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HardSlash

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Everything posted by HardSlash

  1. That applies to a lot of matches, especially new characters or characters that play somewhat differently than their old selves. I occasionally play against Phil Shin, a Millia player from Nashville, and he's picking up Elph and Chipp because he had trouble vs. them at Final Round.
  2. I actually don't like the arena stage. Partly because it's just too damn gold, and partly because we still can't change the text. It also just feels too confined, like an mma octagon. Give me Elphelts stage or Dragonica Falls any day.
  3. I've played a couple very competent millias offline, and while I got my ass beat, I did learn some important info. They both told me to use j.D more to control space against her to keep her from air dashing in. After you block off that part of the air, grounded yrc stun edge becomes very strong. If you meet her in the air, i was told to use j.P more often (I typically use j.K) because it's harder for Millia to beat out. Lastly, besides learning how to block/avoid her mixups, just abuse the hell out of 6H on her wakeup because she doesn't have a good reversal.
  4. It sounds like most of the discussion has turned into BS being too strong, and I was kind of racing my brain on how to make it less so, and an idea came to me rather than change the meter it costs or the damage proration or the active window, perhaps it could change the hitstun of the follow up attack to only allow one hit. I'm not sure how they'd do that for grounded moves, but if the opponent is airborne it could let them recover very quickly. This way it becomes less of a "now I get a combo on you" move, and something a notch or two above DAA on terms of risk/reward.
  5. I honestly want to see more air blitz sheild in anticipation of AAs. Can you BS during a forward air dash? I haven't tried that yet.
  6. I like it, I just don't like when it happens to me. Lol
  7. Ky's looking sexy.
  8. Xrd Sol is really proving to be a rough match for me. It's like I know what I have to do but the openings are so small they're easy to miss. Namely trying to 6P his specials or hit him as he's trying to Fafnir.
  9. Play OFFLINE. Get long sets with people that are better than you. Don't be afraid to get defensive, the options are there for a reason. Get a feel for baiting bursts.
  10. Kumite in Tennessee. Its a tournament that happened last weekend.
  11. Which ones are 24 and 19? I'm not near my copy of the game and don't know them off the top of my head. As for comboing into instant kill, it tells you the basic parameters before the trial, but doesn't really tell you what the parameters do to LET you combo into instant kill. Essentially, when you meet the requirements, going into instant kill mode causes a sort of freeze, kind of like when an overdrive starts up. Whereas normally the game continues around you, leaving you open to attack or at the very least allowing your opponent to recover from whatever you've hit then with. You SHOULD be able to do it after a wall dust in the corner, the only issue is finding a combo into dust for your character. They make it fairly easy though since they give you a full meter. I found a combo with Ky that was simple, did enough damage to get Pot into 10%, and used a red RC into wall follow up, leaving me with 50% tension, meeting all the requirements. The actual combo into IK at the end was just a matter of not dashing to much and getting the IK to come out as early as possible after the wall stick. Other tips I can think of are use training mode to practice the combo before hand, you can set up Potemkin as your dummy and set his life to 21% (I believe that's what they have it set to in the mission). You can also use training mode to see firsthand the changes in IK, set opponent to 10% life, give yourself at least 50% meter, activate IK, and you'll notice the freeze and that your aura is gold rather than red.
  12. It's teaching you what is known in Street Fighter as a "safe jump". Basically you're timing the j.S so that if Ky had done anything other than Vapor Thrust, he would be getting hit by it. The invincibility frames that Vapor Thrust has on startup are enough to allow the j.S to pass through him, and allow Sol to land and block in time for when the active frames hit. And again if Ky had done anything other than Vapor Thrust, he'd be getting hit by the very deep j.S, or blocking it. Keep working on not only the timing of your jump but also of the j.S, and youll get the hang of it.
  13. Damn. Nothing else to say but damn.
  14. Thats basically how I play but with some tiny combos sprinkled in there.
  15. It looks like its coming from his throat. Maybe all those years of robo-smoking gave him robo-throat cancer and now he has a robo-tracheostomy?
  16. just real quick is this the correct config for a stick? P S HS K R D
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