Jump to content
Dustloop Forums

Recommended Posts

Posted
How do I keep people from trying to jump away from my pressure? Once they're firmly grounded, what moves should I use to make them scared of jumping away? Would 5b, 6a keep them grounded or at least get me a low hit since they were trying to jump away?

It kinda gets frustrating because I end up autopiloting 5a, 5b, 2b, TK'd dnails to try to get them to stay on the ground. :v:

I usually just throw 5B when someone tries to jump, it's air unblockable so it's good for when they're jumping out, I think. Confirm it into whatever you can, this should help, but does anyone els have advce.

  • Replies 90
  • Created
  • Last Reply

Top Posters In This Topic

Posted

Just gotta keep them still. 2b 5b is pretty good for that. If they dont barrier either they get comboed, even if they do, they go back to the ground. 2b 5b is mostly to get people to not jump out after your crouching midscreen bnb. (5a 5b 2b 5d tk623b)

For normal blockstrings use 5b 6a or if you have them figured out use tk623c. Also 5a 2a staggers

Posted

cheat codes from the GG days lol.

you do 6321473 B lol, mostly a 360 ending with down forward.

Posted

Hi,

don't know if my questions has been answered before but how can i do the punch at 5:47 ? :psyduck:

http://www.youtube.com/watch?v=0ArYwzFpTbM

I try to do 5B after instant guard but i can't

It seems to me that this move is really important to move away from pressure

I also don't know how to perform instant Aerial Astral at 6:52

Posted

It's forward A+B during blockstun, it takes 50 meter and is invincible. It's just a "get off me" attack.

Just off the ground astral is half circle back twice then up to up back, or a full circle and a half backwards if you're really fast. A variety of inputs can get it, experiment to find what you're comfortable with

  • 3 weeks later...
Posted

Sup guys, I've got several questions since quite a long time ago, so here they are:

-tk.623B is cool and stuff, but how do you use it properly? Because when I try doing it in matches all the time but all i got are whiffs/getting countered :v

-Can you do the tk.623B by using an other "setup" than 6923B? (I guess not but oh well)

-How do you usually use bumpers? All I can "do" with them is put one on the corner on a good height to get extra corner damage.

-Can Bang do anything against anti-air moves? I mean, by not using shuriken at all.

-By knowing that you can counter someone on wake up if he tries to grab you, does a well timed 2D can be the perfect meaty? (like, invulnerability and stuff)

I hope you guys will help me out answering those question (:

Oh and, since my english is so-so, I'd like you to know that I'm sorry if I made your eyes burn.

Posted

- For tk.623B you can use 321473B

- Could bumper setup is finishing combo with 5C>6D>B bumper. Then you can IAD and create a mixup.

Posted

Last night was really helpful - I don't get the timing for some things, but coming out of basic opening I saw a lot of new things I want to try - thanks guys!

Also - 6C actually hits stuff in CS2? Oh god I'm missing out.

Posted

Star, you need to watch some videos man. Lol. If you're just discovering 6C hits things you're about a year and a half late to the party

Posted

I misread that saying 6c hits everyone all the time in CS2+. I was about to throw a party in my room.

For Benb

First your English is fine. Better than many people I've talked to online from America ;).

1. I don't have enough experience experimenting with this in matches sorry.

2. By setup it looks like you mean command (thanks quotation marks). Try doing a 360 ending in 3...I guess that it makes a 405 :P.

3. Matchup specific. Basic thing to try is after a midscreen standing combo the ends in c nail, dash 5c, 6d, 623b, is to set a bumper after a 6d for oki instead of firepunch as was stated.

4. You can be less predictable with jump ins and develop a better ground game to not have to face them as much. Also try mixing in feints by airdashing backward and double jumping to make yourself less predictable.

5. No Clue.

Posted
Star, you need to watch some videos man. Lol. If you're just discovering 6C hits things you're about a year and a half late to the party

Well, considering I last played CS2 in May, I knew jack squat about bang other than FRKZ and LOLDHASGAURDFRAMES...I've come a long way since May.

I am actually very late to the party, though. It'd help if I had a ps3/360, the game, and lots of time on my hands.

Posted

BenB

5. if they are grabbing you on their wake-up 2D wont do anything about it. Just jump over and cross that mofucker up with j.4b while he grabs at nothing. or just 5a him. lol. A properly spaced 5b should keep you out of grab range while netting you a free counter hit.

  • 1 month later...
Posted

So I've been wandering since I saw many videos using tk.623B, what is the difference with the normal 623B? Faster recovery?

Posted
So I've been wandering since I saw many videos using tk.623B, what is the difference with the normal 623B? Faster recovery?

Frames and Proration.

Posted

I've seen Dora do something strange a few times. To be more specific since everything he does is both strange and glorious; when he goes to Astral I notice he j.D's but before the hit comes out, he cancels in the Nail hit of the astral. How's that happen??

Posted
I've seen Dora do something strange a few times. To be more specific since everything he does is both strange and glorious; when he goes to Astral I notice he j.D's but before the hit comes out, he cancels in the Nail hit of the astral. How's that happen??

Well for what it's worth, CH j.D>Astral actually combos. Besides that, without looking at a specific example (although I'm sure I've seen it enough anyway), you might just be seeing him guard point>teleport off the Astral.

Going by frame data, j.D is only jump and rapid cancellable and it's only jump cancellable on hit, so I'm gonna go with the above answer/s.

Guest
This topic is now closed to further replies.

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...