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GirugaMarc

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  1. How are you people doing vs Hilda? He can't do his normal neutral game stuff so you have to play against her a lot differently. So far my only solution to the neutral game is flying and throwing fireballs when she doesn't have 200 meter. When she does have 200 I just fly and wait for an opportunity to close the gap. Blocking vs her is pretty annoying too. That overhead thing that appears above the health bars is pretty troublesome.
  2. His elbow (4B) with no vorpal does 666. Does this make it the "hellbow"? Fitting because it's quite a good AA.
  3. You can cancel it into fireball if they shield
  4. Ending your combos in 214B all the time resets momentum. Go for more 4B enders. And don't do 2CC on block. 66C > B+C > 623A is another good one if you're in the corner. If they get hit by 66C or try to mash in between that and B+C they will get spun around town.
  5. Jump cancel forward D Edit: nvm, misread your post
  6. Strange....I always thought an anime game was an anime game if it...y'know...looked like an anime. Street fighter is NOT anime, lol.
  7. Now I'm glad you never did AC ABA.
  8. Yes it might be the way I hold it when I'm on the left side. I just hold it with my thumb on one side of the ball and the rest of my fingers on the other. Yeah I do them 956.
  9. Help, I've never been able to properly IAD to the right and I've been playing this game since about 08. Is there some other way I can do it because my hands are too dumb? When I do it to the left there's barely any wrist movement but when I try to do it to the right nearly my whole forearm moves and I do it too slow and sometimes not at all. More specifically, I'm trying to do Slayer's 5H into IAD j.K into 5H
  10. More than half the videos were taken down by Sony lol
  11. I tried it again after this post. My recording has it so that the first frame of startup starts on the 2nd frame (of the recording) and it makes contact on the 8th, that's 6 frames where the move doesn't hit. Do you count the first frame that the move becomes active as startup? If so then you're right it is 7 frames. I'll be doing this over again (unless someone else wants to) to get hopefully more accurate results. It's probably just one frame off on everything except 5A.
  12. Researched the startup on Teddie's moves using that method in the general discussion section. 5A- 5 2A- 5 j.A- 7 5B- 12 2B- 9 j.B- 8 236A- 8 236B- 21 236AB- 18 214A- 14 214B - 24 214AB- 27 236C- 13 236D- 14 236CD- 25 Feel free to do it yourself to check it out, I may not be right (I hope not) on some of these. edit: this is all wrong, ignore this post :>
  13. Did startup frame data on non-counter DPs using this. Labrys- 25 Mitsuru- 9 Aigis- 8 Yikiko- 22 Yu- 9 Ahikiko - 8 Slabby- 14 Ground techs take 36 frames for everyone. Great, now I don't have to worry about safejumps not working on certain characters :p
  14. Just input it right after the j.C
  15. It's a cancel, not a link.
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