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smooshman

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Everything posted by smooshman

  1. to elborate on what yuushiro said, knockdown generally leaves you at an advantage and allows you to maintain the offensive, because now they have to worry about you attacking them. It also gives you time to do stuff. that stuff depends on the situation, but that's an entirely different subject.
  2. not really, I can't imagine 623C loops (lol) giving oki, so I can't imagine doing a lot of pressure afterwards. If he can.....
  3. continues combos, and second hit is guaranteed because of freeze, unlike 214B/C.
  4. the combos at the beggining have 6C>dash>6C (without CH), so did 6C get faster? IIRC you could do that in CS.
  5. orb I got to do about 177 using 50 tension, so it definitely more efficient. I'm not really familiar with alot of SE FRC combos tbh, since I've always been more consistent with orb.
  6. necro the best damage I got on pot (besides 632146H>RC>stuff) was 2D>JS>JH>236H>FRC>AD>JS>JH>632146H>land>2P>c.S>2C>623H>LJ>222H. Assuming you started mid screen and worked your way to the corner. for about 180... I didn't try anything before the 2D, since my execution is pretty bad.
  7. on hit only, there'd be shennanigans if it was on block.
  8. we have a lot of corner combos that don't involve more than 1 623D, hell even double hirensou loops have to start from a good starter to work.
  9. no, you're a death seeker.
  10. jin's looking A-tier again? fun. but the changes aren't final so there's still time for ASW to fuck it up.
  11. oh cool, so even if 2D's IB'd we're still at +, 236A/dash cancels are less risky.
  12. wow looking at tetsu earlier in the year compared to now.... it's quite stunning.
  13. JK>JC but jin's air normals are like 80% crossups, and he's got better ATG. but enough of the comparisons.
  14. agreed. and it's funny how they said they're trying to make jin mid range when that his worst range in CS.... but he does seem to be moving away from the johnny direction of sacrificing damage for better situations/damage later. but if the goal is to make Jin mid range.... why nerf 5C's already mediocre range.
  15. it's probably more for show, the only thing I could think of where it would matter is for hit confirms and buffering a charge input ([4]6a/b/c/d, or [2]8), since you won't move like you normally would.... but I'd go with the for show explaination.
  16. hitstop is.... well, you know how when haku/jin does yukikaze you're character's stuck in an animation for a while? that's hitstop, though it's generally not as noticeable yukikaze
  17. oh your right, it gatlings into 5C now. that's my bad. but 5C got worse, so it kinda evens out... a little, it really depends on how much range 5C lost.
  18. apparently, rehyou got worse, 6A got... well it gor more changed than nerfed, but 2C is still ass, and 3C (duh).
  19. not really his bad shit is still shit, just for different reasons. the fact that you gain less meter after spending it really hurts. that said he's certainly looking better off than a lot of the cast.... except bang and litchi.
  20. nah jin's looking goo- *sees 623D nerf* that seems about right.
  21. 623D (or 6D apparently) same move prorations makes me sad...
  22. more like we don't get return for mixups.... air normals mostly crossup, but there's no good return, and throw is.... well throw and has lolp1 and if you miss the mixup all your pressure disappears.
  23. lol w/e rehyou is already fucked on whiff, so making it worse doesn't really matter. CH combos are hype though. sekka with less pushback is gonna be awesome. 5C>5D is incredible by virtue of the fact that Jin can now actually do with off max range 5C
  24. wtf? what oblivion are you playing? I don't remember thief giving spells, or there being children oh god the water lol.
  25. checked some ky gatlings (just 2P ones) 2P>5K/5H/5P/c.S.
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