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TD

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Everything posted by TD

  1. why does haku need to be tk'd? these are the best looking combos litchi had since ct imo. so nice.
  2. all in all l was really just trying to read him instead of my usual gameplan (im trying to develop yomi you see). l had some truly ingenuius moments during our fights, and some failed experiments, but l always learn something new when playing zeth. mind you, hes probably the only guy l can even play for that long without wanting to do something else, so l try to make our fights count. once again thank you guys and l will process the crit some more later. also im gonna try to crit you kirbster when l get time this week.
  3. due to the limited typing capability of my ps3, i'll have to make this quite short. first of all, thanks once again to kirbster and herbal grey for the crit and... compliments really l dont deserve it. herbal i'll provide some insight as to what l was thinking. 1:20 was a burst bait. I do try hard to read them, although l failed that instance. which is ok. if zeth sees/expects a burst bait... he wont burst! which sets the pace for future matches. funny cause he burst 5 seconds later anyway LOL. fail. 1:49 was a lapse also. however, l did break a primer and pushed a little to the corner, so it wasnt all bad l guess. l do see your point though and it has been noted. 1:57 seeing it again, it was a bad choice of me. l remember accesing the situation like this. l knew he'd dnail there. my lobelia would ch him, i'd slip through the dnails , and proceed with combo. actually l was a milisecond away from a perfect plan. but alas... :< 2:52 was actually airdash db, but l didnt realise l was out of wind
  4. didnt realize how long l took to reply... anyway, im not really... er, qualified to teach you (or anyone really). l mean if you still want to play cs2 just to play then sure... but with cse out and things changing l dunno if playing cs2 is a good idea at this point
  5. 5a 5c is -6. ib ruins this, as well as throw. trust me ive been doing this, 5a 6c and 5a 6b for about a month now. (granted, on netplay...) 5a 6b is probably the best frame trap. it stops everything from jumpouts to mashing. its only -2, -5 on ib so only dp's outright beat it : jump cancellable, many options after. 6b itself is unpunishable (-1) the only thing lve had trouble with is confirming it (you need a different combo route depending on how the foe reacts) 2/5a pressure is the new trend :o btw you can buffer 2d while 5a is getting blocked. the foe can see the down wind and expect a ja, likely. at this point you can ja, 2b, or dash throw.
  6. interesting match vid this week. lk, do you plan on playing on psn in the future?
  7. xie are you planning on uploading the rest of your recent shows to yt? just curious-
  8. happy bday kirbster. also hello guys.
  9. l do appreciate the crit tofurr. 3:09 was a complete lapse in judgement. l figured l might have dropped the fatal trick so l tried to be a little more on the safe side with the 2 wind version, ended up botching the timing anyway. by 28:34 l was hardly even paying attention, however ive been mashing 2c alooooot lately anyway so thats not really an excuse. l will say though that yes l was expecting him to run into the poles at 32:15. iirc even getting hit by a bbl pole is a full 3-4k combo. it would have been baller but alas, l got a little overzealous
  10. no crit? :O I understand with cse being around the corner and whatnot. so how do the younguns bump threads nowadays? bump 10char or something
  11. http://www.youtube.com/watch?v=Hrn6zkTZHqg me (rc) vs zeth07 (ba) featuring a few of my subs... lol good games again to zeth and ty for uploading all critique welcome.
  12. edit: l mean 6a guardpoint would already be active not 6a's active frames for the actual hit.
  13. @the gimmick: maybe meaty 6a? its likely possible that 6a will plow right through an air dp since most of them would start around the point where rachel's 6a would already be active. l want to test the properties of a highly prorated j.2c knockdown now. ive actually been working on a few gimmicks/ resets of my own and this could end up being helpful info later on.
  14. lts not the same, but l suppose l could give it another go next time l go to next level. it wouldnt hurt. last time l tried, there was an issue with the converter. but that's not a reason to never try it again. lol one more question, say l only came for gg casuals (not the tourny) and l stayed for about an hour. l would only have to pay for the hour l stayed right? l remember seeing an 'hourly rates' paper there, and l just wanted to know if that was still in effect. thanks
  15. l may come out for gg. dai l want to ask a question about the setups. how would one go about getting a ps3 setup or setups into next level? l dont want to seem selfish or start anything dumb in here but l do feel like l need to ask as i'm very uncomfortable with anything but a ps3 pad. there are probably infinite reasons why xbox is used over ps3 at the tournies (l dont know much about xboxes or the scene really). however, is there any hope of eventually getting ps3 setups in, not so much as to make the tournies ps3 only but to have at least one ps3. and of course this assumes that enough people would even want this besides myself.
  16. thanks tong and lk for the responses :>
  17. hey lk, l have two questions ask you. theyre related to one another. the first, how do you properly execute a frame trap??? l do know what they are but applying them has been somewhat of a mystery. l netplay alot, and l want my foe to respect my pressure so that l can do better things. the problem though is that, every time l go for a frame trap/anti jump the foe dosent bite! and when l dont, l can get anywhere from thrown to fc'd to killed trying for mixup. l try hard to adapt and use everything l trained with against most people, so if l visually see my frametrap blocked, next time i'm going to try a mixup... the end result is usually me wondering wtf just happened. l just died. (im talking about with rach btw; l know she has safe mixup but im not always point blank to fully use/abuse it.) l try to use my knowledge of the the game to compensate for my....horrible... reflexes. but is there a such thing as overthinking? or maybe even underthinking. and what do l do about it? turtle harder? :s
  18. someone play me on bb please, im hella bored waiting on ppl to join my room.
  19. the initial jump can be used for running away since she can hop over some air to airs. it can be used after a jump to alter your positioning which can catch ppl off guard if used sparingly. a version has staff launch, ippatsu (sp?), hatsu/chun. l've seen chun do a few interesting things; crossup a nearby foe, hop over potential punishes... its not safe though. overall a version has the most options but you have to be near the foe. meh b version punishes lots of things and has 100p1 iirc, so ch hurts. its also a big frame advantage if guarded and not glaringly punishable itself unless the foe avoided the stick launch. c version, idk wtf this is supposed to do, its fun to use but l havent seen anything interested from it. there are other uses. i dont know them
  20. lol. where do you get those from? are there more?
  21. kirbster, you were letting him ca/burst aloooot without baiting them, at some point after the first match at most you should note where he likes to burst/ca. since tao has lowest health in the game sides carl, this is pretty important for ending the match quickly. not to mention he was bursting/ca during the same points almost every single round. you also over extended often with pumpkin and were without wind or advantage. it was a rather hit-or-miss strat. if he's adapting to your pumpkin approach you can always just summon one, leave it nearby and start chucking 236b/c lobelias until he tries an approach or you get in a good position with enough wind. one last crit. try to keep your blockstrings fresh. see where he likes to poke out(usually after 3c) and punish it (3[c], j.2c ch). if he starts jumping out, 5b works to stop jumping. once you condition him start using 4b and j.2d empty jump. other than that you did really good. your neutral game was on point.
  22. two (rather annoying, l might add) things tager can do in neutral: the first: killing george. right when he's about to land tager can j.b george if the poor frog happens to be under him. with pumpkin/pole out and near this is punishable, but oftentimes without the other summons rachel is rarely able to punish this consistently. not particularly dangerous, just be careful. second thing: this may be known already, tager gets an extra gatling from hitting george. with spark bolt (to a lesser extent, sledge) he can punish players who mistake his killing george as a chance to get in. do be wary of this. be ready to ib spark bolt if tager does something like that body slam (6c?) or the stomp, usually the only time he'll even commit to such risky moves is to bait with this trick. (dash barrier is important for instantly stopping your momentum if you attempted to punish him for this. otherwise spark bolt will still hit due to dashing recovery.) l have some more stuff but l have to make sense of it -.-
  23. anyone know how long ignis blue guage lasts when she/relius gets hit? l cant seem to get an accurate read on it since players can still use ignis during this time
  24. looking forward to it. wish you luck.
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