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Grendy

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Everything posted by Grendy

  1. personally I omit the 3b and just do 2c, I found it much more consistent so I never bothered properly learning 3b. The only time I really use 3b is for corner throws and I'm pretty good at botching that up lol
  2. two main changes I know is 2A can be staggered now which is amazing and 22C wraps in the corner which looks like it could have the potential for some interesting mixup. The one I saw last night on stream was a simple delay into grab but it looks like it has the potential for more.
  3. stylish combo 6b 5[c] j5[c] 66b 214b 4b 4b 22a 236c 5c 214b 4b 4b. I really don't think there's anything practical about this but it looks pretty damn cool. I just watched the vid tong linked and in wondering if maybe ja jc j6c after 236c would work to squeeze a lil more damage in. i think the damage was a around 3.6k with vorpal start and chainshifting after the first rekkas, better damage can be found midscreen but i really thought this one looked cool.
  4. the thing about merkava pressure is the pressure itself doesn't need to be scary, one block string pushes you out pretty far which is where merk wants you. Noodle arm range I'd great for him because we really don't have an answer except a hard read. One of the things I find most frustrating in this matchup is that if he properly spaces his overhead > fireball he will be right outside of 41236C range.
  5. like steel mentioned there are more hits and different ways to do the setup, the one I posted is just what I can do consistently. I'll gladly sacrifice damage for consistency though lol
  6. I'm sure that would have it's uses but I generally just stick with throw 3b 2c 236a 236a 2c safejump. Hydes complete lack of mixup is something I've just come to accept so I really don't even try for it, id rather just keep my opponent in the corner and slowly chip away at their life with his rather oppressive pressure game. also worth noting is that I have never been able to figure out the dark lotus mixups so maybe with those it would become a much stronger option?
  7. Destroy him!!! Also hello Michigan.
  8. more messing around today with situational starters. Corner 22x starter 22x 6b(1) 5[c] j5[c] 3b 2c 236x 236a 214b 4b 4b. 3064a 3118b w/o vorpal 56 heat. 22a requires counter hit for combo to work, 22b does not. 22x 6b(1) 5[c] BC 623a 236c j5[c] 3b 2c 214b 4b 4b. 3555a 3606b w/o vorpal 22x 6b(1) 5[c] BC 623a 236c j5[c] 3b 2c 5c 423a 214c. 4098a 4067b w/o vorpal. damage numbers are not incorrect, I assume the explosion from 22a causes the lil extra damage? 22x 6b(1) 5[c] 214b 4b 4b 2a 5b 214b 4b 4b. 2985a 3062b w/o vorpal 51 heat. This is my current combo before testing.
  9. so I've been messing around with training mode tonight and think I found a lil more damage to squeeze in. 6b(1) 5[c] j5[c] 2c 214b 4b 4b 3b 5c 214b 4b 4b. 3001 dmg w/o vorpal. Didn't check heat gain. 6b(1) 5[c] j5[c] 2c 214b 4b 4b 3b 2c 236b 236a 66c 214c. 3693 w/o vorpal. both combos work fine midscreen. for the second combo 236b 236a 66c b-rekkas allows them to tech before the third hit. in the off chance of catching some one in a akward moment I've got this. 236x 236b 236c j5[c] 2c 5c 214b 4b 4b. 3049 damage w/o vorpal. 236x 236b cs 5[c] j5[c] 3b 2c 5c 214b 4b 4b. 3253 damage. both of these are more for reacting when you pressure string randomly turns into a hit, I haven't seen to much about what to do in these times so these are just two options I've worked out. sorry for not working out heat gain on any of these. I was playing on pad and having a hell of a time just making shit work. For anyone who plays pad regularly I applaud you cause this shit is hard lol. Edit: This was all tested on Eltnum, aside from the second combo listed there shouldn't be any issues on the rest of the cast. I have a post a page or two back that explains the 3b 236x and how it works against certain cast members.
  10. grendylicius, we were in a pretty big lobby so I didn't stay long. I'm impatient and hate to wait 5-6 matches for my run back >.>
  11. a buddy of mine got me to play wow for the last few months but that's over now. With US release around the corner and I really hope PC release in the future I'm gonna be getting back to the lab with Hyde and hopefully figuring out some new tricks. I'll just have to pull myself away from Melty Blood to do it lol. I think e actually played a few matches the other day, your Hyde looked solid hopefully we can run into each other again some time.
  12. that sounds like a great plan to me. I'll do my best not to hold ya down.
  13. is this still happening on Sundays? If so it sounds like fun if anyone wants to team up with a Hyde.
  14. I tried both of those actually, at most ranges 66C crosses up the opponent. It's really kinda cool if you start the combo with your back to the corner. The full input would look like this. 6B(1) 5[C] j5[C] 66C 214B 4B 4B 3B 2C 236B 236A 66C 214B 4B 4B. 3068 damage, 67 Meter. 423A 214C Ender. 3681 Damage 6B(1) 5[C] j5[C] 66C 236A 236A 66C 214B 4B 4B. 2756 Damage 48 Meter. (Easier side swap combo imo) There are 2 "problems" with this combo. 1. The delay timing on the first set of rekkas is weird I'm still having a really tough time doing this consistently. The second is that the final hit of the second rekkas can be teched. I know that after the second 66C you do 623A 214C and everything works fine I just wanna try and work out a meterless option. As for the 2C route I believe it just did less damage, it was still more than the current BnB but the 66B seemed to be the most I could squeeze out. In case your interested I'll list the 2C route I think I was using below. 6B(1) 5[C] j5[C] 2C 236X 236A 66C 214B 4B 4B. 2865 damage. 47 Meter since I posted the last time I've been trying to see where else I can squeeze things in. The 2 I've found are off of CH j6C and grounded B normals. My old CH j6C combo was not optimal at all so i don't know if what I do now is better or not that what everyone else is doing. Air CHj6C j5[C] 3B 2C 236X 236A 66C 214B 4B 4B. 2938 Damage, 46 Meter, Little over 1/2 screen push Air CHj6C jB jC j6C 214B 4B 4B. 2228 damage, 27 Meter (This was my old confirm) The route is the same for grounded combos as well. 5B 2C 5[C] j5[C] 3B 2C 236X 236A 214B 4B 4B. 3029 dmg, 56 meter, half screen carry 5B 5C 2C 214A 4A 3C 214B 4B 4B. 2596 Damage.39 Meter. (Included this just for arguments sake) This route does more than 2C 5[C] jB jC j6C route (2815 Damage, 43 Meter) or the 5C 2C 236X route (2618 Damage, 42 Meter). I was having issues landing the j5[C] against Yuzu last night but that may have been execution problem. I will have to test it later. After testing this works against Yuzu assuming it is not character specific. I'm sorry for not having numbers to go beside these listings. But I'm not near my console ATM, I will make sure I test the numbers for these later and I will update the post with them. Edit: Did my testing, added numbers. also Added a few other combo routes just for comparison and arugment sake. All damage numbers are with out Vorpal.
  15. I'm on my phone ATM so its a bit difficult to do, if you go to the main UNieL forum its under News and Gameplay thread. Go to the last page, go back. Pages (not sure what number it is sorry) and one of the posts there has detailed patch notes. Sorry again for making you do it the round about way. Its post #409 if that makes it any easier.
  16. I'll assume your asking about the patch from last wednesday? i know theres a list for it in the news thread but i believe it just fixed some glitches (Famale is now Female, no more wald infinite, character color stays locked for the most part now), improved CPU AI, and added BGM slect. Theres other character glitches fixed and prolly some more things that im not remembering.
  17. Hey guys I was gonna try and keep this under wraps until I talked to some people to make sure it seemed legit or not but its 3 am, Im tired, and I wanna put this out there before I forget everything and have to retest. Current 6B midscreen BnB as per the Wiki: 6B 5[C] 214B 4B 4B 3B 5[C] 214B 4B 4B. 2767 Damage w/o vorpal. 45 Meter Gain. Carries enemy lil over half stage Thing I`ve been messing with today: 6B 5[C] j5[C] 66B 214B 4B 4B 3B 236X 236A 66C 214B 4B 4B. 3135 Damage w/o vorpal (dependent on explosion hits). 64 Meter (Prolly Explosion dependent again?). Carries enemy roughly 3/4 of the stage. 3B 236B 236A works: Linne, Carmine, Vatista, Chaos, Hilda,Orie 3B delay 236B 236A works: Hyde, Seth, Gordeau*, Eltnum Does not work: Nanase, Merkava, Waldstein, Yuzu, Byakuya, Akatsuki Against Gordeau the timing for 66C after explosion seems really tight, I could not do it in the short time I was testing this morning. If someone else could test it and see if they find anything different that would be great. Against some characters you cant get the 236X 236A to work properly unless you push them into the corner. So far Yuzu is the one I`ve noticed this on, Im sure there are others. In these circumstances the combo can be slightly modified. Edit: I was using Carmine as a dummy when practicing this and the 236X 236A worked fine against him even without being pushed into the corner. Modified Combo: 6B 5[C] j5[C] 66B 214B 4B 4B 3B 5C 214B 4B 4B. 2917 Damage w/o vorpal. 53 Meter Gain. Didnt really check carry on this one sorry guys, I imagine it would be a lil shorter than the above combo. There does seem to be a small whiff zone for j5[C] which is at 6B max range, Im pretty bad at confirming it into a max range combo and just go with rekkas in this case but if someone knows a better combo at this distance maybe some more things can be worked into it? I I checked the Mizuumi Wiki, The JP Wiki linked in the first page of the thread and even looked through a couple pages here. If this was already brought up earlier then my bad. Edit 2: Woke up this morning and decided to test which characters the routes work against, Added character names after combo for who it works on.
  18. hey guys would anyone be interested in some ft10 tonight? Prolly get started between 11-12 EST. I could really use some matches against Seth and wald but i wont turn anyone down.
  19. Yeah I remember seeing you in there towards the end, the lobby usually gets started up somewhere between 11-12pm EST (My wife works midnights and usually the baby is sleeping so I start gaming). Usually keep it open til 3 or 4 depending on how I feel that night. Sorry it had to end with you only playing a few games last night hopefully next time we`ll be able to get some matches in. Edit so I dont have to double post: GGs to everyone who jumped in the lobby tonight. It was a pretty interesting night as I hadnt seen any of you guys on before. Hopefully I`ll keep running into new people.
  20. Hey Shadowred, we`ve played a few times before but Im usually on around those same hours as you. I almost always have a lobby up or my buddy Koover has one up. We dont discriminate, come kill us with your pink Vatista we will learn eventually. Edit: This invites for everyone, its only a 4 person lobby cause i`m impatient and hate waiting 7 matches for my runback but anyone is welcome. Dont care what color box you have next to your name, who you play, or what your connection `says` it is.
  21. I have to agree with ShardZ and say if you interested, then pick it up. The game is pretty amazing, its no GG but its still an awesome game to play. I didnt enjoy BBCP so up until UNIEL I had been playing just GG Online. Hopefully Xrd lives up to my hype levels but if not atleast I have UNIEL, and Melty Blood with its like 3 person community lol.
  22. You a cigar smoking candian brother michigan nigga. Nothing less
  23. BBQ!?!? Damn I wish I could come out for that. 3 bucks for food and fightan? Yes please!
  24. this is probably a very noob question but with the new information regarding frame data does this mean our 2a whiff cancels are 1f faster? or is it simply the startup of moves are 1f faster while the recovery is unaffected?
  25. I didn't realize we had a matchmaking thread >.> so ggs to everyone I've run into these past few days. I'm loving this game so far it's easily the most fun I've had with a fighter aside from GG. Glirandly our matches were a whole lot of fun, you were my first Vatista so I was trying my best to find ways to move forward against the onslaught of projectiles lol. The best thing I could come up with was to move really really slow and try to keep your back to a corner so you couldn't run anymore.
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