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toanenadiz

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Everything posted by toanenadiz

  1. I know I should be doing other things right now but I can't stop myself. But all these dropped combos hurt... Edit: GGs TD. I'll be better next time
  2. You guys make it seem like it is harder than it actually is. How rude. I never sandbag.
  3. You can check here for Litchi's frame data. Her overhead move with staff is 4D and it is -4 on block. Her cross-up low (j.2D) is +19 on block.
  4. GGs Koopa. Tao vs Hakumen is a lot of work.
  5. They are not completely invulnerable. There is time after your character starts to do it where they can still be hit by air moves before they become invulnerable to them. For Lambda, her 6A has head invul from frame 5 to frame 13 and her 2C has head invul from frame 11 to frame 34. Outside of that time period, they can be hit normally like any other move. You should consider using 5A more. While it doesn't have any invul, it is quick, has lots of active frames and it recovers quite fast. If you can learn the spacing and which moves it works against, it is pretty nice. For the moves you mentioned, you typically shouldn't challenge Plat's super fan directly with any normal. The hitbox on that thing is amazing and it would be better to just block it or put enough space so you can just use D swords to anti air her. You can 6A Haku's IAD jB but the timing feels weird for it and it is a different timing than his IAD j2C, so you guessed wrong, you are screwed. You can use 5A to trade with IAD jB and it will beat IAD j2C but you gotta know the spacing for it. Best to just IAD jD/j2D or dash under him. If they are using them after a double jump, 2C is great to use since it has head invul for a long time and will beat both of them. Of course if you can, you typically just want to D your opponents to death and avoid having to be close to them but sometimes you don't have that choice so hopefully this helps for those situations. And if you have more Lambda specific questions, you might want to post them in the Lambda board since the people there use Lambda mostly.
  6. Is the netplay on Vita any decent? I haven't bothered trying it out yet.
  7. 236A is pretty unsafe normally so you probably shouldn't use it that much. Assuming your opponent can punish 4B, you have no options except to RC it since it doesn't cancel into anything. With 3C, you have more "safer" choices like 236B, 214A, doing nothing or RC. 3C > 214A has no gap except on IB so if you are in range and have the gauge full, it is a good option (but it can be punished on IB by characters with 5 frames move). 3C > 236B has a gap so people with a reversal can hit you out of 236B (as well as 236A and 236C). Doing nothing after 3C can be used if the opponent expects you to do a follow-up and can give you a chance to escape. However some characters reversals can punish 3C on normal block (like Ragna's 623C and Hazama's 236236B) so you can still be screwed.
  8. No. Other people where I am are getting it so I will be able to play it, just not netplay unless I get to borrow it from them.
  9. No such person exists That was only because I could get the english version for 360 when it came out over here. BB isn't good enough for me to buy it twice on the same system.
  10. You know Errol, there are those of us who aren't importing CP and will still be playing Extend for many months to come.
  11. TDG Oso is Mr Oso from the old days of NPG right?
  12. When are we gonna play again?
  13. How did you not get 5K+ off of a 236B starter in the corner SWD? Edit: That round was beautiful Mac. Mac, how come when I do random 236Cs, you just 6D them but you don't SWD's?
  14. You should add spectator slots Mac and Nemesis when you guys play
  15. They can cancel into DP on reaction to Labby swinging her axe forward so there isn't really a mix-up of charge or no charge. Gear super is amazing though. If we could use that in non-awakening mode, I would be happy.
  16. Better defensive options. Don't really care what they are. I just want something that I can use when I use Shadow Regular Labrys since I won't have a burst.
  17. Fuck this game. GGs Errol
  18. Guessing you mean 5C > 3C/4B. After 3C, you can only really nothing, 236B, 214A (against certain characters) or RC. Not sure why you would be doing 214B or how it gets baited. Likewise, you shouldn't use 236C outside of combos so it doesn't really matter if the opponent is using Ragna or not. Do you mean the opponent does DP between your 3C and 236B? It is kind of hard to describe the timing for it. It is height based, so what you need to delay is typically based on the opponent's height. After 236B, try delaying the 5C slightly so the opponent gets closer to the ground and that should help you get the rest of the timing correct.
  19. Grounded 2B typically leads to more damage than AA 2B.
  20. I've hit Haku out of jC's landing recovery with 2B and 3C a bunch of times.
  21. Because of frog and pumpkin. And don't worry. He rarely got away with naked 4Bs without getting hit.
  22. GGs Tofurr and Shervin. I forgot how good the connections on XBL are. Being able to block Rachel's 4B on reaction on an east to west coast connection is great.
  23. Just barrier block or RPS your way out. Errol loves it when you do that
  24. That void taunt was amazing
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