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Fireryda

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Everything posted by Fireryda

  1. just saying.. you can do triple 4d after 5c 2c so yeah..
  2. I guess you have a point there but it's really something that shouldn't be done.
  3. It only beats 236236B if he's already in stance. At that point.. why would he want to 236236B you. It's obvious you can DP with 1 button.. It's like DP'n a guy standing there and thinking oh he won't reversal during superflash.
  4. If they're grounded j.6D will pop them up a bit. 5C will further pop them up and if you delay it a bit you could probably tag them with 4D at the apex of thejump. Off a BnB 5C > 2C > 4D~A x2 > 4D~D > j.214b# is easy after a 214D~C. Just delay the 5C a bit.
  5. Pretty sure bar ratio is the same for all characters. When it goes orange is 35% or less.
  6. It works for both. The problem is he can just hold it and suck you back in and grab you when you land. Thats why you hit him out of it if he's airborne. He could also get you with an atomic collider but it's just one big guessing game.
  7. 1. Jump. If you see him try to through, do a j.6d to hit him out of it or j.b if you're close enough. 2. 5C and 5A are good if they're coming in from a 5D~d or a far j.6D~D so they land infront of you. 5A and 2c are good for ~c follow ups.
  8. on crouch hit mid-screen [5d~a]x2 > 5D~D > j.2c > 3c > 214d~c > 5c > 2c > 4d~d > j.214b#. - 2664 CH 5d~a > dash > [5d~a] x3 > 5d~d > ... Corner [5d~a]x3 > 5d~d > ... CH 5D~A > dash > [5D~A]x3 > 5D~D > j.b(whiff) > 5b > 3c > 214d~c > 5c > 2c > 4d~d > j.214b# - 2917 5D~A > dash > [5D~A]x3 > 5D~D > j.b(whiff) > 5b > 3c > 214d~c > (delay)5c > 2c > 4d~a > 4d~d > j.214b# - 3190 with charged 214d~c else 2980 and j.214b will whiff.
  9. I respect the DP because it's fucking annoying trading every bloody time. but trading with Jayoku then recovering to follow up with combo is lulz.
  10. 5b should be safe unless they IB / mash 5A out. But I find dash 2a the best to get back in as it'll beat most things out if they try to mash 5a.
  11. Depends.. Sometimes less damage is better for positioning (i.e jakou bnb's to throw them into corner) The aerial should be the same. 3c > 214d~a causes them to bounce upwards close to you. So when you hit them with Jayoku they're pretty airborne and it launches them at a wierd angle.. sometimes. :s Once you get used to the placement it's pretty much the same though.
  12. Pretty much. Generally when you're near the corner and the 623D throws them into the corner. The further they are across the chain the longer you have to dash 2B. (so you can do it mid-chain length if you're in the corner).
  13. 66B as in 6B or dash 5B? 3C > 236236B is better than 214D~A > 236236B anyways. Seems to have plenty of hit-confirm time too.. Timing for 214D~A > 236236B is tight... Can't say I approve of these. and the 3rd one is just a variation with an ender of a previously posted combo. Like what you're getting with this though.
  14. If you're having a problem with 6D after the throw. Use the sound cue and press 6D when you hear the hit sound. That's what I do and it works out pretty well. Practice a bit in training mode and you'll get it after 5 minutes tops.
  15. double jump.
  16. Oh yeah and input the jump command at the end of the last hit. Sometimes you don't get the 2nd j.c to link if you just wait to see him finish. Also afaik dash seems to be cancellable from the second he starts dashing.
  17. it's j.Cx5 > jc > dj.Cx5 if you're not getting that then mash faster If you're doing it off a 5c then start mashing earlier. All other times are latter reasoning.
  18. Alternatively what I do now is buffer a jayoku while teching and react to anything they throw out. If they don't then I just go to a back motion (depending on character) right when I finish teching. Also IB Bugs > Jayoku Especially when you recover fast enough to follow up
  19. This. 6 frames before you can cancel into ~B so you should do it before he crosses you up.
  20. 214D~B kinda hits behind you a bit as well.
  21. cant you cancel into barrier though? :s
  22. If it clashes can't you just block afterwards?
  23. depends on your positioning. generally i just go for 623D all the time unless they're close to the corner.
  24. i don't see how you can get the timing wrong.. theres a massive window (like what half a second if you cancel 3c?).. if it doesn't come out then you're not doing the motion right. if it's not hitting then they're too far.. thats all there is to it.. 3c > 214d~c is a cancel. if you can't do it you need to practice your 214d motion.
  25. Same amount of reps, it's just the way your movement changes when you do a TK.
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