Dustloop

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Sol's Dust loop? Can you still command grab in the corner and dash under to do 2H etc.. I was never really good at doing it in #R but I could. It seems impossible. Dustloop · @DustloopForums. The premier forum and community for Guilty Gear, BlazBlue, and Persona 4: Arena. Send us a tip. If you have notations that are not listed here but are necessary, feel free to add them as you see fit. Please check the Dustloop combo thread for. Elphelt (GGXRD) - Dustloop Wiki - Free download as PDF File .pdf), Text File .​txt) or read online for free. pdf. Dustloop (Barthilas) ❮Naughty Blue Moon❯ - Orc Überleben Jäger, GsST

Dustloop

Mai Personen. „Gefällt mir“-Angaben. Seiten, die dieser Seite gefallen. Ride The Lightning · ArcSystem World · Xblaze - Code: Embryo · Dustloop. Dustloop (Barthilas) ❮Naughty Blue Moon❯ - Orc Überleben Jäger, GsST Dustloop · @DustloopForums. The premier forum and community for Guilty Gear, BlazBlue, and Persona 4: Arena. Send us a tip.

Decent conversions on hit, BnB level conversions on Counter hit. Tricker move to bait out anti airs. Can be made safe by cancelling into 22C on landing, as can all versions of X.

With the exception of the angle of attack, this version is nearly identical to the charged A version. Wagner rises like a bird and ignites the air around her.

Expires if you take damage or move outside of half screen range. This will also add into some of 22C's damage over time if you had both buffs before using it.

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Main Page Recent changes. I am the cleansing flame of Licht Kreis. I shall burn your evil thoughts to ashes. This move by itself prevents many zoners from comfortably applying pressure at range Has a very good, 5F reversal B that leads into insane damage when combined with vorpal and meter.

Notably, her EX reversal C is more difficult to combo with vorpal and leads into worse damage for the meter cost Has a very good anti-air special A that converts into high damage with meter from any hit.

The way this move must be blocked. Actions this move can be canceled into. The resources this move costs to use.

Attributes of the attack. Mostly used in situations involving invul. The amount of frames that this move will have a hitbox.

Due to varied blockstuns, x frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.

The difference in frames where you can act before your opponent when this move is blocked assuming the move isn't canceled and the first active frame is blocked.

If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move.

The left value is when the active frames hit sooner generally worse and the right value is for when the active frames hit later generally better.

The frames where this move cannot be hit by an attribute. Can CS, special, and super cancel the landing recovery, but only on hit. Acts as a special, can cancel into other specials Can be partially charged to delay startup and act as a frame trap Has guard point starting on frame 7 until active with shield install Destroys projectiles starting on frame 3, can be special cancelled after doing so Can be CS'd or Super Cancelled on whiff Safe on block Guard point makes this particularly frightening in frame traps, as most characters must risk a throw or burn meter to beat this auto guard if they choose to attempt to get out here.

Fully charged, turns into an overhead with a long crumple state. Ranged overhead which eats through mash attempts with shield install Fully crumples on hit Bad proration without shield install, but high damage with it Unsafe on block, but can still be special cancelled Can still be CS'd and Super Cancelled on whiff Commonly used after good starters to grab a buff mid combo.

Cannot be CS'd and does not combo afterward. Blows the opponent away on hit. Usable only during blockstun. Generally better to use while in Vorpal as it's faster and costs less resources.

Universal reversal that blows the opponent back on hit. Cancels an action and launches the opponent high into the air on hit.

Including in the air. Requires at least meter and consumes vorpal state and drains meter at a fast rate. Has a lot of hitstun, making it easy to combo from.

Grants an additional bounce if both have been used in the combo so far. If the opponent does end up hitting the ground during the combo, damage is prorated.

Used mostly as a way to tack on extra damage, or to reliably close out the round. Forward sword drill, press any button afterwards to do a followup.

Mainly used in pressure with Sword Install to extend pressure and go for a mixup after the followup. Risky poke or backdash callout at midscreen.

Ground-to-air version of her Sword Thrust. Press any button afterwards to do a followup. Gung-ho anti-air tool with slight anti-air invul to cover the space in front of and above Wagner.

Can be canceled on whiff with CS or j. Big Anti-air sword charge. Strong air normal invuln anti-air option which leads to a full confirm.

Converts with dash up and relaunch afterwards due to the extended knockdown time. Particularly useful after a A confirm to put them back in the corner and deal a significant chunk of damage.

Rising conversion tool, Anti-air, and fake DP. Fully invulnerable, higher reaching, and more damaging true DP.

Slightly more range and a chunk more damage than B DP. One of the few moves in the game that comes out frame 3 Excellent punish tool that can be extended further with CS Strong combo ender for more damage when necessary.

Shield charge. Good for advancing on the ground and closing space with your opponent in pressure Great oki tool that leads to plus frames if it hits meaty Buttslams on hit, leading to big confirms Works well as a confirm from ranged hit normals like 5B, 2B, and 5C All meterless versions of can be special canceled on contact and CS'd or super canceled on whiff.

Still the same as the A version, but better range. Sword Install. Sword normals will deal chip damage 5A, 2B, 5C, j. If both Installs were active, the first one to disappear after being hit is the one that was done last.

Shield Install. Faster in Vorpal. Shield hits will now do chip damage 3C, j. B FF and X gain guard point from frame 7, until they become active Buff will disappear after using a X or FF, or after getting hit Same as the A version, it will be lost first if it was the last install done or if installed through 22C.

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Dengeki had an event over the weekend where they showed off the console exclusive character Es! From a quick viewing of the video, some of her attacks leave a trail in the air that become attacks after a delay.

She also has a way to stock a charge that powers up her specials! Heading to Evo this year? Aksys is sponsoring 2 players to go to the Toushinasai in October in Japan.

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You can find more information here:. Search In. This combo will knock down at a decent distance for oki and serves as a long, grueling burst bait.

You need to land this just once to get a chance at something much more damaging. The 2D can be hit by bursts, but not on reaction to the hit.

More damaging ground combo that knocks down, but is more of a commitment on block and especially on FD and is very burst-unsafe. Good follow-up to a yo-yo return or Roger Rush that connects on standing opponents.

The following combos are typically for maximizing damage at the end of a string, and are less common as level 3 moves into yo-yo return require much stricter yo-yo placement than R:.

With the yo-yo behind a standing opponent, 5S f , yo-yo return, IAD j. There are several variations of the airdash string -- against most of the taller characters, I prefer IAD j.

Against other jumping attacks, 6P CH , wait, 6S, jump forward j. The ideal way is K, then j. D as soon as possible. Have fun accidentally bursting!

This makes the move much more difficult to block, but more importantly it's completely safe on block. You can use this to waste time while you're waiting for the 4set to catch up to you, or as a throw bait, or as an overhead.

Under normal circumstances, 5D is almost prohibitively unsafe. It's a whopping on block, and many players are able to consistently block it on reaction.

With the yo-yo behind the opponent, the story is a little different. There is an option-select trick you can do off of this by buffering the 5D into K.

If the dust was blocked, you will cancel into the roll; otherwise, you will do the homing jump as normal, without using a roll. With the yo-yo behind the opponent, press and hold H.

You now have two easy options:. The followup combo listed for the 6K variant is the most damaging tensionless combo. Any ground combo will work; you can choose to simply use burst-bait strings.

While some of the old midscreen mixups involving this move are technically still possible, they are so subpar that I really don't feel like covering them here.

There are almost always superior options. Roger Rush is a good option on okizeme off of K, P, but mostly for the blockstun and guard gauge manipulation.

On the opponent's wakeup, you generally have enough time to set the yo-yo back, dash in and do a gatling combo long enough that the yo-yo finishes sliding behind the opponent.

By the time the close 5S has completed, the yo-yo should be at its destination. From there you can follow with a blocked string, a roll, whatever.

Your dirty little secret here: This is actually rarely a truly perfect meaty. The opponent will often have just enough time to backdash easily or one-frame jump.

The best workaround is to try to work out a few strings that punish them if they want to get antsy and use those to set up the more optimal okizeme.

A basic example:. In somewhat deep, this will snag most attempted backdashes out of the air and set up a running j.

If your reflexes are very fast you can attempt to hold the hardslash button if they guard the 2S but release if you catch their backdash.

If you were to pause the game, these 3 frames are the exact same as the start-up for crouching as well. What I am saying is f.

From frame 2 on, you can cancel into any action other than blocking, air dashing and double jumping.

This means at frames 2 you can FD, woot. Which I am sure everyone knows.

Slow ground overhead with a pretty Dustloop hitbox and good reach with low crush properties. You Tantra erotic massage generally plus when this is blocked, and it's still your turn if this gets August ames and ryan ryans lesbian. I Kink social site advise newer players to C haturbate away from overusing 6S at random and to refrain from ever using 6P in blocked strings. Decent conversions on hit, Busty pam webcam level Indianerin porno on Counter hit. Jourdal was kind enough to record the stream and put it on youtube, so those of us without Nico Premium can see it. Dustloop disadvantageous on block, it can be cancelled into K if you are desperate -- but, more importantly, has enough Jessie jane video that most characters cannot make use of your disadvantage.

Dustloop Video

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Dustloop Video

Sol Dustloop combos on all characters

Used in conjunction with 2A for rebeats. Crouching low kick with slightly less range than 5A. Good poke for corner pressure and frequently used in rebeats for shorter recovery.

This kick is an excellent horizontal poke and punish tool due to being disjointed at the foot. Its recovery is relatively short, making it difficult to punish by itself, on top of having a large stagger window.

One of Wagner's best, most commonly used normals. Crouching horizontal slash, good low hitting poke with deceiving range, despite being relatively slow for its strength and proration.

Juggles fairly high and is useful there, but it has a pretty short stagger window and may see less use in pressure. BIG slash with a curvy hitbox surrounding Wagner, serving as one of her longest range normals.

Don't end blockstrings with this due to its large recovery. Slightly larger 5C which floats on hit. Can be used for frame traps and confirms into higher levels of damage than average.

Decent sweep which moves Wagner forward slightly. Hits low and knocks down, leading to solid juggles even after a whiffed A normal, as you can pick up after the knockdown.

Trades in your favor against anything that doesn't knock down or stagger. Jumping kick that cover from her 3 angle to pretty much her 6 angle. Good air-to-ground move but has somewhat poor range.

Borderline unreactable when done out of an assault, confirming into around 2. Shield hit. Decent all purpose air normal with range around and below her.

Hits slightly more on her backside than j. C, serving useful after midscreen installed AX pressure. Sees some more use in certain confirms than j.

C due to having better scaling. Has a curvy hitbox that pretty much circles around Wagner, mainly in front and below.

Comparable range to something like her 5C, useful out of assaults or as air-to-ground. Charged version of j. C, slightly larger and causes ground slam on air hit.

You are generally plus when this is blocked, and it's still your turn if this gets Shielded. Steps on you so hard you explode.

Safe low hitting move which counts as a special and hits further than it looks. Can be useful at the end of combos to add a little meter-less damage when you find yourself ending a combo with both buffs already equipped.

A two hit slash fairly similar to Hyde's 6B with slightly shorter range and launches, leading to large combos out of nearly any short set of normals beforehand.

Rebeating the first hit leaves Wagner even with the opponent, while rebeating the second hit only leaves her at Can be chained with 5C, [5C], or 6C for juggles.

The good range and speed on this move makes it a great pressure tool. Wagner's standard anti-air. Has a smaller hitbox than 5C but is 3f faster and much easier to confirm on counter hit.

Leads to good juggles and also used IN her high damage combos. Wagner hops into the air and drops her heel onto her opponent.

Slow ground overhead with a pretty big hitbox and good reach with low crush properties. Will hit grounded opponent but also airborn opponent within its reach, though it is only active as her heel starts to come down past around the 45 degree angle.

Special cancellable, mostly used in combos to lead into [FF]. A good juggle and pressure tool in general. Midair stomp with a big hitbox that spikes the opponent to the ground on hit.

Can be useful to alter her jump arc and fake the opponent out, but is generally not that great as a divekick and is most often used at the end of air combos.

Forward advancing thrust with moderate range. This is faster than a majority of dashing B normals, but is mostly used in combos or as a frame kill before oki in order to bait the opponent into pressing a button or timing your meaty.

After a Sword Install, this move becomes a two-hit attack, which can make confirms easier, but also gives the opponent more time to register that the move made contact.

Dash sword sweep that is special cancel-able. Will catch players attempting to shimmy, walking away, or bckdashing if delayed enough.

It's not particularly active, but it does lead to beefier confirms with slightly delayed FF or X. This is generally used as a combo ender, giving a good amount of advantage after equipping a buff.

With Sword Install, this move becomes a 2-hit attack and knocks down, giving you ample time to confirm afterwards.

Blocked at max range, though, most of the cast cannot reliably punish this. Don't whiff. Backhanded shield slap that causes a knockdown on hit, and wallslams in juggles.

Powerful move that is very easy to confirm afterwards. Commonly used in frame traps, linking specials during pressure, and establishing that is, in fact, still your turn.

Guard point makes this particularly frightening in frame traps, as most characters must risk a throw or burn meter to beat this auto guard if they choose to attempt to get out here.

If you eat a projectile, you can cancel into other X or X to catch them, or 22X to grab a buff. The whiff cancel furthermore opens up new avenues. Pivotal tool.

Commonly used after good starters to grab a buff mid combo. Very strong tool in pressure or oki with install to ensure the opponent respects your string.

Unsafe fully charged, but can still be cancelled into A to make it safe. Wagner grabs, burns, and explodes her opponent. A lot of Wagner's mixup revolves around the grab, which can be kara cancelled into with her 6B.

Prorates fairly heavily so the followup damage is mediocre, and you cannot cancel this move on whiff. Very risky outside of pressure, but occasionally useful.

In combos, does slightly more damage than A, and if used with an install at the end, leads to a safejump setup. Mostly used in the corner, or occasionally to cross back up and put the opponent in the corner.

A strong tool but try not to whiff it. This has no regular invincibility, but fast startup and the super cancel can make opponents think twice about pressing a button when its blocked.

Great anti-air tool and leads to full confirms with CS. What puts the fear in them. Occasionally works as a combo ender to close out rounds.

Your go to tool for super whiff cancels. All meterless versions of can be special canceled on contact and CS'd or super canceled on whiff.

This allows Wagner to extend her pressure and ensure that her strings don't end when the opponent thinks they will. However, it will lose its special cancel property if shielded.

Properly spaced, this move will leave you plus on block, resetting pressure and potentially setting up for a frame trap for people who improperly gauge the distance.

After a shield install, A gains guard point starting on frame 7 up until it goes active , projectile invuln into its active frames, and will always be at least even on normal block.

This expands A's utility from a pressure extender and frame trap tool to a rampaging armored hitbox and abare tool.

You can use this to pretty much skip neutral against sloppy zoning and projectile use. Can be CS'd at any point past its guard point startup.

Same effect as the A version, but it starts slower and covers a greater distance, as well as being less safe on block. You will generally opt to use this version in combos as opposed to pressure, as its range makes it near impossible to gain frame advantage out of Wagner's normals.

Since B has a longer overall recovery time, this makes it easier to confirm a super cancel against an opponent who jumps out, using C or C.

The added range, however, makes longer range 5C confirms stronger, as well as allowing for easier confirms when the opponent is farther out.

Similar to installed A, extending Wagner's range with the added benefits of guard point and projectile invuln. Much more advantageous on block when properly spaced, and still safe even if done point blank.

EX Shield Charge with a much slower acceleration and top speed, making it much harder to confirm against projectiles and in general. It also prorates heavily and is always unsafe on block.

Extremely situational: this is probably Wagner's worst move and is best avoided unless you can make a hard read in pressure or have no better option for a punish.

The charged version of this move has a slower startup, longer reach, increased damage and more advantage on block. When blocked, [A] pushes the opponent back significantly and floats them upwards, allowing you to get them closer to the corner.

Knocks down on hit, wallslams on hit near the corner. With Shield Install, [A] gains the more plus frames on block and the move now has a guard point starting on frame 7.

After a shield install, more plus frames on block and the move now has a guard point starting on frame 7. An essential tool used at the end of combos after knockdowns to set up her oki and to make Wagner's already damaging confirms even more threatening.

This is commonly used mid-combo after [FF] to cancel the move and allow for combo extension, as well as when [FF] hits raw. Having an install in neutral makes X more of a threat, as it lets Wagner do stronger confirms without burning other resources, which can scare the opponent and make their behavior more defensive.

Very useful install which can allow Wagner to power through sloppy pressure, abare with unusual tools, and retain her frame advantage at many ranges.

Depending on the matchup, this can completely put the opponent on edge as it makes many of Wagner's tools that much more threatening.

FF can no longer be mashed out, and moves which are generally safe at a distance can become extremely risky the moment Guard Point is on the table.

Wagner surrounds herself with a fire pillar that reaches to the top of the stage, hitting opponents horizontally nearby or in the air above her, and buffing both her sword and her shield.

This is a useful combo ender in many situations, particularly in the corner, as the move's behavior changes based on how many buffs Wagner already had before using 22C.

This is one of Wagner's most important tools in both pressure and confirms. All Activity Home. Show all categories.

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Be sure to thank Dantarion if you see him! Read more Source: Famitsu blazblue Read more Jourdal was kind enough to record the stream and put it on youtube, so those of us without Nico Premium can see it.

You can find the rules here, but there's two ways to earn a spot: Be the highest qualifying player in the Evo Main tournament for XRD-R Win the qualifying tournament Aksys is hosting at Evo.

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