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Senovit

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Everything posted by Senovit

  1. Uh... that video would probably be better if it actually showed Narukami blocking and then getting hit by the unblockable fireball, rather than running into the second spin. The spin should still be blockable, it's just the fireball that isn't. Though I have heard that it got patched out, so it may not even be relevant anymore.
  2. Dia is the most reliable way, but if you're persona broken the best place to be is a little in front of Naoto. Just sit still and don't move out of that position, I believe no crosshairs will spawn directly in front of her.
  3. Dia won't prevent Yu from being able to OMC his Zio. You can see it here http://www.youtube.com/watch?v=ENe3q6o7Jw0 at 5:26
  4. Remember you can roll, jump isn't your only escape option. And if you do jump, try to dash out of the corner or something.
  5. Hold A for the 236a before doing the super, otherwise it'll knock them out of the combo before your super connects.
  6. I'm not sure what Moy is running, but if you're playing on pad, you may want to consider mapping ABCD to shoulder buttons and your macros to the thumb buttons to make it easier to hold things. I'm not so fond of that though, so currently on ps3 pad I have ABCD mapped to square triangle circle X. When I need to hold A or B, I use the A+B shoulder macro when I need to hit the other one. A+C shoulder for hitting C when holding A, B+D shoulder for hitting D when holding B, and hitting C while holding B or hitting D while holding A can be done comfortably with the face buttons. It's really awkward to get used to but I think I definitely prefer that to trying to map everything to shoulders. The only thing I have different from default controls is C and D are switched.
  7. CH 2C into 6B pretty much only works when they're really low to the ground. Use it when you visually confirm them as really low, otherwise I just do dash 5C 6C. Never really tried it before, but you'll probably be able to extend that with the 214D whiff 66A thing.
  8. Just mix it up. If you're airdashing to get in, consider mixing it up with air dashes above his range to cross up so that you can punish his AA, or get in with normal jump to jump in, double jump to jump in, etc. This'll be true for jumping in on anyone with an anti air, not just Hakumen.
  9. Oki is whatever you are doing on your opponent's wakeup. It doesn't necessarily have to be something that will force them to block.
  10. Clear case of "let me click the last page of this thread with new posts and then comment on it."
  11. 632146A is the distortion you're thinking of.
  12. I believe you meant 623C instead of 263C, 2 is down and 6 is right.
  13. Keep in mind that with a clash he can cancel as well. One option that gil mentioned is for him to cancel clash into 421, into 360/720 if he's got the meter for it.
  14. The super sends lasers to them all pretty much simultaneously. Order in which they hit the opponent is basically just dependent on positioning.
  15. If you block Tsubame Gaeshi in the corner, dash 2B/3C to punish. Don't let her "continue her pressure" after blocking a dp :/ Straight through is also a risky option for her. If you're close enough you can just try and 2B her out, if you're far you can wait and see what she does, if she tries any of the followups you can grab a 6C fatal!
  16. I don't even blockstring anymore. I just press D.
  17. 5D actually now has full invincibility, so it will counter lows.
  18. If you clashed dp and lost, you're not mashing dp hard enough.
  19. I imagine it should still be doable, though I could be wrong. Try practicing with something simple at first, like right before landing, 236D. Make sure to hold down D so that the buffer can take effect. From there you can move to something more difficult like j.D canceling into d.6b.
  20. Throw him more, he's probably programmed to counter whenever you hit an attack button or something.
  21. That ony works because you cancel the jump startup into an astral. Jump 5A would just be read as j.A, so you would not stay grounded. In theory you should be able to cancel the jump into any D move/Special/Distortion, but Noel doesn't really need to do any of that since most of her shit gatlings fine.
  22. ...wut
  23. Neutral recover and block. Block low and learn to recognize his overhead, which is when he spins his sheath. If he's waiting for you to get up instead of mashing you can try a quick rise into an attack, but that's rather risky.
  24. I think I'll pass. Keep doing whatever it is you're doing.
  25. I still can't believe you are calling a this a tech punish when it's clearly blockable even if they do tech.
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