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PegasusKnight

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  1. A couple things I forgot to mention: 1, you can't get a Fuujin loop off the super stompy (at least, not one that starts with sweep) because for after the the sweep they fall too fast, even lightweights. 2, If you hit them early enough after the super stompy, the hit will launch them and not put them back to standing/crouching. I just got done experimenting a little more with this myself. On only works occasionally, but Superjump forward -> air throw back seems to work pretty consistently. (although I was testing it on May, so I could be wrong on this.) And about the super stompy's usefulness, with invincibility not kicking in until frame 4, I know it's not a reversal, but my main use for it is actually as a sort of anti-air. (again, I normally play against may, so this might not be a wise idea against other characters.) It reaches really high in the air, and while he's that high he's invincible, plus if they block in the air it's harder to punish since you land before they do. I'm pretty sure that only works on characters with large hitboxes while they're on the ground. (most notably Potemkin.)
  2. While Anji isn't my main, I play him alot (mostly when people get sick of being raped by my Potemkin.) and I wanted to bring up the discussion of 2 moves in particular that Anji has that have freakish properties. I'm sure most of you guys already know about these moves, but I want to get my facts straight about them. The first is simple: 5S. This is basically a normal move, but when an opponent gaurds it in the air, they slowly fall to the ground as opposed to quickly landing like they would after blocking any other move. So far as I can tell 5S is Anji's only move with this property, and I can't find any other character that has a similar move. I've found that this slow falling thing actually has a handy application for corner pressure. if they try to jump out and block a 5S in the air, they fall so slowly that you can grab them with an On (or even an air grab if you're spaced just right) most of the time. The second move I wanted to discuss is more complicated. Tenjinashi. (overdrive stompy) Frankly, I think this move is underrated. (or maybe it just extra effective against May, the character I play against most of the time.) But regardless if it's a good move or not, the stompy does something that I'm not sure any other move in the game does; and that is putting a launched opponent back into a standing position. Much like you can combo after the knockdown of Pot's slide head, so can you combo after the knockdown from the stompy. There is however, a key difference. With the slidehead, the first hit after knocking them down will launch them again. With the stompy, the first hit (after completing the move) will put them back into a standing position (or crouching, if they were crouching when the stompy hit them). Things really get nuts if they get thrown into the corner by the stompy. I usually get about 220 damage and knockdown by running up and going 2k -> 5S -> 5H -> 236H -> Nagiha after hitting with a stompy. Even if they get thrown toward the middle of the screen, you can go run up -> 2D for a perfect butterfly settup. (the 2D will knock them down as if they had been standing, even though they were on the ground.) So yeah, that's my two cents. Anybody have any more info on these freakish moves of Anji's?
  3. Aw, no love for Kliff and Justice? They have flickable moves too ya know. Even thought odds are that you will never need to know how flick Kliff or Justices moves, I figure you might want to put them in here for the sake of complition. Kliff: his 236p and his 236s are both flickable, and his aerial 41236s is flickable on the second hit only. Justice: To the best of my knowledge, the only thing that Justice has that can be flicked is her dragon roll back s/hs explosion moves. Hope that helps complete your list. =)
  4. Does anyone know who the song "Distance" is done by? It's in the Slash Dizzy combo vid Lirry Wind. With Distance, I will be one step closer to my ultamate GGXX playlist! Mwuhahaha!
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