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Koozebanian Fazoob

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Everything posted by Koozebanian Fazoob

  1. I hope he's at least like RoboKy and a real effort and not just a pallet swap with some modified moves.
  2. You can, of course, also just do 236D 6P 6H S.Carcass etc etc. Personally I'd stick with that as it seems to do the most damage and still gives you room to do a doobie loop and get a doober ball out there.
  3. Depending on how it goes, it's possible in some cases to FRC the Hammerfall on wiff and PB the backdash recovery. It's very hard but awesome when you do it.
  4. All of these setups are ancient and most of them aren't even that good. Most aren't even a mixup, since they can just reaction escape out of them. Hammerbreak really is pretty tired as well, it just isn't fast enough to be a good mixup. Hammefall FRC on the other hand is still quite good. No they won't, they will back dash or uppercut, both of which will beat both PB and Heat. Heat/PB is not a mixup, never has been, never will be. Maybe, but 5D is easily reactionable. EASILY, even by me, who is terrible at blocking Dusts. Online play doesn't count a single bit either. This part I agree with. Slide head is good but if you are a one tricky pony you will never get anywhere.
  5. That's basically it really. Even in previous games, I landed a lot more damage off stuff that wasn't PB than I did with it. It's a great move, but really it's great because it makes people scared to get thrown, which lets you hit with all of his other stuff.
  6. As cool as that is, it doesn't really help express any emotion that doesn't already. :I
  7. Here's some fun stuff. After any boing in the corner, you can going into most any of the loops. You can usually work into the Doobieloop after either, which is good. 1) 214P Loop. Best damage, hard to hit because of the erratic way the ball bounces. 2) S.Carcass Loop. Very reliable, very powerful. 3) Doobie Loop. Low damage, but lots of reps, and really hilarious. Some examples: Throw, 6P 6H S.Doob, (2S/2D S.Doob)*n Throw, 6P 6H P.Ball, 66P 6H S.Carc, 669 j.H D.Ball, j.K |> ... Throw, 6P 6H P.Ball, 66P 6H S/H.Doob ... Throw, 6P 6H S.Carc, 66H S.Doob ... Dust 9 j.HS D 2369H |> 6P 6H S.Carc, 669 j.HS ... Dust 9 j.HS D 2369H |> 6H S.Doob ... 2369D |> 6P 6H P.Ball, 66P H S.Doob ... H.Doob K.Ball, j.K, |> 2D S.Carc, 66S 6P 6HS S.Carc ... To extend on Titan's mid screen Dust combo, you can just do this: Dust, FD j.D, 6P 6H S.Carc ... I think it works better at a range than using j.H too.
  8. Uh, which bounce glitch? The OTG infinite?
  9. For moves with a Physical hit, yes. Some moves can't be RCed to begin with though, so you can only FRC them. Examples are Gunflame, Charged Stun Edge, the works.
  10. Mamiya is a million times better than Jagi. She has unblockable setups, knocks of stars easily, zones really well, and her supers pretty much let her get out of trouble for free.
  11. The AI in this game is good enough already sheesh.
  12. For normal force blocking (called Faultless Defense) you now need to use two buttons others than S+H.
  13. Just to clarify for updating the FAQ, the requirements for breaking the limit are one of the following: 1) Dizzy someone with a combo that takes off a star, then start the follow up combo with a BD throw or Shin's command grab. or 2) Make someone block a fully charged CD attack and then follow up the combo?
  14. Well you CAN JI on wakeup, but you can't JI while on the ground yeah. You aren't going to get around having vulnerable startup there.
  15. Not really. You can cancel the startup of a jump into a move from neutral to JI it too. However, you have to actually let your jump startup first, which means you'd have at least 1 frame of vulnerable startup. If you have room to do that then you are good to go.
  16. Seeing as I am the master of worthless combos I will be learning that one as soon as possible.
  17. For spell check ... download Firefox, problem solved.
  18. I added everyone to the contributors list. If anyone is missing from it, or from any of the individual pages, let me know.
  19. Well that was an ancient post but yeah I agree with you now anyway. I would see Turtling more as the 'just chill and block' type and 'zoning' and 'keepaway' as more the Guile or Venom type.
  20. You pretty much have to dizzy in an air combo and connect ASAP to get the thing to hit at all. Either that or use it to hop over Raoh's ground Goushoha.
  21. I've had them off forever honestly. If too many people complain the smilies will go off again.
  22. It appears that is possible to do.
  23. Match finder still has much more relaxed rules than the rest of the forum yes.
  24. I believe she can in fact auto guard and then cancel, if not just hit him in the face. But she has to be pretty close for that to work.
  25. Timing is key, you can't hit it too fast or too slow or you won't get anything at all. The timing also changes if you are jump canceling instead of jumping from neutral.
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