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Timy

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    San Luis Obispo
  1. Okay - we can pretty much agree that Tao v Arakune is a bad match. What I see a lot of Arakune's do online is: Just fly around and do mixup with the dive into the ground, which doesn't seem punishable (though it does force them back onto the ground if you block it and guess which way they teleport... whoop de do!) Set up a perimeter (because I can't keep in this guy's face with his teleports...) with the bell, the cloud and just spam the worm spit. They just sit there and wait for me to get cursed. Then when I try to get in... I inevitably get cursed. And when I get cursed, there's just too much going on-screen and Arakune's difficult to catch when there aren't bugs flying everywhere. Anyone have any tips, had any success with hunting down Arakune's? My only success has been in the fact that Arakune's nearly always jump backwards at the start of the round, so I often run up and air grab at the start and they eat it =P The floatiness is generally annoying... I guess I should be trying to learn to do drive pressure in the air? That's the only thing I can think of, since, in my experience, Arakune's generally don't spend much time on the ground...
  2. I can't seem to get the timing on any of the j2d~B -> 5C's. Is there specific height requirements or is the timing just really tight?
  3. It has been my experience that some moves have extra hit stun, especially in the air. Slayer's 6P would almost definitely be one of those.
  4. 1) Not 100% sure 2) the first number is the active frames of the first hit. The second number is how many frames before the second hit starts up and the last number is the amount of frames the second hit is active. 3) Yes 4) I would ask people on a Venom forum. I do not know of any list for Slash, there was one on Roman Cancel for #R (I don't have the link any more). 5) It could be different in GGXX/ and it doesn't have HOS and ABA (and ABA has weird wakeup timing). Here it is: http://www.romancancel.com/e107_plugins/content/content.php?content.117.2#hs
  5. Generally it'll get you higher, quicker. Wherever that is useful. However, many combos can be extended when you JC an air move, while you lose that in a super jump if you do not jump install it.
  6. As I understand it, it's actually 10%-49% for level 2 specials for RK (meaning you have to have a bar showing in your tension meter). He's also got different levels based on his heat gauge for his 6HS which is a completely separate meter. Lvl 1 is a quick start up, with practically no hitbox, lvl 2 is a slower start up but has a short recovery as well a big hitbox, and lvl 3 does the most damage, but has the most startup and lots of recovery. These are based off his heat gauge near his tension bar.
  7. Jump or backdash are the universal ones. If they are too deep, you can throw them first. But as I understand it, most command throws have longer range than most (if not all) regular throws. Any move with throw invincibility (or puts you into the air fairly quickly). May's 5k is an example of a throw invincible move. Sol's Riot Stomp puts him in the air almost immediately.
  8. Timy

    Eddie Q&A's

    I have a question, though I already posted it in the other thread, it never got a response, so I'll put it up here: In Slash, is Megalith Head near worthless? If not, what good uses does it have? I would think it would be awesome if you could link it in to a combo and just restart yer pressure for 1/4 tension, but I haven't seen it in a single match vid of Slash Eddie.
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