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tuka

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Everything posted by tuka

  1. Akihiko's AOA has 27 frames of startup without the use of cyclone levels, and that's really slow! There really is no reason to not hold down/back and wait for an overhead. Could you point me to where Kubo did that mixup? Since I think it's just the timing of his high/lows that's making him hit, and the "unpredictability" of it, not the actual mixup.
  2. Dacid I hope that post is referring to online only. Playing offline this shit is not on the "absolute edge of reactability" lol.
  3. What are the differences between C and D versions of Thunder Fists?
  4. That's really interesting, I'm still not very familiar with the system so I haven't thought about using hops, but it does look like it could be very effective.
  5. Regrading my first question AOA works great for this, used it many times already. It's unsafe though so trying to find something from the safe Kill Rush follow-ups would be better.
  6. j.A's range is not enough against him, only if I yomi his jumps from close range lol. What about the 236A follow-ups?
  7. I'm trying to figure out how to safely mindfuck Kuma without him stuffing my kill rush follow-ups by mashing 2A. His 2A beats all my options minus obviously Corkscrew and EX Boomerang Hook (since it has armor), normal Boomerang Hook can't be stuffed but it's there as a Cyclone Gauge filler anyway, need something good to do after it, hopefully meterless! Also, any good air-to-air to deal with his item throwing?
  8. Anyone has some Akihiko vs Kuma vids?
  9. Lambda and Mu are dead story-wise, Mu will probably stay as a playable character and Lambda will get replaced by the not-shown (because she's a story boss) new version of Nu.
  10. New BB announced at Bluefes 2012, Chrono Phantasma. http://www.mmcafe.com/cgi-bin/forums/bbs/messages/13362.shtml http://twitter.com/jinjya3/
  11. looking back on those vids I made some of them kinda suck ass lol Lambda mixups after blocked 236D - God Tier: dash > empty jump into 2B ... ... ... dash > jump > j.B > j.214D~C > land > throw / 2B dash > jump > air dash > j.B Okay Tier: dash > jump > j.B low as possible empty jump > dash > 2B empty jump > dash > 4B(2) And on a side note Best-move-in-the-game Tier: anything into random 4B(2)
  12. Your mixup game sucks horribly. I think we've already been through that discussion lol
  13. Forgot about Hakumen counters. Point is, even though most characters have options on wake up you have enough time to deal with it, but once 236D is blocked they're fucked.
  14. Rachel is the only real exception, every low crushing (or invincible) move can avoid it on wake up, but since you wait for 236D to finish before attacking you can easily react to such attempts, most of them are extremely unsafe anyway (Tao's 6B and Noel's 2D are kinda okay though).
  15. There's no way to escape 236D unless you spend meter on CA.
  16. http://www.youtube.com/playlist?list=PL907E6077A340FBB8&feature=view_all
  17. 236D oki is indeed S tier, anyone who claims otherwise is stupid and does not know how to play Lambda. That said, even though it's amazing the (meterless) reward is relatively low compared to Carl, or Valk's stuff for example, though he is kinda stupid anyway.
  18. mid screen TK > 66D (character specific) isn't new, CH 6A > 236D isn't new as well and it's impractical to confirm so no one should care about it. Also no offence but all the combos you wrote suck ass. If your'e trying to do something "different" than no one is stopping you fun but it's totally not worth it. Best CH 6A combo is probably CH 6A > Dash 3C > Delay 214A > 236C > 2366D > Dash 214D~C > Dash 5C > 2C > j.DD air combo
  19. 5C > 6C > 236D > 214D~C > 236C > dash back > 2C > 5C > 4B(2) > 2DD > 2147D > 5DD > 6DD > j.DD > j.2DD > dj.DD > j.2DD > j.214D - 5521 damage Improvised in 5 seconds so maybe there's something better.
  20. TK feint > 5C would be a better choice, it will catch the backdash (some of them leave the opponent airborne and you will get HUGE damage) and give you some safe options on block. In the meanwhile 236D oki is still the way to go.
  21. Since you whiff 2B / 4B(2) / Throw there's no time to punish the backdash, maybe another 2B but it's hard to confirm into something big and not just 2B > 6B > shitty air combo. As I said you can delay your move after the TK feint but I believe it's risky.
  22. Don't use 4B twice in a combo, 236C > dash back > 6A > 2C > j.DD... gives better damage. FYI, Yoshiki's setup is useless against Platinum's backdash (yes, in the corner) and I'm sure that other characters can backdash it as well. You can delay it but it's risky.
  23. You knew this would be awesome when the first match was team Nezu vs team Dora. Also called it on south town (aka team broken).
  24. 236C > 5C > 6C > Delayed 236D~C free oki anywhere
  25. A(n updated and organized with optimal damage and options) combo thread is what you are looking for.
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