Jump to content
Dustloop Forums

Mooshi-Q

Members
  • Posts

    42
  • Joined

  • Last visited

Everything posted by Mooshi-Q

  1. Tsubame also can punish sledgehammer if you throw it towards the end of the attack. Basically, sledge guards against projectiles. So, any time the staff is leaving Litchi's hands it won't affect him. Flying staff, Tsubame, Itsuu, 6C[m] etc will be eaten. I generally use 5B if they're close or 6B if they're at a distance.
  2. I discovered tonight that a 360A will also eat 6B at round start. I like to throw that out at the beginning of online matches since most crappy Tager players immediately use sledge.
  3. Wtf, I didn't know that either. Quite a few ranked matches looking stupid as I jump on my staff over and over again.
  4. Isn't that the trick no matter who you play? I dunno. When I play the computer and it's in the DAA mood, it will go for it the instant I start a block string regardless of where it's guard gauge is at.
  5. I am not playing survival mode anymore. It takes too long to get anywhere. I just beat Gold Potemkin then the computer decides it's going to play like a total jag with a shadow Robo-Ky. It Slashbacks or DAA's every single one of my attacks and uses it's ridiculously fast dash to tick command grab me 3 times in that same round. Almost an hour and a half down the drain. Highest I've ever gotten was to 580. Lost to Gold Chipp who went ape-shit out of nowhere. Computer screws me up with it's inconsistency in difficulty.
  6. Mooshi-Q

    A.B.A. Colours

    It's a real option. He means Slash color using S to select. It does kind of look like it reads 'Black' on smaller televisions.
  7. ABA is supposed to have a 7:3 advantage on May? That sounds like a bit much.
  8. Aye, I was seriously considering Carl as well but thought Litchi was probably the closest to ABA because of her long weapon so I went with her. Now that I know how to play Litchi to an extent, I can say she is similar to ABA in a lot of ways. The most apparent being both have two modes with different normals and specials to switch between (Aba;Normal/Moroha & Litchi;With Mantenbou/Without).
  9. I actually referred some my casual playing friends to this thread since they bitch about Danzai (and playing my Aba in general). I figured it would be mutually beneficial if they learned to punish. Not that I really have a problem with over using it. I've actually been told on a couple of occasions by good players that I need to throw it out more. <_<
  10. Okay, so when that's listed it's not you really pressing anything it's just explaining every hit that occurs. Gotcha.
  11. Ok, you have this in over the half the combos and I have no idea what it's suppose to mean. :8/: Is it the point in which your staff is suppose to finally reach you after summoning it back?
  12. Mooshi-Q

    A.B.A. Colours

    I usually play these two colors:
  13. Option A: Train in 100x gravity for 3 years then undergo a traumatic experience and you should explode into it. Option B: Input 63214, 63214 S whilst in Moroha mode and have 50 percent tension and a bloodpack to waste.
  14. First Combo: 2S after the 2H seems unnecessary and made the rest of the combo fall apart, not to mention needlessly difficult. The best thing against Potemkin after the 2H bounce is your standard j.S,H,D,orbs x2 with a double keygrab at the end made possible by his heavy weight. Second Combo: The addition of Danzai is also kind of unnecessary after 2H. Unless that is, your Moroha gauge was almost up then 2H (1 or 2 hits), Danzai, 66, 5S, Keygrab, OTG Keygrab is the way to go. Third Combo: See above. Fourth Combo: Seems efficient and has some style if anything. Looks like at the end you could have gone for the double keygrab. Fifth Combo: Wow, it's defiantely apparent you're an I-no player. As pleasing to the eye it is to see the CL-esque Orb cancels, I'm not so sure combos like this are an effective use of your tension most of the time. I'd just refer to the Aba guides for more conventional combos. .:EDIT:. Beastly Combo for Middle/Heavy Weight Characters: j.S JC j.S, H, land, 5K, 5S(f. 2 Hits), Rekkas FRC, 66, 6H (1 Hit), 669, j.S, H, D, Orbs, land, 66, 5S, Keygrab, OTG Keygrab Confirmed on Anji, Venom, Testament, Potemkin. 19 Hits 215 Damage Avg (175 on Pot) Adding the jump cancel in the beginning allows for the double keygrab. Take the jump cancel out and they'll tech before you can dash in at the end. I don't understand the why but I'm loving it.
  15. That's a damn fine solution. Much appreciated. I agree but it does come up here and there and it's a shame when I hand her a get-out-of-combo-free card because of her height and my lack of know how. Short ass, guard canceling bitch.
  16. Does anyone else have the problem of Dangoku going clear over her head? It leaves you in an extremely unfavorable position with her behind and you in the process of swinging. It seems to happen if you're really close to Baiken at the beginning of Rekkas. It's not happening everytime but often enough where I'd like a solution. I'm not really sure how to deal with it. Starting another ground sting after the stagger caused by Fukumetsu works on some but I'm not sure if people who bother mashing out of it will be catchable.
  17. Mooshi-Q

    FRC on Pad

    Now I'm confused. I thought they were the same thing. Someone enlighten me.
×
×
  • Create New...