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Nakkiel

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Everything posted by Nakkiel

  1. Well that didn't take long to start back up.
  2. From midscreen it would take I think about 2 or 3 with running momentum? The 5C j.BC land 5C j.BC.... combo is very similar to this, so I imagine you could do potentially 4 reps.
  3. p1 90 p2 89 for both, staffless obviously.
  4. Kote is when Litchi calls the staff forwards or backwards while it's planted. j.BCB kote? That sounds really strange, I'm curious to see it.
  5. fixed that for you bro
  6. Nothing has alluded to that. I guess it doesn't particularly matter in the current changes, you shouldn't be throwing the move out anyways since you need 50 meter to combo off of it. With the current changes, 6A[m] RC ItsuuC would probably be the go to combo-starter for it. I wonder if it's still safe on block. /theory derp
  7. Hey, most of PNW drives an hour each way every Friday to go to meets. Step it up!
  8. Those are loketest 5 changes. So according to that, if it is true, j.C]m[ is techable. Again.
  9. j.C]m[ knocks down again so I'm not sure why you're listing out combos that don't end in knockdown.
  10. So seeing that combo in the video above along with a combo variation I saw a JP player do, I came up with a new BNB at certain ranges from the corner (this might be known already but might as well post it) 5B 2C ItsuuA 6kote Haku Hatsu RiichiA IppatsuA IppatsuB delay tk.Hatsu Haku Chun 2D (staff must be about no further than a 4kote from the corner for this to hit) late j.C staff2 2C ItsuuA 4kote 3C 2D 6C 6D Daisharin (optional) Hits 5K (don't have exact numbers right now, no game available to test) works on everyone. Off of 2C starter you can get an extra ItsuuA repetition and the combo will hit 6K with no supers. 7.2K~ with Daisharin 339999 Hatsu Daisharin2 Kokushi Musou Variation in the corner I mentioned but more difficult to do 5B 2C ItsuuA 6kote Haku Hatsu RiichiA IppatsuA 2 44 (drop and airbackdash under opponent) j.Hatsu Haku Chun 2D late j.C 2C ItsuuA 4kote 3C 2D 6C 6D Daisharin (optional) Same stipulations as the first combo, can get an extra rep of ItsuuA with 2C starter. I believe damage for this combo is slightly less than the first one I've listed, but again I have no way to test for exact numbers right now.
  11. Hey, you're not bad for being so new to the game. At least you know combos, lol.
  12. I remember you taking a particular liking to that human shit.
  13. Alright. Sleepy when I made that post, if that's what he's asking: The move correlates between what travel path you have the mantenbou set in. There is 5D set and 2D set. Concerning Four Winds, 5D set will make it travel vertically, while 2D set will make it travel horizontally. Moves that 2D set: 2D j.5D 4kote (421D staffless) Daisharin (final hit) 5D set: 5D 6D 4D 6kote (623D staffless) j.2D Tsubame Gaeshi
  14. What exactly is your problem? Make sure you clearly state it in the future so that we can help.
  15. yo ZONG ONE CHILL THE FUCK OUT i can play on both (prefer stick, but i'm an ex-pad WARRIOR) stay free america
  16. ahaha nice max avatar SPICY CHICKEN NUGGETS
  17. I imagine there are two reasons. One being that Spark and I don't play very often. Second being, is that every normal that can go into 4D can also go into 5D or 2D and both those moves create the same insignia on the screen. The sign kind of masks 4Ds animation (the flash happens just before the actual kick), so it'd be tough to j.D on reaction just because it's so easy to fake it.
  18. Aki-con 2010: Grand Finals spankmaster5000 (LI) vs Osuna (TG) http://www.youtube.com/watch?v=4jr8Jzx_YHY Part 1 http://www.youtube.com/watch?v=hX3mzAzrKfw Part 2
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