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Arifureta

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Everything posted by Arifureta

  1. 6C is very effective against people trying to bait a jayoku. If they just sit and stand there, they lose a guardpoint; if they try for something that'll beat a jayoku, it'll just clash and you're in a comfortable position for a followup. And since most attacks that can beat a jayoku are dangerous on whiff, you'll probably get a good punish.
  2. ^ I think it's 7k in corner. 236236B > 214D~C > (crossup) 5B > 2C > jakou corner combo to C mash.
  3. Because it's there. :V No, but in all seriousness, D~C is kinda good for crossing up people. It's still unsafe, but if you know they're just going to block, might as well try to trip them up. Or if you want to get to somewhere without flying all the way to your opponent and giving them a free combo, Cs good because it's like one giant air break.
  4. Probably better to do 6A on blocked chains since I think that combos into something without having to use chains. Or whatever move is going to punish him worst since blocked chains are like free combos for you.
  5. ^ Or you land your kick right into his grab and you die. 214D~B is very good if you don't spam it. It's like your anti-everything. :V Although, yeah, it takes GUTS to use it on wakeup since a poke will totally hit you out of it. 2A's a better tech trap imo. Although not on anyone who has a legit DP, or Tager. 360s all day if he figures out that you're going to keep doing that.
  6. Her hitbox is crazy different from everyone else. Also, it's pretty big. EDIT: Which, now that I think about it, should probably be listed in the Combo thread. Especially this one: 6B+C > 6D~A > (wait) > 623D Pretty tricky.
  7. I think it's Rachel/Tager specific. The command throw probably doesn't factor into the timing.
  8. Very easy to reaction poke all of those though. :V But yeah, risks are okay to take from time to time. Specially if you know they'll be too scared to do anything but block. This one's pretty awe-inspiring: http://www.youtube.com/watch?v=XIOdGHxMgfY#t=11m50s Dear god, HIS INPUT'S TOO FAST. Jin barely even fell down yet. o.o
  9. Pretty gutsy with his chains though. Flying in on block and everything.
  10. Oh wow, first time I've seen that Astral combo work midscreen.
  11. Oh no, yeah, Ragna eats primers like some sort of primer monster. Or something. Most of his primer-removing moves have a bit of recovery time on block though so, I dunno, poke and run?
  12. 5B is good but not at range, which is like most of my problem with her. She's far enough to be safe from my normals but not far enough that I can use the chain safely. Very frustrating.
  13. She burst like twice in that match. :V Also, you're doing something wrong if Hazama is eating your primers.
  14. I'm pretty sure the guard points reset to full after it gets broken so it's not really a problem. Unless you burst twice in the round and only have one left. :V If you're really that close to being broken and your barrier's spent, jump. It's a lot harder to combo off an air guard break.
  15. ^ What are you talking about? We've got a shoryuken THAT PIERCES THE HEAVENS. Needs 50 heat though. :V I block, and then I get confused as to what moves are a low or a high.
  16. I wake up 214D~B that bastard. Though the command grab might be safer now that I think about it... Now if only those two were legit options against Litchi.
  17. ^ It's good if it's unexpected since there's plenty of time to hit him out if it otherwise. It's more for heat gain than anything though since the proration goes to shit.
  18. Mizuchi buffer is crazy easy. All you need to do is time the 6C as he hits the ground, which is what Fireryda already said now that I think about it. More like THE BnB. We've got like, what, 3? And two of those are like based on each other. :V
  19. The difficulty with Hazama is not the combos, it's the versatility. Like, knowing how to get into the BnB from any situation. I don't know about the crossups. I just sort of time it like I would the normal BnB dash.
  20. Com is silly. Techs out but never blocks. :V If he can tech then he can block. If he techs away then you eat a huge combo.
  21. ^ Nah, the 214D~C > Astral bluebeats. Although if people don't tech out then you're golden. \o/ I've never been able to connect a 4D into an Astral. I think they might be too far away for it to work, though it might just be my execution. Also, I think the combo you wrote works on Tager. Probably a variant of kid viper's Tager only combo from a few posts back. 6B+C > 6D works on everyone although I think the number of cancels you can do depends on the character, not really sure. I usually just use one if I don't want to drop it. We're like the cleanest subforum around. :V
  22. I was like "give me some of that C mash". :V Then I heard Lambda go "R...Rag-na...", so I went and subbed her. Then I learned Tao's voice actress was Senjogahara's, so I went and learned the taunt loop. My criteria for picking mains/subs is very arbitrary.
  23. So unsafe though. I mean, I understand the logic; used to happen to me with Noel with her 6C (I think. The overhead) 3C crossup a lot too. A poke beats it but then I never did use one. Too scared for some reason. But yeah, eventually, you do poke out though. And the startup to Hazama's overhead is reactionably long. I feel like it's probably because he's a relatively new character that he can get away with all of these. Once everyone gets used to it though... Zakiyama has crazy IB skills but Buzama has style. RCs all day and wastes heat like crazy. :V
  24. Keep in mind though that if Hazama is that close to Hime-sama, he's not going for 5B. He might go for 2A, but odds are he'll run away. He might go for a (weak) mixup but, again, it's better for him to high jump away and then 6D to try a hit confirm, which, if she tries to go for a lobelia, would probably hit her. Hazama is a hit-and-run character. He's not going to commit to something he knows is dangerous. Or at least he shouldn't.
  25. So... just be the better player then? Alright. Doable. I'll just punch the actual player when I see myself losing. :V
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