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Posted
Also, am I the only person who doesn't like the risk reward assessment of using j.d?

yes, cs1 j.D was retarded.

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Posted
I think he means CSEX jD.

Currently, jD does 2000 dmg on successful counter, and gives 1 star, to me, that seems OK.

i mean we don't need better j.D. Especially like cs1.

Posted
I think he means CSEX jD.

Currently, jD does 2000 dmg on successful counter, and gives 1 star, to me, that seems OK.

I forgot about the 1 star. Valid point.

i mean we don't need better j.D. Especially like cs1.

Agreed, I guess shouldn't be so hesitant on countering people who mash AA's on me. It's weird, I find I successfully land A LOT of counters in matches, and I still can block fairly well. Yet when I catch people with counters, I feel like I'm playing bad... Does anyone else get this feeling? I know I'm known for landing counters and I get a lot of props for it, but I still can't help but feel bad, even though I use them sparingly against opponents/characters I've never played before.

Posted

He's fine. Just gotta deal with the usual pad problems. The one thing that kills me with my pad sometimes is being unable to dash when I need to, and being able to hop and IAD on command with Hakumen is critical.

Posted

So I'm back now that the Phantasy Star Online 2 Closed Beta is over. Man that was fun.

Agreed, I guess shouldn't be so hesitant on countering people who mash AA's on me. It's weird, I find I successfully land A LOT of counters in matches, and I still can block fairly well. Yet when I catch people with counters, I feel like I'm playing bad... Does anyone else get this feeling? I know I'm known for landing counters and I get a lot of props for it, but I still can't help but feel bad, even though I use them sparingly against opponents/characters I've never played before.

I don't get the feeling that I'm playing badly when I successfully use Zanshin, but I definitely agree with you about using J.D more on people who try to Anti-Air you. It makes them respect your jump in's so much if you can consistently show that you can J.D them at will.

...So I was thinking about trying out Hakumen. I haven't used him since CT and I know a lot changed with him. How is he...well in using pad?

Instant Air Dash is the main problem I had, thankfully it's not used that much.

Posted (edited)

Though it's a few days old now and probably comes as no surprise, just posting this up for posterity from the new Extend hitbox data that was added to the wiki:

ha251_03.png (CS2) ---> ha251_03.png (CSE)

Welp, time to learn basics. .-.

Thanks guys.

IAD you should obviously know for implications in the neutral/footsie game, but as far as combos goes, Hotaru midscreen is the only place you'd really use it. In all other cases, there are alternatives for IAD in combos like Renka(2) midscreen and 3c Gurren combos where a hop version is viable or better.

If you want to practice basic 2c SJ cancelling, just do Throw > 2c > sj.2a, j.2c, 2c > sj.2a, AD j.2a, j.C, 5c, 3c in the corner. I found the key when learning this was to not hold the 2 or 1 down for 2c longer than necessary, which means let go and reset to 5 after you hit the button and the attack begins.

Edited by dioxideUniversa
Posted (edited)

didnt know son? you get the crossup for free now

Edited by xlolxlolx
Posted

I still gotta love jc more (asthetically), but yes jb is pretty much his go-to jump in tool, especially with its bigger hitbox in extend.

Posted

I love J2C as well but Im always scared that I'm gonna get blown up if I use it as a jump in.

I still do, because J2C into kishuuenma is so fun.

Posted

I could time the j.2C so it hits anyway. :P But you can't cancel into j.D once you start the move.

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