Jump to content
Dustloop Forums

quixotegut

Members
  • Posts

    9
  • Joined

  • Last visited

Other Info

  • XBL
    quixotegut
  1. Fuurinkazaan Bang with a life edge is by far the most annoying. I've never met an Ara that ran away, or needed to for that matter. Asta has the right idea though. Personally I try to predict air dashes so they land into an AC. s/j.C also helps knock them out of the sky and/or close the gap. If they run under you try to land a j.2C. But this all falls under the realm of highly punishable psychic crap. Just another reason why Tager's grabs shouldn't be techable.
  2. Voltic only has Knee to Head invicibility after start up, and until release. I think you're vulnerable until your arms are brought to your chest. You can be tripped out of it, too. I say Knee to Head because, iirc, it'll absorb Nu's knee-high 5D once it's started.
  3. I figured that they were recovering after the wallbounce which adds speed, but I see what you're saying. I'll try to time the AC a tic later.
  4. I have a few questions pertaining a combo string ending in 720. When I do B+C,AC,6 for a step,6C>D,AC xx 720, I can time the release of AC correctly about 30% of the time to land 720. However, sometimes the opponent flies, incredibly fast, over my head instead of towards my outstretched hand. I'm assuming that they are Recovering towards me. Am I AC'ing too soon, though? Is there a way to still drag them into a 720 when the air recover towards me? Or should I just go let AC grab. Also, when I try to do 4B+C,AC,6 for a step,6C>D,AC xx 720, the second AC never gets out in the same manner as when I just use a normal 5B+C. In fact I can't seem to make it work ever. As soon as the 5D lands I have already finished the AC motion, but nothing comes out. Is there something I'm missing or going to early on?
  5. Heh, just send me a friend request on XBL: quixotegut. I'll be out of the house tonight, but tommorow I should be on for some CoD. BB is being lent to a friend for a while... Online play got me down so I'm taking a breather from it.

  6. We need to get this CoD and BB going buddy

  7. Check the "360 & 720 buffer" thread, in the last page or two MikeZ confirms that you can SB, hop forward, and when they rebound off the wall and most likely recover landing nicely into your 720. I don't think it'll work unless they recover... but I could be wrong.
  8. Thanks for confirming that SB to 720 with the forward hop. People recover all too often after they bounce off the wall thus landing right in range. I tried to get the SB, dashback, 720 in but was unsuccessful, my thumbs aren't fast enough, yet. but now that I know this works, there's no need to worry about it anymore.
  9. Dunno if it's mentioned or warranted, but Arakune has a burst-only-for-escape loop to watch out for. 3 hits, can't recover from it, and you don't need to be cornered. I'm thoroughly amazed with this imbalance of this game the more time I spend playing it...
  10. After watching Mike Z's vids against Nu i've figured that it's mainly patience and getting your sledges into the proper range. Use the aerial C's to get a false airdash and close the gap (watch out for that quick-ass air claw thing) and learn the block pattern of those annoying drive combos. Tager isn't handed anything in this game... I almost wish he did more damage to make up for the lack of hits we get to land.
×
×
  • Create New...