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Kumlekar

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Everything posted by Kumlekar

  1. Stolen from aquas but truth. Good luck inputing 632146 on that.
  2. Block or counter, I don't think theres much else you can do. You can sometimes jump over them if you time it right, but it seems pretty hard to do. Maybe a 5C if you're on the other side of the bounces of all three nails.
  3. Not if you roll. Bang's command throw has signfiicantly less range than his normal throw.
  4. I wish I could help, but I'm incompetent at both combos and video editing...
  5. A pointless note: Haku's air dash + Magnetism = EPIC
  6. Rub it in why don't ya. As for the super counter, a double jump goes right over it.
  7. The danger of that attack isn't the level of the hit because it doesn't have an overhead, the problem is predicting the timing since the attack can easily be delayed. But in general yeah, don't counter it unless your pretty sure you know the timing. For approaching, IADing doesn't seem smart (eats Itsuu pretty consistently) unless your trying to get in while her staff is still placed. Whats the safest way to go in? Super jump air dash? Approaching slow with regular jumps?
  8. oh, ty. I guess all low hits fall under that category in this game.
  9. 3C is great unless they neutral tech. Just fought a guy who didn't know how to tech. Free zanketsu's FTW
  10. Uh, whats OTG?
  11. ok, so basically the startup. I assume SD is the difference in frames between the recovery and block stun? Is there a place that has a traslation for the collums?
  12. Seemed pretty consistent when it was destroying me, I guess I know to duck next time.
  13. So the followup has invincibility while active but not during its recovery? What does EXE stand for?
  14. Question about the command dash. It states that it has upper body invincibility on frames 1-25, does it cancel the invincibility early if you do the followup? I never seem to go through anything with this move.
  15. ok, how do you deal with her command throw. Does her 5A->throw actually combo or am I just mistiming everything? Sorry I misread that. What are her options after that?
  16. My point wasn't so much that the haku player has to make a choice as that arakune standing in his own cloud eliminates the threat from the cloud.
  17. Aren't these contraditory, or am I completely misunderstanding something? (We're talking about a defensive burst here, though I don't know if BB differentiates) Also, is having the enemy in danger mode an additional 50% or 30%? (I thought it was 30%) and what does BD mean? Barrier defense?
  18. Blaz, just practice blocking her strings and throwing a 6A or 6B at the right time. I haven't gotten around to it, but I've been meaning to learn all the possible flow charts on her drive moves. It would really help for knowing which moves to use, but usually you'll see your opponent relying on one combination, and you should be able to punish it if you learn it. I usually end up losing the first round against even the worst noel players, figuring out your opponents play style really helps in this one.
  19. wait, command throws can be countered some of the time? I thought they could never be countered no matter the conditions.
  20. JackG covered the matchup pretty well but a few notes from a far less expierence player: if he traps you, remember your teleport between the screen edges, I see very few arakune players using it, but its incredible for getting some breathing room. When you have a cloud on the screen, DON'T LET HIM SLICE IT! Basically don't stay in your clouds, use them to limit his motion, but if you have them and a 4D bug out you should be attacking, and trying to land a curse. If you're not attacking when you have projectiles on screen, you're giving him stars. If you are inside of a cloud, that means that he only has to slash at one area to both hurt you and gain meter instead of having to choose one and avoid the other. This isn't to say that the cloud that follows you is bad, but it means you have to stay ahead of the thing.
  21. Theres a long delay before bursts in this game, but hte delay time is variable, I read somewhere that its based on how much barrier is left, but I'm not sure if this is true. It seems to me that if you can rc and then block a burst there should be no reason you couldn't counter it (which would probably put you in an even more advantagous position than just going back to wailing on them.) As for that combo, the enemy was teching before the 5C.
  22. The hard part is timing a 6D counter on one of her overheads. I usually do 2D and eat the rest of the combo XD
  23. How can there be a false gap for a counter if the counter comes out in 1 frame? 5C does stuff alot of her stuff early though. I'm mad at myself right now because I lost to a noel player who didn't use anything but drives just now. (Those crossups sucks!)
  24. The problem with just walking is that he has the "command dash" teleport on the screen edges, I played the entire match horribly, and really shouldn't have lost, but it doesn't change the problems with how hard it can be to close in. Just wondering ryko, whats your win percentage?
  25. Thanks for the video, I think it will be awhile before I can input that consistently. For some reason (6) 41236C > 5C > 41236C > 236A > 6C : 5768 doesn't seem to work with infinity active. Is there a difference in the properties of throws when the oppoenet is taking damage as opposed to when they aren't?
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