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Mikros

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Everything posted by Mikros

  1. http://www.twitlonger.com/show/n_1snf1hb Something Daiji posted right now. Anyone capable of translating this into understandable sentences? Seems to be a huge post in regards to the kk4k corner mixup.
  2. Did somebody boot everyone from the discussion? I just noticed, because I was wondering why no one was talking anymore.
  3. How does one join the conversation, isn't it only based on invite? My ID is mik_oro
  4. I've noticed yesterday that if I opt to go for Dustloops in the corner it's really hard to setup KK4K, due to higher pushback. Is the only solution to reduce my combocounter or am I missing something? Neither with sword or without them is working for me.
  5. During FABs visit to germany, we asked him about his opinion of both Sharon's and Ogawa's tierlists. He didn't agree with them, so we asked him to do one by himself. FAB's tierlist: S+ : Zato, Millia S: Elphelt, Faust, Axl A: Sol, Ky, Chipp, Sin B: I-No, May, Venom, Leo, Bedman, Slayer, Ram (left -> strongest, right -> weakest. only for B!) C: Potemkin
  6. There have been some updates on our page, please check them out! But the main reason I'm posting this: Xrd will be played with Version 1.1
  7. It gained some landing recovery, but this should be of no concern for Bullet with special cancel on every D.
  8. I've been out of the loop for quite some time now. Those videos above should cover most of the new essential routes, right? If anyone has been watching current videos, which Bullet player is sticking out, if any? (e.g. Zero Bullet in 1.0/1.1)
  9. Have you tried superjumping after 6B? This should make it work every single time.
  10. Count me in as well, as I've told you in IRC before.
  11. Try j.214A/B or just put up a wall with 236236C to approach. Yukari should feel the same on the ground against Margaret. If one of the air slashes hits it'll take her back to the ground.
  12. Thank you, I completely missed out on that combo video.
  13. Should combo into Capture, they're standing and the hitstun should be long enough with the cancel. The CH Cutting Shear sounds good. Are there some matchvids I missed where those changes can be seen?
  14. Great Video. Cleared up some questions of mine w/ OMC routes and crouch hits.
  15. For those who haven't seen the video yet. So far it seems to be the same as the loc test. She gains the special cancel after her drive, can cancel Miquelet Capture early and the charged fireball moves forward in level 1 and 2.
  16. Haven't seen anyone mentioning it yet, but you can alter j.22C reach if you backturn, same thing Liz had in P4A1 with j.D. Yoshitsune will fly out in an arc roughly one char length further.
  17. That is an error in the notation. All of her Combos work the same in 1.1, just different results or new routes.
  18. Airdash ASAP slight delay j.5B>j.2B works best for me.
  19. Well if there's a gap you will get DP'd, so there's no option to catch DP mashing via block strings, only a safejump would help with that. The most success I had with catching proper normal mash is with sweep. People tend to try to do something after they see the first hit whiff and forget about the second hit which got more range. Also Sweep is the safest move on block after 5A,5AA and 2A with -3. So nothing to lose there.
  20. I hope there will be solid options for knockdown even in 0->2 combos. Her KD game was really important IMO. If they're taking it away they're just creating a new issue for a solid gameplan.
  21. Those new routes should enable double heat combos w/o meter investment. I don't know how this is supposed to be bad,
  22. Thanks for your notes! Finally some real changes for her which sound good so far.
  23. This will at least add another layer to her 720 game. Somewhat okay I guess. I hope there's literally no recovery or the recovery can be canceled by the 720.
  24. Been doing this since day 1, because GRD is really important. The only real reason to go for B+C in combos are to make sure to get your Oki if you somehow did a combo with jump cancel before. I'd rather use those GRDs in neutral like blockstrings or moving around to make stuff whiff.
  25. So far I agree. All of my damage from this weekend came from punishing the mash of my opponents and rarely opening them up. Once they got hit by double double-overheads they just kept blocking high and I had to rely on 66B/C to force some openings.
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