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BagLunch

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Everything posted by BagLunch

  1. Typo there....... 623B should be 236B I wonder, would 412B be at all useful after the opponent has been downed? Or is the Dagar meter cost too high for it to allow the loop to continue?
  2. Ok halftooth here has got this one significant problem that anybody who plays him knows about: he sometimes stands around doing nothing, like he doesn't know what to do. Maybe he really doesn't know what to do, or maybe he's just tired. I don't know. He used to do this with regular Sol, too, with his famous GUNFLAME FRC->stand there looking cool. It happens once against Eddie where Eddie just runs up and command grabs him, and it happens multiple times against Millia where they just come to a sort of standstill and then Millia takes the initiative and messes him up. I can't say that I play HOS, but anything's got to be better than standing there doing nothing. j.HS, or d.S if you're close enough, or rock to close that little gap. It's not like you're being zoned out; you're just within reach or just a little out of reach. Do something.
  3. Notice how at the end of that combo, the gravity on Rei is so extreme that Raoh manages to squeeze in 7 d.LKs as JUGGLING hits. Yay for optimization.
  4. wow... my friends and I had bounced this idea around, but we had no idea that it actually worked! LOL Much love to nohoho for delivering the goods once again :china:
  5. quick question: if Kenshiro powers up and then starts a combo with B+D, is the extra star counted as part of the three star limit? Because if it isn't..... 5 star combo?
  6. I am actually not 100% sure on this. Boosting after you've hit certainly cancels the move, but I don't know about only hitting moves being boost cancellable. For instance, if you try boosting Souther's grounded cross projectile, sometimes it seems that you can start acting earlier than normal.
  7. OH SHI-
  8. OH SHI-
  9. Well, jojo.sakura.ne.jp had a "PSX-only" combo video not so recently, among their many DC ones. Unfortunately, I don't know the game well enough to say what makes a given combo PSX-only... unless you want to state the obvious and say, "the frames are different!"
  10. Against Shadow Dio, double jump and get as high as you can just as the time stop hits you. He doesn't have many guaranteed damage options if you do that, especially not if he has only a few meters.
  11. Jumping D (2 hits), B is a really strange-looking crossup chain against grounded opponents. That's about all I have to say.
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