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WonderTonic

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Everything posted by WonderTonic

  1. Some silly things I'll add to this. As most (if not all) of you know when using 236p and getting Dog. Dog is able to move before you recover. I tend to tap 8D anytime I get a blocked 236p. Now this wont stop people from punish you with quick pokes, but there are chances someone screws up punish timing or try to use slower pokes to punish for whatever reason. Dog will sometimes take the hit for you. Obviously this only works if you luck out and get Dog on blocked 236p. I'm not sure if this was shown in a video before (I want to say it was), but on 236 I tend to tap 2D and if Dog is out, it will start the bite. This wont otg the opponent, but if you hit them with an otg 2p or 2s before the bite connects it becomes a simple 6 orb combo. It's use is pretty limited since in order for dog to be in range for the bite, you have to hit with a stand alone 236p or a small combo like 2p,2k,236p or 6p,236p. Opponents that were airborne are usually out of range as well. Now for something a bit more useful, with 2-stage Doggy my fav old string from #r and slash is usable! 2k, c.5s, 5h, 5D now becomes 2k, c.5s, 5D, 5h, 5D <---Some variations of this leading into 2HS semi-inf were shown in "Song for" Before, my friends knew to just hit me after c.5s (I failed at mixup) 2 stage doggy now makes 5h much more usable, abusable in my case. 5s, 4d->d is now one of my favorite things to do to meaty cornered opponents. Outside of reversals I haven't seen many options that will stop a well timed 5s from connecting (block or hit). Combined with well timed 4D->D it is virtually unblockable; true unblockable it seems, but I am not certain. If I am correct, it cannot be instant-jumped (or w/e its called). Correct me if I'm wrong though. The only reason I do this instead of the 5s, 2D is that 5s,4D.D can be done when dog is out of 2D range. This can also be used in conjunction with the prior, usually when the dog is too far to connect another 2D. Another advantage this has is one can combo after the 4D>D while still leading into a knockdown, providing some extra damage. If the opponent stands when hit with the 5s,4d>d combination, you can dash, 2p,2k,c.5s,2D,5s(2D connects) for a knockdown with dog usually at the edge of 2D's range If opponent crouches one can dash (2k),c.2HS semi of your choice. If you like, you can end loop with 4D>D, dash, 2p,2k,c.5s,2d,5s(2D connects) for a knockdown since 6H is gay now Another benefit of 2 stage doggy is that there is now an easy way to wedge dog in corner behind opponent. With this, you can simply far 5s, 2D forever. Anytime the dog is behind the opponent you can gatling into 2D>4D. Dog will flip into the corner allowing forever-rape to ensue. Midscreen 6D, dash, 2p, 6D, 2k, 6p, c.5s, 2D, 5s, (2D hits)>4D. The second 6D travels over the opponent and places doggy in great position for this. I wish I had a capture device for a better visual but I don't . On hit, this string works great. On block, however, it works provided your opponent doesn't FD or DA. Still working on a shorter setup for this.
  2. That's also the same for 4D->D not being overhead if its the second attack.
  3. Yea, even on pad I find this easy after awhile. Maybe its because I have a big thumb or something, but pretty much I press and hold HS then roll my thumb over PKS almost as if i was attempting in IK but pressed HS first. If I do multiple HS FRCs in succession, it kinda looks like a fish out of water.
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