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Dacidbro

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Everything posted by Dacidbro

  1. an opinional improvement on your two BnBs; You can super jump the air combo and get jB j4C jB j4C 623B on nearly any character, brings it up to about 3.6k on the standing one, some people don't like the oki options though since it puts em above the ground, but it leads to nice American AUB resets.
  2. so that tronzila guy i heard he uses green text
  3. Pretty sure I used sjB j4C jB j4C 623B, which works on a supermajority of characters. I know it doesn't work on Litchi.
  4. Tested it yesterday, 4.7k on Air grab > 5C > 6A > 623B > 5B > 2B > air combo Lmfao So use daifunka if you want them not to burst, use meterless if you don't care.
  5. Because I only did it once, on the fly. That's all I know is guaranteed, but I had the same thoughts. I'll make every effort to try it today.
  6. No, I mean the combos following air grab have no proration from the grab. For example, if you whiff bnail daifunka on standing grab, you only get 3.5k. From the air grab, it's 5.2k.
  7. Daifunka off air grab is 5.2k unburstable.. it's ludicrous. And then you can go for a tech trap, if it hits you just slammed out 7.5k. It seems that air grab doesn't prorate at all.
  8. Air Grab -Best Daifunka (corner only) -Meter Efficient 5C 2C 623B 5B 2B air combo (4k+ damage! Invented by yours truly) (Corner only, no meter) -Midscreen d3C (lol) Normal grab -Nail Whiff Grab > Bnail whiff > d5C > 6A > 623B > 5D > air combo -Air dash AD > jB > j4C > land > jA > j623B > 5B > 2B > air combo I don't know which is better on normal grab. You can also nail cancel daifunka if you want a non-burst 3.5k
  9. Which one, there's many, many variants. And do you mean air or standing.
  10. Nothing in specific, but Bang is easily fast enough to punish it with any of his normals now. Shouldn't be too bad.
  11. Man, I can't wait to hang out with you guys.
  12. 5D too, as we just discussed, it lost it's low-guard. Still, most overheads don't have a quick enough low gatling to catch you before you teleport, so that's usually going to be fine, assuming your timing is on.
  13. Good is a relative term. In my eyes, it was -okay- back when you could jump cancel it if your opponent was able to react to some odd 30 frames... now that you can't and it's massively unsafe on block, I've limited my uses of it to getting out of Carl pressure and mock reaction-teleport-punishing-sparkbolt. I'm just going to IB, Barrier, and Ashura. Forget guard points, unless I have a savage read on my opponent something akin to seeing an overhead.
  14. How safe is her A DP? I noticed one time even though I blocked it, it pushed me back too far to really punish very well, I think I had to settle for a pretty lame punish.
  15. Fucking knew it We should add that to the 'normals' list, right now it still says it GP's all. So now the only GP that catches lows is 6D, meaning just don't even try. Better get better at blocking.
  16. Does 5D still autoguard all heights? I've been trying to use it to block things, and it's been largely unsuccessful, even at like the 3-7th frame.. And I know it's supposed to be active through those.
  17. I mean with how often you get raped you could have fooled me ... Tier zing! Actually that was sick when you beat John, and that match you pulled out towards the beginning with me too. Keep doin that Tsubaki stuff man, you can do it.
  18. Actually, agreed. Bang can play patiently, but that's just waiting for the right opening to start his offense. He doesn't have the right tools for defensive playing, like Blockumen, and isn't forced into it, like Tager. Granted, defense is important, but it should never be deliberate. BB rewards aggression.
  19. Yes, well.. be careful with FRKZ. Against the better poking characters (Litchi, Ragna, Jin) you're going to get killed if you aren't meticulously efficient on approach against the better players.
  20. But now it's discovered you can combo without the Bnail whiff, and possibly better.. since you can just air dash jB j4C land jA j623B to air combo
  21. Ara breaks the low tier far worse. Thus more hate.
  22. Well I certainly didn't know that 720 had 5 frames of startup, that's really good to know. How about the 360's? Also, we were just talking about FRKZ in general, so the +2 FRKZ activation bonus wouldn't be in effect, which is what I think you were referencing with +2? Besides, if you activate FRKZ after gadget finger, you're actually still eating the -2, but then you're adding your own +2 no matter what, meaning you're going to be +2 realistically. Anything you would have lost on the -2 becomes your advantage when you can easily see any move that Tager is going to do if he threw something out, so activating FRKZ as reaction to GF is godmode.
  23. Well, we were talking about how in CS it will get better, conversation moved to gadget finger. I said FRKZ would be at a disadvantage after gadget finger, others said no, I said Tager's 5A, Collider, and 720 alone would put Bang at a disadvantage. Wouldn't 720 catch FRKZ's backwards dash [out of gadget finger]? That's all I meant.
  24. o
  25. .. What? How can you non-invincible dash out of something that automatically grabs at the very first available frame when Tager has 2 frames advantage? ESPECIALLY while magnetized?
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