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Gemakai

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About Gemakai

  • Birthday 08/14/1988

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  • Location
    US East
  • PSN
    Gemakai
  1. That's what I mean. The combo I've been using Starter > 236K > c.S/5HS > j.SHD2K, j.PK, dj.SHD I drop at the j.PK or the H in dj.SHD
  2. Maybe. I either drop it at it at the j.PK or the following j.H in the dj.SHD
  3. I've been having trouble confirming KMappa RC into the j.SHD2K air combo path. At least consistently. The combo I've been doing that does comparable damage for less timing (for those interested) is the following Starter > 236K > RC > 214KK > 5HS > j.KSK> dj.SHD Nets approximately 150 (will update when I get home and give exact values). On heavier characters like Potemkin and Bedman, I use cS > fS instead of 5HS
  4. Maybe it's just me, but I rather like the input change to CL. Why should it be more difficult? Pot is still pretty strong, I feel. He just requires more work.
  5. Slayer losing Mappa Feint is definitely one of the more painful things. I still think he's strong, just not as before. I feel most lists are relatively accurate, but ultimately most to all characters have the capability of winning, though Pot seems to have the most trouble depending on the matchup.
  6. I'd like to join as well.
  7. If I recall, the proper input is along the lines of 5AA > 5B >5C, A+C, 236BB > 5B, 2C>2A+C, j.C, etc Correct?
  8. I'll definitely fiddle with my main stays: and But of the new characters, I definitely resonate with Adachi and I'd like to give Yukari and Rise a shot.
  9. I just picked up the game recently and I'm trying to learn Adachi. I know the basics and whatnot, but one thing I'm having trouble which is getting 214A after a 236AA. Is there some timing involved to get 214A to even come out?
  10. Try delaying the jC til you're lower to the ground so you have more untechable time by the time you hit the ground.
  11. Fair point. Where can I find these 'throw reject miss setups' you speak of?
  12. Recently acquired the game and have taken a shine to Bullet. The help in this thread is pretty nice so far, but what's the general strategy for pressuring and mixing up the opponent. So far I've basically been doing the following block string 2B 5B 5C 6C jC 2B 5B... occasionally mixing it up with maybe a 3C or something else, but it feels like the opponent can just downback block and when I go in for a 6A, I get a reversal to the face. Any advice on how to improve it?
  13. Been out of the game for a while. What are the basic BnB starters for Slayer into an air combo? I know comboing to BBU still leads into an air combo with 6H, but not sure what are some of the better meterless combos are and navigating through the forums seems to be hit and miss.
  14. To me, Naoto is probably the most interesting character on the roster because how her instant kill works and how (at least, I think this is how the designers were intending) damage wasn't as much a factor to damage as getting the Fate Counter to 0 so you can get the win. I like to equate the style of playing to milling or control in Magic: The Gathering, and ultimately, I think that's what the designers might want for her, to be a character that doesn't do large damage but whittles down an opponent before, quite literally, killing them in one blow. That said, I think it's becoming apparent you can't really win in this game with such a style unless you really put in the effort. Hence, I get the impression the designers want to shift her to a more Jack of All Trades roll, while still retaining, in fact enhancing, her Fate Counter removal tools. The poison is a good start as in the more than the initial fate removal per combo change, I always found that weird. Now if you could bring a person to 0 counters and put them in Mudoon or Hamaan in the same combo and it works (no need to drop the combo for the game to register that the player has 0 counters), Naoto's playstyle might work. Otherwise, I just wonder what her main game plan with be with the changes to her traps and zoning along with other characters getting ways around zoning like Kanji's new tackle move
  15. That sounds entirely possible - maybe as a reward for setting it up all those traps to combo well enough. This might change well enough though. Might end up being 5 counters in the end. Still, not shabby for a AoA starter (though I assume it's corner only)
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