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psycofang2

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Everything posted by psycofang2

  1. you actually run up to a blinking full metered haku and press a button?
  2. because obviously the blinking makes the enemy do a long block string giving us time to AF. always. its hypnotism yo. its not like the flashing lights are warning them at all. no. when you see a blinking flashing haku waiting to AF you what would YOU do? would you "lol run right to it and mash bang strings" or would you at least attept to fake it out by whiffing moves and just being random in general to make them scared to do it. you can land it, vs someone with no common sense, or knowledge on how his astral works, carl, relius, hueuehurrderp.
  3. ey yo fuck them throws man. i wish there was an easier way to break them. trying to hit B+C at the right moment screws me over most ofthe time, i can only break them when i see them coming. except vs batou, you make me react and i hate you for it. STOP. FORCING. ME. TO. LEARN.
  4. ggs to Blin-batousai. damn i hate ragna and you make it worse. and tsubaki? you did things i did not think she was capable of doing. everything caught me by surprise.
  5. even so those are for reads, sometimes i barely react in time so 6d and 5D really help in those situation when yu know they gold burst but they dont o it predictably you have to anticipate it, as soon as i see the gold my brain auto 5Ds. i just wsh i could do it to overheads more often.
  6. wrong you can counter golds, 2d works on greens nothing else
  7. he appreciates the art of oily love.
  8. last word on this. grow a pair. the end.
  9. nigga are you serious? you just straight give up? batousai is in this room shoving izayoi up my fucking ass, you think im going to quit? no boy, im going to get better and work on my damn habits until i can rolfstomp this dude into the ground. i onlygot like what? 2 wins to his 6? grow some nuts nigga, you cant give yourself poison then complain about how much it hurts. take it, endure and get stronger from it.
  10. and you expect to ever get better?
  11. ggs to soul-6-ookami. and our haku matches. fuzzy guard battles are not fun yo. ggs? to starblast0r who i have no fucking idea what you were doing. you roflstomp my relius when i 1st get in there then when i win as hakum jin, ragna you just quit. the hell man. good fucking games to VavvMastumoto i wanted a round 3 to break this tie, I NEED CLOSURE! best hazama i hve ever seen so far.
  12. ggs to everyone i played today.
  13. sounds good. i should be home by about 8am so ill hop on then.
  14. sorry its a bit too late atm, i need to return back to headquarters until 7am bro. so maybe on saturday since im giving myself 2 days off. whens a good time for you?
  15. im getting on in a bit. who wants to play?
  16. ggs to toan, weedfiend, nineball, and those other guys. for the last couple of days ive been getting hit by 720 because people butter churn while getting hit and its working... ;~; now i remember why i hated fighting tagers. also toan its not your connection its nines, our 1st fight was good then it lagged like shit until the room kicked him. then i quit, because lonely.
  17. pt 2 yes her mobility andsafe poking is bs levels of safe but its mainly to deter you from realising they can only safely cancel twice in mid air and once close to the ground. use this to your advantage. dont try to out speed her, haku is much faster than before now, but tao is still faster. This matchup is where you really need to be patient and watch the player, her cancels and speed as well as damage make up for the fact the shes a glass mash cannon. controlling space is in no way useless in this fight, it doesnt work everywhere but in some areas its a god send to keep her in the corner, especially when your combo ends with her in the corner and you not close enough to her, a low arc or empty jump JC can stop her from doing something stupid like 2Ding away or mashing supers. in her block strings you may notice occasionally they may do 3C. this is a 3 hit low. fun fact the last hit on normal block is free to get 2D'd. the 1st 2 hits are air tight but dont give enough block stun to make th third hit safe. its a hole, abuse it. also IBing the second hit allows for the use of 6B vs her 3rd hit of her 3C. 2A(A) 6A is unsafe, its free to 6D. claw super, last hit can be 2D'd. usually falling air to ground strings will consist of normals into the kick special into ground normals just block low after the kick special (air to ground and kick need to be blocked high) if they even use it. all in all spacial control is still key 5A J2A 5C, JC, 6A, 5B, 6B (vs her 3C) are great tools in this fight. anyway im too tired (lazy) to type the rest, hope this helps.
  18. :I *sigh* alright... anyway ill go by raw data with tao. her abilities her 2A she can only 2A twice in 1 AIR TIGHT block string, to continue doing it she needs to either wait, delay it (both are dangerous) or reset with 5A/B,6B. anything else is asking to get hit. In all honesty you should not really attempt to go to her without a good read/reaction to what you think they will do. her arial manueverability is great but what some people dont realise is her 4D 5D 2D j5D j2D 6D j6D can only be air canceled twice before it is forced to follow through with the attack. the only except from personal experience is j4D, it touches the ground so it resets the cancel counter as ive replicated and canceled the attack repeatedly without stopping. after the second cancel the will either need to land, delay or charge an attack and release it or not while they fall, special or follow through with a third air D which could get them hurt. block strings will usually have a replication of etc, 2D falling charged jC. the JC is dangerous to attempt to counter as if they hold it they can land without ever releasing it and youll get CH'd.best option is to use 5A, worst that could happen is this situation is they block, youll be at the advantage. other strings usually consist of mixed uses of 6B. block low and react to this, never guess, 6b is slow so time 6D much later dont hit it as soon as you see start up or youll get hit. 5D is good if you dont want to time the 6D or if you want to switch places, put them in the corner, etc. grabs- break em. there are times and i have seen alll kinds of people do it, they will purple grab mid combo, taos are famous for doing this crap. just expect it when you are getting comboed and react if it happens. combo enders usually end with her on the ground unable to be seen and you in the air, barrier on the way down and react to a grab, thats the best choice in this situation as they can 2D from below and reset you or grab you.
  19. or do what i do, training mode, set up situation find solutions A through possible Z. is it consistent and often used? yes? post it if not posted. is it inconsistently used? yes? post it ayway because even more people dont know about it. what works for a punish/defense/offense? strategies, does it work every time? must be a yes. gimmicky? post it anyway humans cant react to every thing the first time seeing it.
  20. ggs to all the ppls i played over the last couple of days. also i just played the most absurd haku vs noel matchup ever. every time i pressured, 2D, i JC 5C 3C and back away and STAND there, 4D bloom trigger. every damn time. and every time i tried to punish i get punished for trying to punish the noels mashing...I block 3C at close range, goes for 3C 2B punish combo only to get 2D'd in the mouth. why is noel...noel...? like...fuckin seriously. ಠ_ಠ GGS THOUGH! (  ̄ヮ ̄)~♪
  21. forgot to add this corner combo corner 5C (technically you can add anything as a starter) enma j2C 5C 2C j2A f j2C 2C j2A j2A ad J2A JC 5C 3C for like 4.2k...or was it 4.7? idk its good damage regardless.
  22. forgot to add a few combos in corner 5B/C enma jc J2C 5C 2C J2A loop 2x. good damage 2 star return. or very close anyway.
  23. 1 the timing of 4c vs SC is just dumb. you are losing potential ground by doing that regardless, it places the barrier at an odd area that you need to move into instead of just falling straight into it with a falling j2C or j2A. 2 the timing of 3C vs full charge Sc is kinda arguable because its completely distance based. 4C and 3C are dangerous at near max to 3/4th range of the screen. 4C will hit you before you can recover but theres not much she can do afterwards. like nothing. even then at mid screen you can 3C then Ib it. either you will only have time to block at the last second (causing an ib) or just Ibing it because you know its coming.
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