Jump to content
Dustloop Forums

Gravelneed

Members
  • Posts

    145
  • Joined

  • Last visited

Everything posted by Gravelneed

  1. So I saw SuperKawaiiDesu in NYGamer's lobby last week. I noticed he kept doing 5C, 44, 5C, 44, etc in the corner. My guess is that it created some kind of frame trap. Later however, I saw some sorta confirm into the same sequence of [5C, 44]xN starting from the corner but this time is was comboing. What is the complete notation for this? I didn't see the starter for it. Just the 5C loop. It looked pretty cool so I am interested in how it works exactly.
  2. When are the best times to use 5D? I mainly use it after the SMG mute super. Also I'm having trouble connecting those midscreen IAD combos. Should I be micro dashing the 5C after each JC?
  3. douchebag setup: 236C/D xx Sukukaja, 66, 2A, 222CD Panic ailment ends just before IK hits them. Not at all practical. It's just something to troll with.
  4. Yes going for the combo after Throw>OMC is the better choice. Using 236D after throw is almost strictly a round ender when the opponent has little life and a burst available to them. Also when the opponent does burst, Yosuke can follow up with a combo(236B, 236A~Ax2, J236D) since it's a blue burst. If your enemy can gold burst, Tentarafoo was late.
  5. When catching an opponent in a throw, you could OMC>dash up>combo. However, using Throw>OMC>Tentarafoo is viable as well. This technique creates a tick grab with a very small window to escape. Bursting seems to be the only consistent option to get out. Using 236C yosuke will be caught by opponents burst. Instead use 236D only Jiraiya will be caught by the burst. Useful bait to end a round with.
  6. 2 questions: What is the difference between C/D versions of Thunder fist super? D version animation is much longer. Has anyone properly used 5D/2D/[D]? i feel like there are some really great mixups with it that nobody has invented yet.
  7. So messing around in training mode the other day, I found out a funny way to be able to fully combo after Germinal. It's very impractical and prorates immensely, but it does work.
  8. Manaka with Ma-Ryan assist is dope.
  9. Your friends list is full. I'm usually on in the evenings with a room up.
  10. .....and the AH3 DL thread rises from it's grave. Anyway, most of the competent players don't frequent online much cuz of the lag. I usually get 2's with TX/MEX though. It's playable I guess but I wish there were people that were closer to me. My connection is pretty bad due to my area. If anyone is willing to play sometime online, I'm up for it. Usually playing arcana in the evenings.
  11. http://i.imgur.com/Budqf.jpg http://mousems2.info/upload/1309360036x2055023212.jpg new stage on the right of 2nd pic.
  12. The game is looking really good and that's not just biased talk cuz I know all the characters in it. Can't wait to see what people can do when they get a hang of the game. I might help translating. I'm still worn out on helping build the AH3 wiki. Even though it's quite extensive, it's still not fully complete.
  13. Daemon Bride OST
  14. I know. I'm just saying it's hard to people to stop pushing buttons in this game. Maybe the shiny meter bars make them wanna press shit and use random supers.
  15. In this game it's hard to just stand there and try to block on wakeup. Since I mainly fight very good players, I've had to learn just to block. Time/Dark give stupid oki. Also most setups leave me backwards so trying to DP will just make me throw a "Ground 10" card. Long startup/recovery for that move. Even if am facing the right way, lag might make the input too slow and i'll get caught in something else. Even after all that is said, I still do a lot of very stupid things in this game like not dodging Heart's air unblockable all the time.
  16. If you noticed what I said along with learning combos is movement/spacing. Defense is a huge part of the game as well. If you have no people offline to play with, that's when you go to training mode and use record. Start recording strings. A normal A > B > C combo is a good place to start. Do this with different characters. Figure out when it is optimal to use 4 Guard Cancel or 6 Guard Cancel and then what you should do after it. Since characters have different timing to their moves, you don't wanna GC and get caught in another combo. Test other things such as your characters crossups/clashes/otgs etc. There is a lot to experiment with.
  17. Man, I thought having PSN down for almost a month would of made people actually learn combos and proper movement/spacing. Looks like I was wrong.
  18. I'll fight you. I'm in the same general region. Just send me a message for when you wanna play. Those are some of the best arcana for Kira. Also, Evil works very good as well. Water arcana is good for Kira or bigger characters in general. Trust me. There is a way to use it right. It's good point just aren't as obvious as other arcana.
  19. Are there any good mixups involving hazama's drive? Yeah, there are the A/B/C followups already in the game but, I'm talking about other things. I've been trying to figure out good ways to fake out my opponent. Stuff like using using 2D~D quickly, then doing J2D~D immediately after and attacking. I know it wastes drive meter but i want my movement to be more unpredictable.
  20. Ratio tournaments force a limited team choice due to the points. Now one side of the argument says that this forces the player to get good with character they might not normally play. This entails that the better players skill with these lower-tier characters will win the end. The other side of the argument is that if a player is good enough, they should be able to beat any character. So there is no need to use ratio in the first place. Ratio Tournaments are fine with me. Character variety is good. But personally, I don't think the top-tier characters are so high in XIII that they are almost impossible to beat. I still believe if you are good enough, you can beat K'/Raiden/Elisabeth etc. without having to pick one or more of those characters for your own team just to compete.
  21. Think I'll grind arcana today. I gotta find even more useful mixups for my main.
  22. 4D will save your life a lot against those two. You don't wanna eat Fiona's Excalibur super or Maori's nee-san move(421X). Kira has problems with her sluggish normals so you have to be patient on stay on you toes for Maori.
  23. I have crushed the Saki army that has appeared en masse before me. They have fallen to the power of the Poker Goddess.
  24. Metal is the most common arcana for Kira for one reason basically: ~623C>236236E. You'll see many players abuse this because it's easy and does great damage. You can do well with Metal for her but other Arcana for Kira are Evil, Earth, and Thunder. In my experience with Kira, I really like using Halo with her as well. That Arcana does so much work for you. lol If anyone else has questions, just ask.
×
×
  • Create New...