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baod

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Everything posted by baod

  1. Ending pic. http://img84.imageshack.us/img84/9452/sspx0738zh2.jpg
  2. no invul on supers, but both supers will still come out even if you are hit. D attacks and 6c (and probably more attacks) can be forward or back dash canceled. Forward dash will crossup. Profile: A mysterious little girl who appeared from a giant contraption hidden in the depths of Kagutsuchi. What can this emotionless cyborg of a girl possibly want with Kagutsuchi....? IDK why I typed that out instead of screenshotting
  3. Some crappy sample pics http://img264.imageshack.us/img264/8694/pic02pq6.jpg http://img264.imageshack.us/img264/9831/pic012kt0.jpg http://img134.imageshack.us/img134/6528/sspx0729kt9.jpg ---------------------------------------------------------------------- -heavy heavy nerf compared to boss version 214d: half screen ground spike fireball adding c afterward makes startup time large but fullscreen. You can dash or IAD afterward and combo if the fireball hits 236d: full screen ground fireball, hits low adding c: makes it appear from about 5/6th of the screen(when the screen is zoomed out). Then it moves backwards towards you. j214d: greed sever like poke, good vertical distance, can be tk'd to use as overhead adding c: fakeout 214a/b/c: makes the opponent movement slower 236236d: 2k+ dmg full screen, comboable 632146d: short range pillar drop, good dmg 4d: overhead that hits your opponent if you are more than halfscreen away (when the screen is zoomed in)
  4. works
  5. Hakumen's special/super uses bar. His bar is reset to 1 every round. It fills automatically at about 1 bar per 7 seconds. It also increments every time you get hit/ land an attack. His D is a counter. 2d will counter low attacks, 5d will counter the high. It looks like mid attacks can be counter either way. When successful, it will grab the opponent for 1020 dmg (2d), or 1700 dmg (5d), or 1610 dmg (jd). Hakumen has 12k hp.
  6. Right after 632146D, input any direction + D. You will hear a sound similar to the one you hear after inputing the second move on dizzy's fish. You can do this up to 6 times according to my test. I could be off by a value (might be 5). Using 632146D3DDDDDD against cornered opponent doesn't seem bad at all. Update on the staff recall, The move used to set the staff down also effects the 41236d recall Setting the staff down with the following moves will make both normal and 41236d recall arc upwards -5d -j2d -6a -632146d Setting the staff down with the following moves will make both normal and 41236d recall move strictly horizontal -2d -j5d -3c -623d -41236d~anything Using 63214b to throw staff around does not effect this.
  7. And even if that is used, the command used to set the staff before this is what decides the recall type.
  8. Regarding the normal staff recall, the two different type of recall is decided by which move was used to set the staff. If 5d, j2d or 6a was used to set the staff, the staff will spin vertically, travels up first and lowers as it returns If 2d, j5d, 3c, 623d or 41236d~anything was used, the staff will spin horizontally, travels low. Doesn't matter if you recall with 5d, 2d, j5d, j2d, or moved the staff, or used the 63214 a/b/c after setting, all that matters is what move was used to set the staff. The recall hits mid, despite the fact that the horizontal spin recall appears low. Would be too good if it did.
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