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Darlos9D

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Everything posted by Darlos9D

  1. Man, its hitbox is really weird. The way people can avoid it by just being up a bit (even if they're touching Tager otherwise) makes it feel like the hitbox is low, but then that happens.
  2. WAAAAH CURASU COUNTAAA Regarding Haku: yeah, that was kinda neat that a long range 5C is pretty safe against counters.
  3. Makoto. But yeah that was an intense shriek.
  4. It's 360C in the air, and no it doesn't have any invuln I don't believe.
  5. Oh well yeah, I won't argue that up close, you should probably j2C punish. But hey, having a decent ranged option that doesn't require resources is nice too.
  6. Well, hey, looking at the P values the only difference between 236B and j2C is 100 damage. Though I guess the followup to j2C can remove a 5A. Though maybe 236B could follow with something besides 5A as well since this is a fatal combo after all. I'm not sure which one is clearly better. At any rate, 2D's P2 is kinda unattractive now. We might want to avoid it after CH 2C.
  7. Akizuki in action: http://www.youtube.com/watch?v=Pzo5XOUG76E&feature=youtu.be He seems kinda fond of 6A > 6B blockstring. And it seems to work out for him.
  8. So basically, 6C is going to be a legit response to big whiffs such as DPs? Man that could be some hot shit. I guess these other options are better than the CH 6C > 236B we could do already?
  9. You claim that AC flinger's single effect is better than all the driver flinger options, but I'm not really sure I see how that is. Like I said, they all end with them landing and you doing a mixup. What's the difference there? Also, in almost every example in that video, they flew up so far that they couldn't see what Tager was doing. Sure I guess they can make some guesses based on the camera movement, but they certainly couldn't see everything he was doing.
  10. On top of that, you can jump in different directions, getting you different trajectories off the air driver pull. Maybe they all boil down to the same mixup/crossup once they land, but honestly anything that makes your opponent wonder harder about what the hell you're doing is a plus in my book. Also positioning options might be important in certain cases.
  11. ::nosebleed:: Did the old AC trick throw them up THAT high? I don't remember if they went up high enough to where they couldn't even see you. Obviously AC flinger didn't give us that many options as to which direction we fling them. This is magnificent. Imagine just wasting a bunch of time on purpose, jumping up and pulling them back into the air constantly.
  12. We can 2D under Amane's... uh, 5C is it? The standing ranged strike. Then we can just jump over his low ranged strike. So, there's actually something of a guessing game going on at a range between Amane and Tager. We aren't TOTALLY boned.
  13. FINALLY living in the research triangle again. So, what's going on around here these days? Where/when do people meet up in Raleigh? I figure I'll just go there instead of hoping for anything in Durham.
  14. http://www.youtube.com/watch?v=ZUxACwQr42A#t=28m33s Some Tager from this point forward shutting down some Mu laser spam. Then losing to Carl.
  15. I block mixups accidently. Of course I only online, so...
  16. Some good Tager up in here http://www.youtube.com/watch?v=B-YMDwoJUcs&feature=youtu.be
  17. I was shocked in a recent match vs Litchi I saw. She was pretty damn high in the air after being juggled by 5B, and 5C still connected. So the box might have been extended upward, at least.
  18. Yeah, I was definitely noticing 6C hitting people who are pretty high in the air, mid combo. It looks like the hitbox was adjusted to actually hit everything that it looks like it should.
  19. Yeah, I was looking for an air driver in that Valk match. Also, could you wait to do air spark until AFTER he flies over your head? Or would he just always block it easily? The amount of control he has over his wolf form when it comes to stopping and reverting is ridic. It's like he never has to really commit to anything. Also, why do I feel like sledge spam isn't going to fly against Nu in the long run...
  20. Insightful. I don't even know what you're mad at.
  21. Hm, between that and GP, anti-air baiting might be a big new thing for us. Get 50 meter first and you can even get some good damage out of GP thanks to its decent P values, but clearly j2C is the holy grail.
  22. Whoop whoop. A fatal j2C combo from Akizuki: FC j2C > 5C > 6C > j2C > 5B > 6A > 6B > j2C > 5B > 6A > AC 4651 damage, 34 heat http://www.youtube.com/watch?v=R37PMy8ZjHY&feature=youtu.be#t=13m54s Imagine spending some meter on that shit.
  23. It already lifts his body way up in the air and his arm isn't vulnerable. Or at least it doesn't look that way. It's actually a pretty defensive move already imo.
  24. Yeah he was a little underwhelming after that. Jumping into anti-airs and just letting her do stuff in the air while he had spark. Among other things I probably didn't notice.
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