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Codename Exia

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Everything posted by Codename Exia

  1. Personally I think she can win it'll just require a lot more work. Problems I have with the character personally: -Potentially large wind-up time to get into Gain-Art -Very "meh" or poor anti-airs -Her optimal damage combos can be a pain to do sometimes (esp. in Normal mode) Regardless of these things she can still win. You just need to prepared to pour a lot of effort into the character to try and make her work. She's more of a reflection of her player because she has a bunch of tools; they're just slightly/extremely difficult to use.
  2. GG's to the people that put up with low-tier Izayoi trash. edit: GG's to BloodWolf(?) for that short set we played. I'm surprised at Nu's damage output.
  3. Cross-under 5A is strong against deep jump-ins though i tend to fiddle around with the DP's more since they are teleport-cancellable and will net stars. 2C can also be used to anti-air certain deep jump-ins. I've had some success with it, but it's insanely difficult. (It's safer to use this if you've made a jump-in whiff tbh, but it's still pretty good)
  4. Just let my max-range 5B go into 5C. That's all I want out of life.
  5. That sounds solid; it seems that Gundamu-Art is extremely important in this MU because our lame game is hella risky here. I'm gonna keep grinding it out to try and hammer out some solid shit against this character.
  6. How the hell do I keep this character out? I'm sad.
  7. Time to beat mashers by mashing. I love this character.
  8. IAD > Button (approaching with Ragna 101)
  9. I need some ideas for OMB combos that don't involve FC. Halp.
  10. Shin the waifu love is too real.
  11. We're not talking Sega the publisher here guys. It's Sega the parent company. They'll let Fatlus do whatever more than likely.
  12. - Assault dive isn't good outside of combos; don't use it to approach from the air -- j.B is your best friend. Any other Akihiko would fatal you for those. - Don't end blockstrings in cork unless you're going for the OMC frame trap. - You can confirm off CH j.C with SB Kill Rush for ez damages. - Don't super off of a 2A. - j.B is better to throw out air-to-ground than j.A in most scenarios and if you IAD it you can make a safe-jump. - Wake-up super sucks, use it sparingly or not at all -- pretty yolo. - Kill Rush into super isn't really the greatest. Learn how to use your cyclones thoroughly and start thinking about when to use certain tools. A definite improvement though.
  13. I promise I won't rig it for anime again.
  14. I honestly want this with all my heart. Akihiko with sweater vest is top tier. Hell I'll even take hood-up DLC.
  15. Hoping to see all robo-waifu team. edit: Still voted singles. lawl.
  16. Not entirely sure. Safe-jumps are just scary I guess. That and raw sweep is pretty slow, but is probably hard to react to off an IAD j.B.
  17. Tears were shed.
  18. Time for more practice at Ignite. Fuck yeah be ready for some mean RPS.
  19. - Save your burst, no need to panic. Don't burst in the air either. You became the sun. - 5C isn't really a good spacing tool against Narukami. You won't be able to keep him out with it -- its power comes from randomly stuffing it in there as a reset once or twice a set. - Space the 5C so Narukami can't DP or mash A out of it if you're going to use it for oki. - Don't end in SB cork -- you get nothing from it. Specifically you can confirm CH A Kill Rush into 6C > B+D > Autocombo for meter and in some cases B+D after the hook for super. - DP less, that's a lot of blue health, and you're going to get punished hard on block unless you got 50 meter for thundah fists. - Work on those confirms! Grind out some combos in the lab. Less DP and more blocking like a man. Get those fundamentals down and finish those combos, then pay attention to the more imediate stuff I was saying. Here's some obligatory Moke footage. Pay attention to the movement and the spacing. Also take special note of the ranges and situations in which he chooses to use certain moves. There's a reason behind everything. http://www.youtube.com/watch?v=MAk330-a6kg
  20. I like hook loops. A lot of these combos could be tech for just above awakening enders though, real talk. Time to see if they're optimized or just bananas.
  21. You'll learn a lot from just playing in a non-casual setting. Any tournament pushes you to your limits because you're playing for reputation and money. There's a lot of strong players from the midwest that will run casuals with you before and after as well for P4@, GGs, and BlazGreen -- so there's no way you won't have fun and learn a few things. We'll make damn sure you have a good time.
  22. It feels like a 6 - 4 Yukiko favor to me. Your main offensive/defensive tool is looking for the gaps to move forward. You can instant block fo' the meter (the +2 you gain on it is nice too) and once you have 25 meter look for solid things to SB cork through. Just be patient -- block like a man and wait for your time. Yukiko wants you to either turtle so she can get fire break going or self-destruct by constantly holding forward. Change up your approaches and put the fear in her.
  23. Update to Chicago Heart. Venue is now open for us all of Saturday. READ UP! https://www.facebook.com/events/206980306131808/
  24. Love you too Koba. LOL
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