl better than most characters due to good pokes and Sealed Stunedge/CSE. I don't think Faust can crouch Sealed anything because those hitboxes are huge lol. Anyways, I'll report back tomorrow with my findings! Now to find an empty cabinet to use for training mode...
  13. Woah, that's nice. I'll have to try that tomorrow, along with the combo starter you just mentioned. I've only ever comboed off of 3H counter hit, but I've seen people do combos off of normal hit, too.
  14. It's the cool thing to do, so why not? (I'll probably feel differently in a week)
  15. It pushes you back pretty far, lol. It does cause a long stagger and give you decent frame advantage, but it's just enough to go for a mixup. I tried landing a combo during the stagger and it never worked. Again, I'll test it out and see if there are non-RC combo possibilities, but I'm not hopeful. Sent from my PTL21 using Tapatalk
  16. It's definitely long enough, the problem though is that you're not really at combo distance. If you were to RC it or something then yeah, without a doubt. Still, I'll take the strike/throw mixup for no meter. Even if they block your run up 2K, you now have a seal right on top of them. I'll see if some gatlings vs some characters will lead to a post stagger combo, but I kinda doubt I'll find anything tbh. Sent from my PTL21 using Tapatalk
  17. Charge Stunedge does hit pretty fast now. I think that's why they made the sealed version hit like ten times lol. Speaking of which, there does seem to be a hitbox behind the seal when you use Charge Stunedge (Axl jumped over it and got hit from behind). I'll have to do some testing to see if the normal version has that too, but yeah. Haven't tried doing VT loops yet. Mostly I've been keeping it simple with air combos, and for ground combos I've just been confirming in to seal. That stagger is actually pretty long, but realistically you won't be getting a combo after it because of how far you're pushed back. I'll have to try some VT loops next time I play (should be tomorrow). Does this game have JI? Sent from my PTL21 using Tapatalk
  18. 236D. It isn't good enough to be entirely safe, but it also isn't particularly easy to whiff punish. Sent from my PTL21 using Tapatalk
  19. Like using j.D for its seal? I don't think the vertical hitbox on either Stunedge is tall enough to reach. The ground seal really doesn't have much recovery, you just don't want to do it at a range where they can run up and punish. Sent from my PTL21 using Tapatalk
  20. I've done meaty 6H -> seal many times. It's really a matter of distance and frame advantage; as long as they can't jump out for free, it's basically safe. 6H -> 5D does basically the same thing, with the added bonus of forcing them to block high. I don't think even on IB you could punish 5D past a certain distance. Sent from my PTL21 using Tapatalk
  21. Just finished playing for the first time. Some thoughts: - Ky feels strong overall. Still has a great mid and long range game and has no glaring weaknesses. - Split Ciel is pretty neat and really helps Ky's oki. It doesn't seem that good on block to be honest, mostly because it pushes you back quite a bit (especially on FD). On hit however, it's great because it gives you a free mixup. Knock them down and then use a Ciel powered Charge Stunedge to keep them blocking. - 5D is godlike, lol. Maybe it's just because it's Day 1, but I landed it way too many times today. The nice thing is that places a seal where its active hitbox is, so even if they block you can keep the offensive going. - 3H... I don't know what to make of it. I don't think it has any invulnerability, but rather it seems to move your hurtbox back. It does lead to nice damage on CH, at least. - I actually got to play against the entire cast today. The only characters that immediately stood out as potentially bad matchups were Axl and Faust. Even then, I was able to figure out ways to deal with both of them (Ciel'd Stunedge helps a lot against Axl). If anyone has any questions or has anything they want me to test, just let me know. Sent from my PTL21 using Tapatalk
  22. If the arcades in Yokosuka have it already, I'd imagine it's everywhere else, too. Sent from my PTL21 using Tapatalk
  23. He wouldn't be the only one, that's for sure. I for one play DOA5 for the fact that all the VF characters are hilariously anime, which means I basically didn't have to learn the game past a few nuances and I body most of the people I play without even trying
  24. I can't believe I just now realized that the first post of the video thread doesn't have any videos. I'll fix it soon, promise. Sent from my PTL21 using Tapatalk
  25. If Gundam were a 1v1 game, GP03 would probably be A/S tier. In theory, his only real weakness is that he dies in two combos. In practice, however, GP03 is kind of a needy suit. To play GP03 to its fullest, you need to be paired with a well rounded suit. Kind of an extreme example, but GP03 + Epyon is a mediocre team; even if the Epyon player is good, he will get hit eventually. And you'll be on the other side of the stage, being GP03, and Epyon will just have to hold that. Pair GP03 with a suit that can hold its own in more situations, and things change. You can play the support role your suit's intended to without always having to worry about cutting your teammate. Also, is it just me, or do the BR rockets have insane tracking?
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