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xlolxlolx

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Everything posted by xlolxlolx

  1. lolz just go change the language settings and etc or gimme the link
  2. Not really, 2C needed a buff of some sort to be even called a legit fatal counter move. The crossup 6C is done with forward throw, not possible with back throw since there's a huge space that 214A can't cover.
  3. looks like it should work on lambda and carl now since there's very little knockback on it
  4. The projectile looks like it comes out a bit faster
  5. Rofl....I thought the "6A is terrible" was official back in early 2009 =/
  6. OH SHIT 5D HAS A PURPOSE AGAIN! HYPE!
  7. Ehh I think you mean 360 exclusive is why it never got popular in Japan and it never got popular in America because there's only so many GG fans that own a 360, it's also not really under the fighting game genre anymore and fits into the category of action game combined with RTS which is a genre known for it's failure on consoles.
  8. block string vs tager: 5B>JC>j.A>j.B>j.A>j.B, loopable pressure reset, jin pressure is loaded with gimmicks btw
  9. I find j.D>delay j.236D pretty useful for baiting since most people don't seem to expect anything to follow after j.D, a "decent" gimmicky way to go from pressure to tick throw would be something like 2A>5B(1)>j.A>j.D>j.236A/B/C>air dash>j.B>j.A though the j.A>j.D part is pretty risky if they notice it. Blob's shark thing is 2C i think and you can do CH 6C or FC 2C on block so 6B against that isn't necessary, jin vs tager is just full of retardedness that both sides can abuse so i won't bother listing all of that fun stuff....
  10. That really depends on the height of when your 6C hits, if you get them low you can follow up with 2D>combo if they're high up your only option is really to DC>air combo
  11. the touga hyoujin>yukikaze on mu was pretty lulz since it looked like it should blackbeat
  12. seriously? you can usually get better damage by replacing 214B with 214D.....
  13. 214B RC combos are terrible so it doesn't really matter
  14. hell ill take 6A>5D still makes it safer than throwing out 6A by itself.....
  15. 3C anywhere leads to 5k+ basically >_> ive seen drive spammer go through DPs with 5D so i have more faith in grabs
  16. well theres 6D in corner, other than that you have to rely on gimmicks like 5C>6B or 6C>6B
  17. secret art of mastering jin online: throw counters....stick them in corner whenever possible with backthrow>combo, wake up throw if they mash to tech then combo into knockdown etc...best of all people online dont know how to avoid unblockables
  18. ネタコンボ多すぎるwww
  19. 5B>2B>sekkajin is pointless since you only get like 10 extra damage in the end =/ @Kirah doing j.214D instead of j.214C doesnt make it new.....especially since i posted the basics of it right and its right above your's......and the 2nd combo is unnecessary if you can do the first one for more damage 5C>6C must be CH or on crouching anyways
  20. j.A beats out AC if i remember correctly
  21. lolz tetsu's wtf crossup 6C that throws them back into corner: 2D>d.6C>DC>d.5C>6C>DC>66>j.C>JC>j.2C>j.214C or w/e u wanna do so a couple notes on this one: the d.5C has to be done immediately after DC ends the d.6C has to be point blank basically too many variations to list so just work off of the original
  22. gdlk vs tager since its throw invincible for most of the duration, i dont use it that much tough, and 6C>6B is really if you want to continue screwing with them after doing stuff like 5C>delayed 2C frame traps
  23. 6B goes into lots of stuff actually on block: 2A tick throw, 5B tick throw, 5B>IAD crossup, air ice sword>air dash>any jump attack on hit: 5B>stuff,5C>stuff,sekkajin>stuff,623B>stuff, on counter hit: 6C>stuff,6B(this is a second 6B)>stuff
  24. 6C>6B will usually counter hit if they try to mash like a dumbass
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