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Moy_X7

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Everything posted by Moy_X7

  1. It causes "wall stick" and the opponent is allowed to tech in the air after a second Mami, really sad stuff. In the other hand, you're now allowed to confirm a Mami into a 6C even when used on a grounded opponent.
  2. Did they get you for copyright infringement? I'll be digging for the SBO Yukiko stuff and I'll update this post with my findings: Yosuke vs Ho-chan (YK) Yu vs Himajin (YK) Top 4 Chie vs Himajin (YK)
  3. What character are you using? I'm trying Yukiko and man, I'm still in the lab since the US release lol.
  4. It's a relatively tough combo. You have to micro dash the 3rd 5C (the one after the first Maragi). If you dash too deep in, you'll push the opponent away from the B explosion. Edit: Actually, I just noticed that the opponent can air tech after the 236A finisher, rendering your delayed Agi oki useless, so I'll probably replace it with the single Maragi combo. Edit 2: What in the hell? It seems that 236B has more untechable time than 236A and the B version doesn't let them tech until they hit the ground. Looks like the combo will stay as it is for now, the corner version obviously has to be the single Maragi one since the 236B will set the explosion off-screen.
  5. I'm hating this wall stick crap. It means that the closer you are to the corner when you use a wall stick move, the less time you'll have to follow-up. In the other hand, if you use it a bit far from the corner, you'll have more time to follow-up.
  6. Yeah, if you detonate it manually, you'll usually only able to land one hit (the pillar) and you'll end up doing less damage. I guess it depends on the timing but as of now, manual detonation seems to be the safest route if you don't want to drop the combo.
  7. If you're doing SB Agi > Double Maragi from an anti-air or air hit, it really depends on how high the opponent was off from the ground before you hit them with the starter. Sometimes the Maragi will hit them perfectly, other times they'll only get hit once and the pillar will automatically detonate too far off, and other times the Maragi will just run its course and whiff.
  8. Yeah, he looks like one of those relatively slow, powerhouse characters. Teleport back (and forward) dashes are always a plus in my book lol.
  9. Yeah, that's what I meant and I hope his reversal is throw invulnerable. We just have to wait and see how this Drive works out when people get more experience with him.
  10. I do 9 ~ A+C ~ 6 ~ A+C Also, how's everyone doing with that 5BB > JC > TK SB Agi? I'm not one go give up but goddamn I haven't landed that thing even once lol.
  11. Oh, well now I wonder if it's a special guard point move that absorbs throws like Noel's Fenrir or Mu's DP lol.
  12. Nice, I wonder if it's a 1st frame guard point move.
  13. I swear, some people bitch about the most trivial of things lol. Anyways, back to the current discussion. So Azrael's evil aura thing has projectile guard point and a counter that goes along with it. It reminds me of Kula's Counter Shell.
  14. Those 5BB > IAD > j.A x 3 combos are hella iffy mid-screen. You must be at a certain range or else you'll fly over the opponent after the 2nd j.A. You absolutely have to learn to use them in the corner where the combo is guaranteed to work or else you're giving up quite a bit of damage and meter gain. It's not that hard really, just buffer the IAD input after the second B.
  15. No, I mean using Daisharin as oki in general, against the entire cast.
  16. Yes, I know the difference between Daisharin and Stick Man and how Daisharin can get around a wake-up counter lol. It's just that Daisharin is somehow not as viable in EX for some reason.
  17. I never got around to asking Litchi mains why Daisharin is not as viable as Stick Man in EX and Haku's 2D completely blows up Stick Man.
  18. Yeah, it's the first 5A combo that I have listed on the front page lol.
  19. I don't think you're getting the point that sG is trying to get across. Counters are fine the way they are, they have an equivalent risk/reward factor. The thing that makes them truly shine is the fact that they nullify projectile oki as well as projectile cover (Ice Swords, Plat Kitty Missiles, Litchi's Ds). For the oki setups, you don't even have to get a "read" there. You just see your opponent about to dump some shit on your head while you're grounded, you wake-up, and mash 2D furiously because you SEE the shit that's about to get dumped on you and there's nothing the opponent can do about it but back away as to not get caught by the unblockable. I personally don't have a problem with it as it is one of the things that makes Hakumen... well... Hakumen. You gotta see it from a Litchi main's perspective though, Hakumen completely nullifies her best oki options that cost her meter for free.
  20. Yup, it's on the front page already.
  21. Oh well, you can always just give us descriptions of what you see. You've done well until now, young ninja lol.
  22. You could always use it as a lulzy punish for Noel's Thor Hammer ala Jin Ice Arrow, Arakune summoning a cloud really high up in the air, or Rachel summoning Pumpking high up in the air and maybe even tag Tsubaki out of her super jump > j.D charge lol.
  23. lol, I wanna try IAD Swallow Moon > control it backwards for ambiguous and double cross-ups. I wonder if we can also cancel Swallow Moon into something else at a quicker rate.
  24. This isn't the first time that you've brought up the whole 5B corner cross-up thing so I can only assume that you have some sort of problem with it.
  25. I can actually live without j.236D but losing the ability to JC 5B is a huge blow to Jin's game. Jin uses that thing not only for cross-ups but to bait reversals as well. I don't know why you're making such a big deal out of the 5B corner cross-up (this isn't the first time). Most people with reasonable reactions can block that shit like nothing. Hell, my reactions are pretty ass and I can react to the cross-up almost every time. DON'T DO THIS ARCSYS, DON'T YOU FUCKING DARE.
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