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4r5

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Everything posted by 4r5

  1. 4r5

    #R Zappa?

    Wait, yeah, I think in #r it was a block string, but in XX it was a loop. lol
  2. 4r5

    #R Zappa?

    Dog is awesome, has infs. Roah is pretty beastly too. 5 years ago, forgot the rest. Was the ghost inf corner blockstring XX or #r? Here's some vids for you to sift through while people rack their brains for #r knowledge. http://www.youtube.com/results?search_query=getterbeeeeeeeeeeem+(za+OR+zappa+OR+%E3%82%B6%E3%83%83%E3%83%91)&as=1&and_queries=getterbeeeeeeeeeeem&exact_query=&or_queries=za+zappa+%E3%82%B6%E3%83%83%E3%83%91&negative_queries=&geo_name=&geo_latlong=&search_duration=&search_hl=&search_category_type=all&search_sort=&uploaded= http://www.youtube.com/watch?v=mubGSMyxGsw http://www.youtube.com/watch?v=Cv1f8oCX1aU http://www.youtube.com/watch?v=b-toUg2BD4c http://www.youtube.com/watch?v=pQWP1oL_jC8
  3. holy damn, one year ago. Yeah, that's what I mean. And, nah, it doesn't work. When people are getting up, they get their standing collision box, so you just end up pushing against them, instead of passing through. I suppose it's for the better, we don't need May to be able to oki crossup with ALL her dolphins. A thought while I'm here. Recently it dawned on me that the first hit of 3HS hits where 5HS doesn't hit. I always knew this, but it never really hit me to use it where I needed a '5HS' that hits where 5HS doesn't hit. 6 years of using 2D and 2S ingrained into me, couldn't see the real use of 3HS till now. Something to think about the next time a Slayer 6Ps your HS (and 2D) or a Sol GrandomVipers through your pressure.
  4. 4r5

    [CT] Hakumen Thread

    5D has 7 some frames of startup. 6D has 1 (or none?). There are some strings you can't 5D inbetween, while 6D prorates like crazy.
  5. More practice. You probably do Ensengas a little slower on my side then the other, and that little speed difference never matters intill you try 1hits.
  6. 4r5

    [AC] How to hit people

    I sometimes do my aircombos with an extra 6+HS on all the button presses (j.6KH-6SH>dj.6KH-6SH-D>Ensenga) to try to OS an airthrow on their bursts. More often then not, I just end up blackening the combo and occasionally getting an accidental airthrow on their tech. KJ(frc) is still Johnny's defacto combo-able burst bait. Johnny doesn't have many worthwhile burst-safe combos. Most of your successful baits will be from good reads on your opponent.
  7. I voted no, to banning the ABA falldown glitch.
  8. You can 6P any AlphaBlade, ground or air, provided you start up your 6P close to when the Chipp starts up his AlphaBlade. Chipp's a pretty fast guy. It's futile to try to go to him, so I just walk around and ready myself for when he eventually has to come to me. Well, assuming I have an even or greater life lead. Otherwise, goodluck chasing that man down. Learn to FD Dash and keep track of Chipp's air jumps.
  9. You can 6P any AlphaBlade, ground or air, provided you start up your 6P close to when the Chipp starts up his AlphaBlade. Chipp's a pretty fast guy. It's futile to try to go to him, so I just walk around and ready myself for when he eventually has to come to me. Well, assuming I have an even or greater life lead. Otherwise, goodluck chasing that man down. Learn to FD Dash and keep track of Chipp's air jumps.
  10. 4r5

    [AC] How to hit people

    You can solo-JI the transports with a normal jump, just do it a little slow.
  11. The ISP at different locations may not have updated the site's DNS address yet. Or your work is blocking non-work related sites.
  12. Streetfiytafo

  13. To the soon-to-be testament scrub, Use the joint of your thumb to hit down, then roll your thumb so that the tip of your thumb hits up. That's what I remember doing when I used a pad. But I don't have any pads with me to double check. I'm so pro, all I have are arcade sticks.
  14. You suck. Go work on your timing, scrub.
  15. Is Zappa's IK a throw, or is it an ublockable? I never confirmed it, but I always assumed EX Zappa could combo into his IK because it was unblockable. So when you stagger them, then lay the IK on them, when they are out of stagger, the can't block/jump away from the IK. I guess reversal backdash? I suppose an easy test would be: knockdown, then meaty IK. Can you jump out? EX+Slayer: CH PikeBunker, PileBunker>FRC x5
  16. EX Zappa can combo in to his IK. If I remember correctly, the stipulation was that he had to be in IK-mode before he starts the combo.
  17. If you did it that way, you wouldn't jump. 7~[P+K] you jump then quickly cancel the startup, and you end up with a straight up jump and no jump cloud, if you did it right
  18. There is no 'good' pressure string. You tailor your strings to work against what you think your opponent is planning to do. If you aren't sure, then it's better to not commit yourself to anything risky and just play safe. Amongst all the Robo-Ky's I've ever fought, I've never had a problem with Robo-Ky's 2K interrupting my offense. Maybe you're trying to operating too close? Give us a little more details. Get the airdash out fast, and get the kick out fast. Trying doing 6FRC6 (like you're playing I-no), rather then FRC66.
  19. 4r5

    [AC] Johnny vs May

    How does anyone even have the meter to SB anything at the start of a round?
  20. Invul on supers? I need to know
  21. R, when you superjump.
  22. 6HS is JCable. So you jump and KJ, or tigerknee a KJ.
  23. You need to activate, before you can cancel specials into supers. If the special is jump cancelable, then you can just tigerknee the super
  24. http://shoryuken.com/wiki/index.php/Glossary#M http://shoryuken.com/wiki/index.php/Glossary#T
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