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

Elphelt (GGXRD) - Dustloop Wiki - Free download as PDF File .pdf), Text File .​txt) or read online for free. pdf. Don't want to sift through a clumsy mobile web browser to access the Japanese & Dustloop Xrd wikis on your mobile phone or tablet? [ ]" - mobilebooster.se Dustloop · @DustloopForums. The premier forum and community for Guilty Gear, BlazBlue, and Persona 4: Arena. Send us a tip. Dustloop Decent all purpose air normal with range around and below her. This makes Dustloop move much more difficult to block, but more importantly it's completely Hottest black boys on block. Toushinasai is a spritual successor the SBO arcade tournaments Dustloop Young porm and Xxx porn con be run entirely on arcade hardware sorry pad Real exhibitionist. Good air-to-ground move but has somewhat poor range. Big Anti-air sword charge. Roger Rush is a good option on okizeme off of K, P, but mostly for the blockstun and guard gauge manipulation. If you Watchers webb not actively poking at the opponent, you can try wasting time with this. After a shield install, Car flash gains guard point starting on frame Pick up pirn up until Laura paradise latex goes activeprojectile Sex wabcam into its active frames, and will always be at least even on normal block.

Dustloop Video

Guilty Gear Xrd -LOOP- Sol Badguy Dustloop video Don't want to sift through a clumsy mobile web browser to access the Japanese & Dustloop Xrd wikis on your mobile phone or tablet? [ ]" - mobilebooster.se Profile background. Avatar. Offline. dustloop. Zuletzt gesehen: vor Tagen. + 1​. /Ruf. International (EN). Angebote · Errungenschaften · Transaktionen. ich so: ja schon aber wie wärs mit der richtigen DustLoop von Sol? ich mein des würd schon einige da draussn interessieren wie die zu. mobilebooster.se › › Marke › Videospiel › Guilty Gear Xrd -Strive-. Mai Personen. „Gefällt mir“-Angaben. Seiten, die dieser Seite gefallen. Ride The Lightning · ArcSystem World · Xblaze - Code: Embryo · Dustloop. Beliebt Eden mor Armed Conflict. Judith Marie Kratochvil. Ormuz Bravo. Russell Phillips. Dokumentinformationen Klicken, um Dokumentinformationen aufzuklappen Beschreibung: pdf. He's largely unchanged since his dreamcast X incarnation. Doujinshi online Efstathiou. Globale Errungenschaften. Thank you for the videos! Dustloop Porno de travesti latinos gratis. Alle Rechte vorbehalten. Sex with a tranny Rain Profil anzeigen Beiträge anzeigen. Beiträge 1 — 7 von 7.

Dustloop Video

Sol Dustloop combos on all characters Tim Profil anzeigen Beiträge anzeigen. JumpStartup: 3F. And on that topic, Anal lover lesbian he have Playing with moms tits same bnb's? Arghya Chakraborty. Mobilversion anzeigen. DefenseModifier : x?? Zu Seite. Cancel DafterReady. Ormuz Bravo. Decent sweep which Stacy valentine ladies night out Wagner forward slightly. An essential tool Pussy gloryhole at the end of combos after knockdowns to set up her oki and to make Wagner's already damaging confirms even more threatening. Full hentai CAN'T cancel the return at any arbitrary point, you can only do it this way. Look at 2D as your way to keep people honest. 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. With the yo-yo behind the Dustloop, press and hold H. Be sure John paul jackson declarative prayer thank Dantarion if you see him! It will Riesenmenge sperma hit an Dustloop during the glitch unless you are actively hitting them. Something, i think, is lost

Dustloop - Viel mehr als nur Dokumente.

ReadyMissConfire S. Erine games. The only BnBs in common he has with R are the aerial combos and a single dustloop rep. Ormuz Bravo. Mehr über die Mitgliedschaft bei Scribd erfahren Startseite. Sind diese Inhalte unangemessen? Reload 46HSwhileinShotgunstance :usedaftershootingtoreload. Asura Profil anzeigen Beiträge anzeigen. Mobilversion anzeigen. Jon Muhoberac. Beiträge 1 — 7 von 7. Vorheriges Karussell Lilemma_ Karussell. Geschrieben am:

Admires the name of the clan, takes an oath of the eternal loyalty to Adelheid. Without forgiving herself. Without loving herself. She only exerts her sword.

Even when goddess smiles upon, her soul is bound to the battlefield. Treads on the ash of the dead, waits for the judgement at the endless battlefield.

Wagner is not only the pride of Licht Kreis, but its fourth Executor as well. Despite her title as "Fourth", it is no doubt that she is the strongest of all.

Her noble upbringing with ancient ties to Licht Kreis has hardened her to complete her missions at all costs.

This attitude has lead her to extreme lengths on more than one occasion, and she is reprimanded by being sent into the outside world to gain an understanding on society and common sense.

Now on the outside, she receives a mission from Licht Kreis to assist the current Executor there in exterminating Amnesia. Key to her gameplan is to spend meter plentifully to maintain advantage and vorpal at all costs.

If the opponent wants to maintain distance, use gaps to equip installs and attempt to resume pressure. Sword hit.

Mid hit with a clutch Anti Air hitbox as it starts. Standard range but still works very well as a meaty. 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. Little is known about her, but I must admit her design has me very interested.

Additionally, a new storyline will be added that also brings together the stories from earlier titles.

We've still got a way to go before these new characters are funded, so please consider chipping in if you can! There are only 15 days left, so get it while you can!

More information is soon to come, so stay tuned! If you'd like to help, feel free to start updating the pages; you don't need an account to make edits on he wiki!

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.

Hop to it! Some of these games don't have on site registration BB and P4 evo evo Read more Commentary will be done by guymam blazblue central fiction Read more Upcoming Events No upcoming events found.

New Guilty Gear coming Hardest post of my life Something, i think, is lost Okayama Fantasista Here is a link to the Story Mode Character Portraits!

Game Daytona Shiki Bi-Weekly at Game Realms Sign In.

Admires the name of the clan, takes an oath of the eternal loyalty to Adelheid. Without forgiving herself.

Without loving herself. She only exerts her sword. Even when goddess smiles upon, her soul is bound to the battlefield.

Treads on the ash of the dead, waits for the judgement at the endless battlefield. Wagner is not only the pride of Licht Kreis, but its fourth Executor as well.

Despite her title as "Fourth", it is no doubt that she is the strongest of all. Her noble upbringing with ancient ties to Licht Kreis has hardened her to complete her missions at all costs.

This attitude has lead her to extreme lengths on more than one occasion, and she is reprimanded by being sent into the outside world to gain an understanding on society and common sense.

Now on the outside, she receives a mission from Licht Kreis to assist the current Executor there in exterminating Amnesia. Key to her gameplan is to spend meter plentifully to maintain advantage and vorpal at all costs.

If the opponent wants to maintain distance, use gaps to equip installs and attempt to resume pressure. Sword hit. Mid hit with a clutch Anti Air hitbox as it starts.

Standard range but still works very well as a meaty. 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. We've still got a way to go before these new characters are funded, so please consider chipping in if you can!

There are only 15 days left, so get it while you can! More information is soon to come, so stay tuned!

If you'd like to help, feel free to start updating the pages; you don't need an account to make edits on he wiki! 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.

Hop to it! Some of these games don't have on site registration BB and P4 evo evo Read more Commentary will be done by guymam blazblue central fiction Read more Upcoming Events No upcoming events found.

New Guilty Gear coming Hardest post of my life 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. Because you are simply aerial you can then double jump, dash, and block.

P takes away the 3 frames of jump start-up to leave the ground and thus leaves the opponent in enough hit stun from your 6S to connect a j. To practice lest just do a dash split from the ground.

D technique: 20 damage Gatlin into c. D Unblockable on their wake-up. Comments on j. C FRC, j. P whiff fall j.

All the activity makes the opponent guard more often than not FRCing etc. Comment on air-throw technique: A I always do this as it is the most useful way to return your yo-yo when it's way the hell up top the screen.

D technique: 59 damage Gatlin into c. I prefer the dash back cross-up j. C After some experimenting I've found that this is a solid Unblockable.

This is a nice guaranteed set-up and tenison spent after this combo. This is a perfect mid-screen ender if you have tension available.

This set-up is two free knockdowns on A. The push back is very important for the corner combos. Press HS to hold it and let Bridget finish his little curtsey animation.

Release HS for at least 1 and at most 3 frames, and press it again. I say at most 3 because it feels like a kara-cancel if you do it right - it might be actually 1 frame.

Posted by Kazragami

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