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Zewo

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  1. I'm going to have to back out of the tourney, my trip to Europe got pushed forward. Solee.
  2. I'm Gil, and I needs a partner for GG. Preferably someone who won't be mad as I scrub it up on stick ^_^.
  3. I've been wondering this for a while now. It seems like in every video I see, the player will always string 2H into 5D. And every time the 2H hits, the 5D whiffs. Why even cancel into 5D? Is it to cover for if 2H gets blocked?
  4. That vids awesome. Thanks ^_^ I'm practicing trying to land 1-hits more, but right now, the only person I can do it on consistently is Baiken (j.PSD-Enkasu). I'm trying to do Ky's (j.KSD-Enkasu), but when I`m in training, I see the input for the Ensenga, but nothing comes up. I'm thinking that there might be a delay in the j.K-j.S part, but how big of a delay is that, relative to the delay on the j.D-1-hit part?
  5. Zewo

    [AC] Johnny vs Slayer

    Have you tried coining him when he dandies? The arc of the coin lasts long enough to hit him (or at least trade) each time I think.
  6. If you guys are fishing for a GP, what move do you usually use? Is there a way to train GPs, or is it something you just sort of develop from playing? Also, what do use as antiair? 6P, I find a bit hard to use, and 6S has that really messed up whiff property (how does that work anyways)
  7. OK, I think I have the LMF2 delay down, and I also has the bit of delay between HS and KJ. But I have no idea why I can't connect the second half ...KJ FRC-j.S-jc.S-j.HS-j.D-Ensenga. So I'll probably settle for j.S-jc.j.K-j.S-j.D-Ensenga after the KJ instead, unless there's a way to consistently practice just that part (j.S-jc-S). This one also one hits sometimes, but not that you can do anything about it when you're at lifebar height.
  8. TBH, there's really no point to this. I don't think that would be worth it for either unless you were really that close to offing somebody. Both 6P and 6K prorate, and wasting 50% tension for JUST another Ensenga is not worth it.
  9. Just wondering. What's the general KJ combo for light (Baiken) characters? In my mind, I'm thinking... K-HS-L2MFL-j.K-j.S-dj.S-j.HS-KJ FRC-j.S-j.S-j.HS-j.D-j.E But a lot of the times, after the FRC, the characters way above Johnny so that the j.S after the KJ misses. I've hit that j.S occasionally, but I have no idea how to do it consistently. (And even when I do, it's like the shock of actually hitting them, that they tech soon after >_>)
  10. Just to regurgitate everything 4r5 said. K-HS-L2MFM-Dash-K(8)-HS-DBT-DBFRC-Air combo I forgot. And for 6K, unless you hit them airbourne, j.KS-dj.KSD-Ensenga is probably better than just sj.D-Ensenga. j.KS-dj.KSDE is probably the super universal combo that works on everyone. (Except Pot, except he's a monster, so let's forget he ever existed) If it helps, there should be a video in some other thread here that tells you how to do what you're thinking of. It's the exact same thing you're asking, ignoring everything that involves Jackhound.
  11. Dumb questions. How far would you have to be for c.S to become f.S (say, in terms of his other moves)? This one really bothers me to the point of skipping out on c.S completely, for fear of ending my pressure string. (Since f.S doesn't gatling to 5HS) And is there a list somewhere of what f.S hits / whiffs? This is where I ignore the S button altogether, because it just seems to whiff so often >_>. Also, as a general rushdown question, 2K or 2S? That's another thing I need to fix. My mix-up doesn't contain either. (Only 2D from scratch ) The way I see it.. 2K connects to 2D, which leads to coin in most cases. Very small range. 2S connects to 5HS, which can lead to big damage given right circumstances. Not sure of the range. (Again, if possible, could someone describe the range of 2S, relative to his other moves?) Also, is there ever a place for IAD-j.HS? I pretty much started my friends on GG, and most of the time, I got away with it, but they've been getting better, and I find it getting punished more and more. I've been on a tumble (not from very high place though >_>) IMO, and I think I need to start going back to basics again. So sorry for all the (probably stupid) questions.
  12. The Mist Finer loop isn't exactly hard to do. Just to make sure, you have to be near the corner to do it. (At least, if I remember right) There's really no timing to it, it's all links. Whatever-(L2MFP xx Coin)x as much as you feel like. At least, that's how I did it, I don't think I ever used f.S in the combo. Something to note is that the person is 'falling on' the coin. The coin's thrown out pretty early, and then as soon as they fall on the coin, you L2MFP them again.
  13. Thank for the responses, I definitely need more practice. I guess I'll start by doing the 2H-j.S-CLSW one. Oh, although I've never really seen it (besides combo vids), does anyone use whatever-j.HS-CLSW? j.HS seems to be really good at getting Sol closer to the opponent, so like, if you were maybe too high and far from a (badly placed, I guess) j.S, would you then chain into j.HS so that you could 'dig' yourself in closer to the airborne guy and possibly salvage a CLSW? It seems like a good idea to me, but like I said, I've never seen it into any match vids.
  14. Question about CLSWs. Is there some sort of pattern between getting consecutive CLSWs (off WT in particular)? I've seen a bit of videos, and it seems each person has a different way to do it. For the most part, it's normally one of these.. (all already have landed one CLSW, and they're going for more) 1. 2HS, j.S CLSW 2. j.S CLSW 3. CLSW 4. 2HS (TK?) CLSW Is there some sort of pattern to each? (Like, so far, I think CLSW, land, CLSW works on light chars like Jam, but no so much anybody else) Or is it really up to the player on how they want to get another CLSW in?
  15. Does anyone have a site that shows all the palette swaps of each character and the corresponding button?
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