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MisoSowee

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Everything posted by MisoSowee

  1. Go sledge it.
  2. my 6a clashes way too much with haku's j.2c ._. 2c works a bit more because its hitbox extends into haku's hittable box. Thing is it's so awful on whiff it's like T________T Yes this matchup is gay.
  3. 6c is a projectile hit. For the most part mu can jump over yukikaze if you use it on her yata no kagami. Depends on how the steins are set up though. For Omohikane you're better off blocking it and just punishing it's pretty awful on block.. Save a ton of meter, get corner push, etc. It's also good to note that her laser auto-tracking is not very good. It'll shoot where you were like a second or two ago. IAD will pretty much clear you out unless you're right next to the stein. If you get knocked down and mu tries 5d 4d 214d just use your d and there goes the brunt of mu's oki. Imo the matchup is 6.5-3.5 to haku. Lasers do nothing and Mu's mixup is practically nonexistent if you learn how to block her 6b overhead. Mu's j.C will be beat out by haku's j.C for the most part as well :[
  4. Could I ask how carl's stuff is to do online? I'm looking for a new main (lol haku ez-modo) and carl's on the list too. Also nice write-up above. Will help me too ^^ And as for not using a stick, I could do CT carl fine with analogstick/dpad and d button still mapped to x. Is it much harder in CS?
  5. 5d 6d 236d 6d 5d try it out :3
  6. O_O that's awfully fancy :P Thanks for the explanation :]

  7. Can you tell me the whole Haku's view, arakune's view, hazama's view thing? I don't understand :

  8. in the corner best combo is 6b - 6a - j.2c - etc. Should net you close to 4k meterless. And I second the 4d 214d link. It's a bitch to hit confirm, so I usually just jump cancel into j.c j.2c, or if I forget to you can go into 66a j.b j.c j.2c 66 2b etc.
  9. Omg 6a 66b 6a and their ilk is like impossible on lamda. NNNNOOOO!!!!!!!!!!!!!!!
  10. It's so empty! *cries* I'll try to stay on though :P

  11. Just what exactly IS this meeting? o_o KONO SEKAI. IRANAI.

  12. KIETE. go do it :3

  13. There's gonna be a dat ass meeting? :D

  14. omg somehow i just magically got the timing for 214d 66a cancels. I can do them like 95% now (offline) I'm too scared to go back online :| anyways here's a good 6b RC combo 6b>rc>66>3c>2b>6a>6c>214d>66a>6b>66a>j.2c>66>2b>6a>j.c>j.2c j.c has to be there, so no low-lying j.2c oki :X Works in pure midscreen, and close to corner. Won't work in corner, but you have better options off of 6b in the corner. It does 4028 damage, about 500 more than 6b<omohikane which is 3568 Tested on Jin, I'll assume it's universal too o.o EDIT: also a better 2b combo 66>2b>3c>2b>6a>6c>214d>66a>6b>66a>j.2c>66>2b>6a>j.c>j.2c does 3201 dmg
  15. Oh to add onto that. landing 3c at max range means this 5dd (charge) furu no tsurugi (charge) If they block that's 4 primers lolz oh and charged up steins are special cancellable O_O and also i don't think it's 5dd it's just 5(d) 5dd just works if you time it o.o
  16. Did some super research. As a rule of thumb for omohikane vs 6d yata no kagami (no extra steins) omohikane for heavily prorated starters. 2a, 2b, etc. yata no kagami is for good starters like 3c. With 1 stein out (within the length of one screen around jin left or right, huge area) Omohikane will get 200~400 damage more than yata no kagami on heavily prorated starters. The thing is yata no kagami gets you j.2c oki so i think it's better. on good starters yata no kagami wins even more. 2 steins yata no kagami ftw 3 steins DEM LASERS so to conclude omohikane if you have a prorated starter and have 0 steins out. yata no kagami everything else. Also if you have max steins out remember to time the 6a. They bounce for awhile lolz
  17. Oooh that's pretty useful. Many a times I'll be caught too far way for 2b to relaunch :[ GROW SOME LEGS NOEL. Thanks for the info.
  18. MMMMMMMMMMUUUUUUUUUUUUUUUUUUUUUUUUUUUUU

  19. First combo I meant. After j.2c a 6d stein will hit the opponent and they can tech instantly. Definitely not something you want. And also I found a universal combo that does only 130 less for that combo. It's a lot easier too :D 2c CH 4d 214d IAD (slight delay) j.C j.2c 66 2b 5c 6c stein (j.c) j.2c And yeah by the parentheses around j.c I mean that you can omit it if you want, depending on how you like your oki. "found something better that works on carl...and it's STYLIN' CH2C, 6D, IADj.C, j.2C, 662B, 5C, 6C, 214D, 66B, 66A, 2C, j.C, dj.C, j.2C did something like 3428" That is some fancy shit lol. Also I remember in some other thread someone mentioned 66a 66b 66a stuff being easier on carl. For once shota hitbox is nice? :8/:
  20. Hey just tried out your combo. Are you consistently getting both hits of 6b? If not getting the last hit allows 66a j.2c 66 2b etc. etc. And also for your combo using 6d will make stein hit and allow enemy to tech, so don't use it :x I'm trying it on Ragna btw. EDIT: also 2c CH 4d 214d 66 6c 214d 66a works, too. Testing out combo branches after.
  21. Mu vs rachel goooooooooo

  22. Zeromus! You aren't maining Rachel are you? o_o Then I might have a chance against you :P

  23. I'm prreettyyy sure you can expand that by going CH2c 4d 214d 66b 66a j.2c 66 2b 5c 6c stein (j.c) j.2c
  24. Yata no Kagami is great in combos, especially if you set up your steins in a range of about one screen, and aren't too trigger happy about destroying 'em. You can get 4k off most combos that include 6c midscreen. It also does like 400 chip but you can just barrier that :X (though many forget~)
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