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EyeLovePumpkins

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Everything posted by EyeLovePumpkins

  1. The problem is that 3C doesn't link well to her Bnb combos at mid screen. The only thing I have is 3C hold D release iad 5C Haku rapid dash JBC Tsubame. But that costs 50heat so....Any recommendations?
  2. Anymore tips on Nu players that mostly uses 6D? The only thing I actually found useful was to dash with in range, then 3C BnB. 6B doesn't work too well and we often trade hits instead.
  3. Arvandor- If you are right in the corner, you can just start with 3C {D} dash 6C 5C Tsubame, 6C, 3C instead. The first low hit might catch your opponent off guard. For the combo: 5B 5C(2) 3C {D} iad JC haku staff2 dash JBC land tsubame 6C, it only works well if you are at 2 or 3 of the screen if the screen was arranged from 1-10. If you are at 6 of the screen, then you might have to use: 5B 5C(2) 3C {D} iad JC haku RAPID staff2 dash JBC land tsubame 6C.
  4. I don't follow. Do you mean just press 5D after 3C?
  5. A week a go, when I was fighting someone, I noticed that he was able to roll tech out of the corner right after 3C in (6C tsubame 6C 3C). Okay..I didn't know that, but what's the best thing to do to stop them from tech rolling out the corner? Should I 3C them again? That seems to slightly work, and I can always use: 6C tsubame JC kote (421) falling JC 3C. But the problems is, they'll know not to tech roll as soon as they see Kote Gaeshi, so it's pointless.
  6. But won't Ragna's DP hit and counter me right when I activate the four winds, before I get the chance to block?
  7. Okay....so are you telling me not to shishin until Ragna DP is blocked?
  8. wait until shishin is active?
  9. For ukemi situations(6C tsubame 6C 3C) after 3C followups against Ragna, what's the best thing to do if I know Ragna is going to DP right after 3C?
  10. Okay, but let's say that I miss the opportunity to IB and it was normal guarded instead.
  11. Hell's fang is really fast, so what's the best thing to do if I normal guard it? I almost always get counter grabbed afterwards before I can do anything.
  12. So now you are having trouble beating a Jin player? Your other post would contradict you.
  13. Can someone tell me when a character is most vulnerable, like: when is the best time to attack after they are done attacking(or done with a specific move)? A list for all the characters and examples would be nice. I'm having a lot of trouble fighting against Arakune, I don't know when that thing is opened and I can't even catch that thing. It feels like; once you're curse, you're dead. I'm also having trouble fighting Tao players, most of her attacks beats Litchi's. What is the best chance to attack after Tao does that D cancelling and goes right through you? That always crosses me up, I've tried jumping over right when Tao goes through and countering with 5B but that didn't work. Any suggestion guys?
  14. I was able to finish the whole Itsuu combo: 5B, 5C, Itsuu C, j8Chun, 5B, 9BCD, air dashC, 6C, Tsubame, 6C, 3C, from near half screen. 2C works on some of the characters like Ragna and I've discovered that it works with the input: 5B, 5C ItsuuC, 5Chun, then 2C works~. For throw I use: 4throw, ItsuuA, 2A, and 5B instead, so I don't know if "ItsuuA, 2B, 2C" is better but the only combo I'm still having trouble with is that 3c[m] combo.
  15. Another thing I want to know for Itsuu combo, xx itsuuC j8Chun 2C jump jBCD airdash jBC land tsubame 6C tsubame 3C, I do 5B right after j8Chun because 2C misses everytime. But which is better?
  16. For the position where I was, yes Itsuu combo would've been a better choice since it will end with my opponent near the corner, but that's not always possible if there is a quite a gap inbetween us making Itsuu C miss. Because of that, I'll need to use 3c[m] combo right after 5B,5C. I don't really have trouble doing 3c[m] combos in the corner since I don't have to worry about doing that lightning quick "dash". I can do the other combos just fine, but this one is a different story. I've also tried buffering the dash, but it still doesn't seem to come out correctly. At which instant do you buffer? Like: before staff2 hits, after it hits, an inch away before it hits, ect.
  17. How do I delay the staff return? I'm already at 4-10 of the screen if the screen arranges from 1-10. If I delay Haku, Haku will miss and the opponent is then able to tech.
  18. I don't understand, if I don't dash, then Tsubame will be out of range to connect.
  19. I'm having a lot of trouble with inputting the "dash" in this combo: 5B 5C(2) 3C {D} iad JC haku staff2 dash JBC land tsubame 6C, and doing the alternate version is even harder for me. It just doesn't seem like it would give me the time to dash before the mantenbou comes back and hits the opponent. If I am somehow able to dash, the mantenbou will already be back in Litchi's hand when "C" hits in "JBC". Is there a specific timing or some trick to this? Anything that can help is appreciated, thanks.
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