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Runis

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Everything posted by Runis

  1. Well in other news I found a way to max out damage on OD short bomb loops in corner -> when they're low and 5d 214d won't catch them anymore, chances are you can still get 5d 5]d[ 214d(2), and if you can get 5d 5]d[ 214d(2-4), you can instead do 5d 4d 5]d[ 236d(12) sj2c omoi. (OD command laser will hit them 3 x 4 hits, leaves them floating above 4d stein.) its the best od damage I've managed on a short combo.
  2. Yeah I think you're right about the buffer, but that's only for moving forward, not dashes. so you get a slight bit of leniency in the first input.
  3. I think the timing is on landing, you can't preemptively dash afaik. Something I've noticed since upgrading my TV, TV lag changes things considerably, and I find it much easier on a 0 lag tv compared to my friend's 52inch plasma for example.
  4. What sort of things can you do after OD.ComboX > airhit 6b 4d jb j214d? other than 4d jc j2c 2c omoi? trying to work on a solid OD in reaction to superball punish. So far its just OD 2C 4D 214D get hit 5C 6C CT 66B 4D jb 214D 4D jC j2C 2C OD.Omoi for 7.2k I can also get 66A 6B instead of 5C 6C just wondering what I can do with that.
  5. I'm more referring to the fact that you can do very discreet side swaps with the ikutachi version. Unless your opponent knows the setup and distances, you can land backwards (initially looks like you land with them in corner) on their neutral tech and hit them with a backwards facing 3C RC 6A into combo. It also messes with reversal inputs except for Tager, Hakumen, Rachel and Kagura.
  6. in terms of oki, the ikutachi 5d 6[D] setup gives the best, but its not a safe jump so they can call you out with a DP, but out side of them doing a reversal it gives the best of everything. (Including a 5k roll punish and an 8-11k guard crush OD combo) Otherwise you probably should look into some of the safe jump setups.
  7. In the corner its less about optimal damage and more about optimal pressure I feel.
  8. If you want to bait super ball in the corner and you ahve OD, just run at her and hold back. if she super balls - OD 2C 4D 214D is a thing. at 30% its a one touch kill if she fucks up and doesn't use A ball. Even if she does you can swag it with (get hit by ball after 214D) -> 5c 6c tachi j4d j236d 2d jc j2c 3c omoi for about 6.3k. it also means you can react to teleport with 5c CH 6C since you're baiting anything, and the OD is in response to superball.
  9. I think the superjump added gravity no longer exists after j.2c since that stops all momentum.
  10. I find you can hover over the missiles with a full charge stein. if they fire all 3, second stein and a double jump. Just make note of which item she has, and which one she can get and stick to the usual Mu cat and mouse netural game.
  11. Well its nice to know that if someone under tourney nerves forgets about that little detail and tries it, you have a very very nasty punish for it.
  12. If Kokonutz decides to try for an OD Blackhole, you can flat out just kill her from 100%.
  13. swag 6C fatal http://youtu.be/lhpJwd5yACA
  14. most of the air hit 6A iad j.B combos for corner swapping without using 6C>iku. every time I do an IAD the j.B whiffs, but if I sj iad, it hits fine. 6C 2D iad j.b is another case. But mostly I was trying to do FC 6C 2D iad jc 6A 2D iad jc 6A, jc whiffs after two reps for me. its also somewhat useful to know for punishing/yomi. having your move out like 3 frames sooner after airdashing over a grounded move probably helps.
  15. Why isn't it explained that super jump into IAD can be cancelled sooner than regular iad? Some of these combos were driving me nuts.
  16. Very sub-optimal but cool looking. Ch 2C 6D 966 jc j2C ]6D[ 214D 5C 6C iku 6D badc jc j2C sod does about 3.1k
  17. pretty scrubby but finally got some matches recorded. https://www.youtube.com/watch?v=jHbVy1bu4xU&feature=youtu.be also had one decent online match where there wasn't 300ms of latency involved http://youtu.be/AAckKxV2itk
  18. I've found that jump forward j.b at start of round stuffs a lot of people who jump at you and try to attack. but that's a read if you think they'll go towards you.
  19. Aerial CT Guard break -> Dash [2d] dash 2b 6a 6b(1) [5d] ]2d[ j.b j.c j.2c j.[5d] ]5d[ 66c SOD(2) j.]5d[ 66c SOD(2) does 3.6k -25 +19 Instead of the second SOD you can OD Dash Omo for 4.8k There's prob something better than this, but Aerial guard break gives you so much time to set up a charged stein and then follow up.
  20. the untech change on her dp did not touch the wall bounce afaik
  21. Anyone else notice that raw ikutachi RC abdc 2C doesn't cross up if you do it as fast as possible?
  22. you need to dash 3C, and the dash needs to be done the moment you land.
  23. Ikutachi was sped up enough that you can do a grounded 6C OD ikutachi and still catch them if they're not too far away when you 6C. very tight timing though. Means you can do shenanigans to stop people bursting Ikutachi to force you in the corner if You know they're going to try to do that and maybe clutch out a round.
  24. do you mean as in ]j2d[ airdash j.c doesn't connect? cause I've had it connect before. unless they changed the proration numbers?
  25. Optimal as in damage, or optimal as in best reliable combo? Optimal damage would be charge stein combo - X > 6c > Tachi > ~j.2d > abdc > jc > 66 > 5b/2c > 5c > 5[d] > ]j.2d[ > j.b > ~jc > j2c > j[5d] > adc > ]5d[ > jc > 66a > jb > jc > ]j5d[ > j2c Requires 3 delay points and is quite tight on timing. optimal in terms of reliable damage would be tachi j2d abdc jc j2c 663c adc ]j2d[ jc j2c (663c sod or ender of choice depending on corner and setup you want)
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