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Kain

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Everything posted by Kain

  1. Just a quick question: What happened to get your Devil Daze wiki suspended? I was hoping to see it finished sometime.

  2. It's only a bad matchup if you don't know what to do against Bang as Ragna. Personally I don't understand why people think it's in Bang's favor, it's not that bad if you can block properly and punish D attacks. Also, if the CT match-up chart says advantage to Ragna, then it's advantage to Ragna, no questions asked.
  3. 1: Try not to end your combos with HF+Follow-up midscreen. You get low damage for disadvantageous positioning, which is important for Ragna because he can't do shit from long range (5C doesn't count, it's low risk-low reward from long range). Also, try not to miss combo opportunites (like for example, in the beginning of the 3rd round, you went for the 5B>6A>5C>5D>214B-D>5B>623D combo, but managed to forget the 5B). 2: If Litchi has a pole out near you, it's best to not rush in. 13 Orphans sucks ass, since it's free mix-up for Litchi if you get caught blocking it. 3: Watch for Tsubame, it leads to a boring combo that does a ton of damage (This Litchi wasn't all that good, but better Litchis can turn a move into a long ass combo). If you have a feeling Litchi might do Tsubame, do ID, since it's guaranteed to beat out Tsubame, but generally watch for when they do Tsubame. 4: Abare better. Whenever you get a 2C CH, you can do far better than 5B>5C>214A-D, like for example, CH 2C>5B>6A>5C>5D(1 hit)>214B-D (delay)>5B>623D>236C>214C. 5: lol no hells fang dashing Think that's all I have to say.
  4. -Spring Raid is unsafe on block, but it's not uncommon for Noel to RC it if it's blocked. If no 50 meter exists and she throws it out at all, feel free to punish since you have forever to do something about it. -6A/6C is air-unblockable. If you ever find yourself in the air, most likely from a dropped Drive combo, be sure to Barrier so you don't get right back into a dumb combo. -If in a blockstring, watch for 6B or a surprise 3C. Either will lead in a 3K combo because you couldn't block properly.
  5. Quick correction; Tao's straight jump down dash attack is j.214D, not j.2D. Doesn't change anything though. 6A AA has to be timed properly against any of Tao's D attacks, especially in the air, but a good Tao will never throw out a D move against you so willingly. Also, 6A hits Tao out of her crawl.
  6. Oh hello there, guy I don't know from YT.

  7. That stick art is creative as hell, with the green stick being Terumi's eye and all.
  8. I'll say this much, I don't know what a tree and a snake would signify. Also, snake blends in with the headband and....Johnny's hat? Needs more polish to make it look good.
  9. If you're using Blood Kain at any point in the match, then you shouldn't be surprised when they run away from you and burst the moment they get hit. Hell, I do that too because god knows I don't want to eat a Dustloop>DBD ender for 6K unburstable damage. If you really want to mindgame with BK, do this: 1: Make sure your opponent is in the corner. Limits runaway. 2: Leave an escape route open. If they're really desperate, they'll take it first chance they get. If so, punish them for it (go straight into Dustloop if they airdash out, or 5D them in the air. Depends on what you want to do.) 3: Alternatively, you could just make sure they have no chance to escape. Since your D attacks get a massive buff in BK, pressure with them. Dead Spike from mid-range works well and takes out 1 section of the Libra Bar, for example.
  10. Ah, thanks for clearing that up.
  11. This confuses me, I thought Bang had a j.4C to start with in CT.
  12. Protip: If it has Purple Throws, then it doesn't belong to the Combos threads. Final Ultima even specified as much in the first post of the thread. And what's up with 214C>214D? Don't you mean 214B>214D?
  13. This. If you're using D.ID in the first place to punish shit, then I have to wonder what you're smoking in the first place. If you want an extra 300 points of life that's worthless in the long run, you're doing it wrong. I hear Dead Spike is good now in CS, what with reduced startup frames and +5 frames on block. The question is, if you're going for a GP break string, why would you ever want to do D.ID without any meter to RC it on block? In CT though, CH D.ID (1 hit) leads to a situational 3.3k damage (key word: situational). The problem being it's hard to tell if you're at the right distance to CH with it and it's worthless to try because of the missing 5 frames of invul, meaning you'd be lucky to CH with it in the first place.
  14. Let's see, he has 4 lows and 2 overheads on the ground. (2B, 3C, 2D, 6C/6B, GH) Never mind the fact that his overheads can be seen a mile away, and you're left with 4 lows, two unsafe on block/whiff (2D/6C). That's 2 lows you can safely use. Let's just say that if your opponent has good defense, your best bet for something to catch them off guard without going into risky territory is a 5A/2A tick throw or a surprise 3C (throw it in a random blockstring).
  15. Let's see...good defense, okay combos, good offense. The problem is, you were fighting a scrub (or someone bad with Hakumen, if you prefer). A good Haku would stuff your air approaches with 6A, which is actually a deceptive AA move, and not throw out random counters and expect it to work. Like FlyingVe says, it's best to only use 6C when it's guaranteed to combo. At best, it'll catch someone off guard (but that would mean their defense is bad) and lead into a false reset, at worst they'll block the 2 hits and whatever followup you use when it doesn't work and punish you for it. If you want a low, use 2B or 3C.
  16. Obviously not Nu hate. I'll try Ragna. If you: -Like a shit-talker who's cool shit -Want to do combos with little effort for low damage and high effort combos for high damage respectively -Are a Rush That Shit Down player -Like the idea of life drain -Don't mind the fact that your mix-up is shitty at best -Like main characters in general -Want to make an amazing comeback using Dragon Inst---err, Blood Kain -Don't mind the fact that you're tied for 2nd worst HP in the game Pick
  17. Blood Kain? And how do you DC a 6D in the first place? Either way, I don't see this being useful in a match against someone who knows what he's doing, simply because of the Purple Throw.
  18. Speaking of CH ID. If you can manage to CH with only the 2nd hit of D.ID (hit them with it at max range), then you can do 5B>6A>j.C>j.D>JC>j.C>j.D>623D>236C>214C for 3-4k damage. It's just situational damage though, since I can't think of a time where anyone was actually CHing off the 2nd hit of ID consistently.
  19. You must be underestimating its hitbox or speed then. 5D(DC)>6A is easy to do, since you can literally mash it out with no problems. GH>5B>6A is hard, but the hard part is really landing a properly delayed GH>5B. 6A and everything after that is easy.
  20. I heard that when you CH with a multi-hitting move in CS, the CH hitstun carries over to the rest of the hits. But yeah, someone can confirm? It's not in the System Guide, I know that much.
  21. Well, why else do you think he was considered a SS-Class criminal, bro? Edit: Looks like Soothe ninja-posted on me. Was talking to Akiro.
  22. Kain

    So someone from the Slackerz forums is now on DL? ...Hm.

  23. And why are we talking Star Ocean, Persona 4 and preventing rage on BB online again? ...
  24. ...You can do far more off an CS. Try doing this: (Midscreen) 5C>CS>dash 5B>6A(hjc)>j.C>j.D>JC>j.C>j.D>623D>236C>214C. Should net you about 5015 damage.
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