Jump to content
Dustloop Forums

TD

Members
  • Posts

    5,938
  • Joined

  • Last visited

Everything posted by TD

  1. 1 - do tk chun on the last hit of kokushi. l usually do 360c so that its guaranteed to come out. you can also cheat and just do a regular jumping chun, land 5b[m], 6d, combo. 2 - refer to the combo thread, your solution is there 3 - im not sure of those either, but kokushi oki is really good. +200 or something. if you cant do other oki options, then her basic mixup with kokushi cover is more than enough. dont forget about double overheads, 6b feint, low airdash mixup, fuzzy guard etc. its all safe with kokushi. 4 - last hit of daisharin has 10 p2, it ends the combo on hit basically. misfortunes if you managed to get a 5c fatal, and then daisharin comes down and ruins it
  2. ggs to everyone in my room. goodnite
  3. so jyosua, what's going to happen to scrubbly bubbles(sp?) when you're no longer a... well you know... scrub. are you going to make an 'average bubbles'? perhaps an 'expert bubbles', or a discontinuation of the whe thing? just curious. ggs to guardian earlier and ranked for still not giving me psr
  4. TD

    [CSE] Rachel vs. Relius

    super jump, then double jump, start summoning/chucking lobelias. you're taking to the air where relius is less capable of controlling. pumpkin at this height will come down at angle , avoiding ignis completely if relius committed to a puppet attack. there isnt much relius can do against her floaty superjump, none of his normals hit above him, j.236c is situational. you really only need to watch for sj.8d
  5. anyone wanna ft5? inv meh
  6. ggs everyone. sorry we didn't get to play much omni, my router got tripped over and knocked out the power for a few hours. we can play sometime soon
  7. for the most part. 22c/b should be for combos due to untech time 22a should be used sparingly for spacing/ pressure, 22d should be used as a combo extender with charge midscreen/corner - as a basic example.
  8. 22b does more damage than 22a, 22c more than 22b, 22d more than 22c. plus, 22c recovers faster than the other two, giving a few frames extra to do whatever.
  9. linhua is gonna be 99.99% unplayable its apparent she has no fighting skills in the story mode as proven when she thought tager hurt litchi. she just started bawling and "pounding" her fists on tager's chest (which did absolutely nothing). imo she's relegated to palette swap tier, if even that, assuming the developers have bigger plans for litchi (ex: litchikune)
  10. quick question lk, what are the optimal corner daisharin setups in ex? l can only think of one...
  11. learn to crawl before you walk man did you learn how to do haku hatsu riichi a ippatsu a b yet. rather, did you attempt to try it.
  12. good 1 game to lk ._. ggs toan for the ft5 (sorry toan, it felt like my actions were coming out a second after they were inputted. l had to try and react to everything alot earlier which led to lots of ch's lol). also, ranked which had quite a few decent connections tonight. how many games do l have to play just to get another 8 psr? it barely goes up even 1 point after 30 games.
  13. any rooms gonna be up in the next hour or so? or better yet, anyone wanna ftwhatever then. i'm gonna take a quick nap first and then i'll be ready.
  14. ggs to shinsyns's room neo_obscura, and ranked
  15. ggs to lovebird-'s room and ranked.
  16. agreed. l was just thinking the same thing. ggs to verard for the ft5, and ranked(verard, lol). shoutouts to room hopping.
  17. are you even going to try what l said or just bitch about it? because l dont really have any time or tolerance for the latter. you asked to get better, i'm handing you the steps on a fancy platter. get into training mode and do what l asked of you. it's simple. input 236a. l KNOW you know how to do that. next, input 236b. you can delay the followup, do it immediately after, it dosen't really matter. it should still combo. now, pay very close attention; AFTER INPUTTING 236b, IMMEDIATELY do 63214a. once you see litchi hop on the stick, input a, wait a second, then b. thats it! put the dummy on no tech/arial roll/anything first. let it bluebeat until you get the motions. when you feel more comfortable inputting these simple commands, put the foe on tech everything and try to redbeat it. l expect you to at LEAST get the former part down by tomorrow night. feel free to ask me for assistance, i'll be available most of the day.
  18. continued from last post l remember you said before you could do her combos offline a little better, now is your chance to prove this. dont leave training mode until you can say 'l did it. i'm one step closer to learning litchi'. l honestly do not want to hear you say/post anything less than that. in fact, it should be a fun little project for you to do, since you have streaming equipment and all; you can broadcast your success to the entire fighting game community to see.
  19. @star, lol. youre not the first person to ask me if i've been dodging you these past few days (more like the fifth) - l didn't forget about you, l'm in the lab alone more nowadays with rachel, training my ass off and working on my cmv. nevertheless, l got a chance to watch our sets first of all, will you please stop doubting yourself. even if you're joking it takes a toll on your subconscious mind, just stop it. each time you feel an urge to say something like 'i'm free' or 'he's better than me!', change that into 'l have a chance. this guy is only human, nothing he can do that l cant.' you have to think big or you'll never see results even if you played like shounen. now, i'd say you definitely need to work on combo routes. especially 236b 63214a a b in the corner, since it's her mainstay. i'd like you to go to training, set the staff in the corner, and just keep doing 236a 236b 63214a a b until you're consistent with it. that means DONT leave training until you can do it 10 times IN A ROW.
  20. TD

    [CSE] Rachel vs. Ragna

    236a spam is actually legit since it stops all his approaches lololol that along with 6d, 8d, and 9d to alter the arc of the lobelia if you sense a a hells fang/IAD... you might have to do this a few times in a row before summoning george seems to get squashed way too often, ragna 5c one-shots the poor thing iirc, and so does 3c (very safe for ragna to hit george with 3c).. pumpkin is boss but getting it out with enough wind can be a problem - you dont want to spam air summons, you'll get thrown/ID'd tk george is just too good imho, fast recovery and can put froggy in back of ragna where it's safer to tread for him as per usual, land a combo, get him to the corner and dispatch him quickly. l had a friend say that his rach 2b clashed with ID in the corner, if this is true than it could be good news to baiting his ID for oki. its all about being in control and basically playing perfectly, one slip-up and you might get HERPA-DERPED so be careful. you dont want this guy in your face.
  21. horrible, horrible games to ranked worst lag in a very long time, and with everyone too (and everyone was a 3 or 4 -_-). hmm, i'm not downloading anything but l wonder if its me...
  22. normally rachel just dosent give a fuck about up-back at point blank,since most of her pressure is air-tight/george and pumpkin stop it cold/she can use universal tactics to beat it (which are a little more risky). it becomes alittle harder for her to stop it the more she's pushed out of range. l know how to punish up-back. once l see someone constantly doing it (read: more than once/twice) l start adjusting my pressure to punish. l was a little taken aback when toan started doing it, he usually respects my pressure. i'm much more prepared for next time though; should be entertaining to see how our matches play out toan. ggs to azurerage's room, neo_obscura for the ft5, and ranked.
  23. its not wizardry lol, in fact it makes perfect sense. 5c works from j.214b (l forgot the frame data for 5c, its like 12 frames startup or something, idk. regardless, its more startup than 3c which is 9 frames.) actually 3c being 9 frames is great since its his only grounded jcable move besides 5a. i've seen TORI do 5b 6d dash 3c jump 6d so that he can go right into the high/low mixup countless times.
  24. has anyone been experimenting with j[c]? more and more i'm realizing how important delaying/adjusting your fall speed and positioning is against any player, and j[c] and winds do a great job at this, j[c] more so because it can be done multiple times and retains all but your main defensive option (blocking). it hasnt been talked about much since ct, and for good reason - i'm going to look into it more and see what l can get out of it.
×
×
  • Create New...