Jump to content
Dustloop Forums

Darkhonor90

Members
  • Posts

    398
  • Joined

  • Last visited

Everything posted by Darkhonor90

  1. Hey dude. How far is St.Pete from Miami?

  2. Astral finish is functionally useless. Ugh your really wrong on that. Hakumen's astral is by far one of the best astral in the game. Ragna's/Jin's are really good as well since they can be comboed off a throw. Rachel's is REALLY good because during her astral she can use wind to suck you into the vortex thing. Other then that I think the othre astrals are regular to stupid hard to land I.E-Litchi/Bang/Carl
  3. If the combo meter goes beyond 13 then you can't do Ice car
  4. Ughh rachael? Pumpkin + wind+frog allows for VERY long pressure
  5. Tech then input a DP
  6. Hell's fang is REALLY punishable. Its a -9 on block. If they don't do the follow up after Hell's fang just quickly punish with a 5A,2A or 5B. Ya when you land your best bet is just to stand still and just watch for wether they tech neutral or roll left or right. If they roll bait it with 5B or 2B and if they neutral tech bait DP and start block string with 2A and repeat.
  7. IT only works on crouching opponents.
  8. Either this is sarcasm...or you don't know he has no real anti air 0_o
  9. May never EVER needs to jump at Ino at all. She can jump away all day and play the J.HS game to Ino. If Ino throws notes she can jump away or over them and Ino can not advance forward becuase of 2HS or J.HS. Of course if Ino is right near or under May then that is a different story but May can turtle that match up all day and never have to chase Ino.
  10. Remove J.B and just jump jC>j.c>jC>214B for the knockdown.
  11. If you get a backdash you are inputting either 44 or 66 (Depends on which way you are blocking). Start mashing on it if you are and just go for simple one inputs. Slowly and consecutively. 5A will work JUST fine vs that overhead.
  12. Yes thats correct. Any of his moves that cost meter i.e-623D,236D,Ariel 623D,214D can be used to refreeze the opponenet even if they were once frozen before. Can you type the input in? I don't know what Hishouken is =/
  13. I don't get what you mean like.....Using his drive mid combo? Ughhh any air combo into J.D? If you are getting black heat combos then that means you tried to freeze again after you alreayd froze once. You can not freeze more then once in a combo.
  14. Delay the J.D a bit and then do 66 (Let go) 5B 3C 22C The key to this combo is to have the J.D delayed.
  15. No. As long as the opponent is crouching in ANY ground combo then you should be fine.
  16. It's an average speed overhead with below average range and bad animation. It is to be used sparingly after a 2a or a tech reset. In the comer its a great option because it can net you a 3 or 4K combo and midscreen with Sekkajin you can get a 2K or so combo. Overall its a below average overhead compared to the rest of the cast (Litchi,Arakune,Noel).
  17. Duck. Literally. Just hold down.
  18. 1. Backdash IAD Back/Forward J.B 5D Stand still Those are the best things imo to do. 2. J.B beats out ALOT of stuff in BB and its your basic air to ground string. Use it alot when approaching from the air. 5C>(Or single)5D Dash is a good way to ''get in'' as long as you don't abuse it because they can IB and punish. Run up 2A. Jin's imo best option is to come air to ground using J.B and when on the ground use projectiles to make the enemy jump toward you then you use A/B DP or stay on the ground and throw 5C/2A as pokes. I feel Jin best approach is using your spacing to get that intial first block. Rushing in with when the oppoenet isn't getting up from the ground or in the middle of something else isn't a good thing with Jin imo./ 3.2A>2B>5C>2C(If close enough)>B Ice car i think thats the best mid screen ground combo off the top of my head.
  19. Japanese by far.
  20. The sword hitting really low i was not aware about. Thats a real shocker. Thanks for the heads up.
  21. Alright that makes alot more sense and yes seems very valid and im pretty sure widely used. I just listed all those statements because you said AIR DASH at the opponent. Once you airdash you automatically make all those options like 10X better. But if its just a neutral jump forwad then ya its a good reset of course. One thing though. Why would you air dash J.B then land 2B? Once you air dash you waste your second jump so there is no way to fuzzy so its obvious that after the j.b you block low 0-O
  22. First off im pretty sure they could break out of the ice mid air but if they can't still. If they break out of the ice on the ground and you are above them they can still have options of running forward, DP, anti air move (Ragna 6A for instance), air grab (If fast enough Noel?)or block a very easy reset since you air dashed. It would be a much better idea to just JUMP forward to them then air dash because if you air dash going low from there is MUCH easier to see. Its better to jump forward then either air dash for the high or land and 2B. Either way im still like pretty sure they can break the ice mid air.
  23. Im pretty sure they can break out of the ice by the time they reach the floor with that combo. You would have to do something like. J.C J.D Adding more hits means they get higher and if they are higher if you wait for them to land they can break outta the ice.
  24. B ice car has a couple of frames faster startup then C.
×
×
  • Create New...