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advancedNoob

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Everything posted by advancedNoob

  1. Combos and clean ups are nice, but, imo, this forums needs better match ups strategy organization. I visited those sub-forums for several characters I play and found them to be filled with garbage talk, so even If there is useful information, I couldn't find it. Would be nice to see a non-discussion thread that has only valuable information in one post, summarizing different approaches, counters, baits and character specific combos. P.S. Nice to see best PSN Hazama being a mod here!
  2. I never tried that finish, and didn't notice off the bat that recovery after 6A is instant, so you are probably correct. It's a guess game, hence throws can be mixed in vs drive-happy noels, and Noel he played was very drive happy. You think tapping one button and unleashing 4K+ damage reward combo is not stupid good?
  3. Donavan, 1) pure 6A after super? Do you do that to limit his wake up to ground? If that, then you should at least cancel 6A to 236C. That way when they wake up, they have shit flying right in their face and you rushing them. 2) You can DP noel while she is using D block strings. 3) vs Drive happy Noels, just run up to them and grab, don't hit. She is totally unfair as a character though, risk reward for her invincible drive start up is stupid good.
  4. Nearly everyone's damage got nerfed, Targer's was left untouched. You should be happy.
  5. Mumm-Ra, ah that's good to know. BatousaiJ , I'm not playing you in CS2 XD
  6. btw, in case some of you didn't know. When you have 1 last primer left, barier blocking prevents you from a guard crush, regardless of what move they use on you.
  7. Can't wait to play CS2. My only concern is Rachel, I think she will dominate now. Overall game mechanic changes look great, Ragna still looks good, just not as easy to use as in CS1, Jin is l33t and as far as Hazama, it's hard to tell, but I think he will be fine since his drive was left untouched and IB had no nerfs(lol). Ty to all Aracune crybabies, I enjoyed reading your salt XD.
  8. Zidane, are you still playing BB on PSN at all? I really want to pick apart your Hazama some more to incorporate that into my gameplay.
  9. Ragnas damage tweaked, that's good news. Now they just need to tweak BK, since activating it is asking for a burst, followed by a cat-and-mouse game, while Rag is losing a shit ton of life... They should really stop their Jin stupidity, I would say he is one of the most balanced characters atm. Making his 6B an overhead, fixing 6A, extending yukikaze's active frames + make it counter lows and buff it's damage (making it worth using) and BAM, Jin would be totally balanced.
  10. Hmmmm, why aren't they looking at Valk? His damage, mobility, mixup and range are crazy good. His only weakness is a lack of reversal...
  11. This used to be worst nightmare, but as soon as I got some practice it's actually not that bad. Watching for DP and doing fatals does wonders. Also bad block strings and IB own; my fav is 5D spammers, you can DP before second hit can reach you.
  12. yep, that's the name, but this is not his real account though. Yeah, there is a slight difference. Thanks.
  13. I can only use 5C and 2C if I'm certain opponent will jump at me. 5A and 2A are great as reaction AA's, not prediction. With Jin I use 2a all the time as AA and consider is as one of the best tools in my game. I know that 5A for hazama is just as good, or even slightly better, because I played some Hazama, his name starts with XAQ...... His use of 5A was SO GOOD, I was afraid to jump at him; he is also the best Hazama I'd faced so far, by a huge margin, too.
  14. 1) So how do you use 5A and 2A as anti-air? Sometimes it works, sometimes I get hit... What's the general rule for this? 2) I see that some people charge 214D~C (until blue shadow motion) after 3C. Is there an advantage to this? I normally just go for straight 214D~C without charge. If I recall correctly damage is the same on charged and non-charged 214D. 3) I'm practicing this combo atm: forward throw 6D~A 66 6D~A 66 3C dist. Part I have underlined is what I have problem with, is there a trick that can help me execute this (besides muscle memory)?
  15. you can always back dash, too. Recovery on Jin's DP is insanely long (I like it though).
  16. It's a poor punish. Based on previous patterns, he knew DP was coming, hence blocking and doing a Fatal combo would have been a MUCH better option.
  17. Didn't go through every combo, but here's one I've never seen anyone do (mid screen to corner): (CH) 5C 6C 2D (dash)6B mashC 6C (DC) 5C (HJC) 2C 214D 6C *whatever ender you prefer* The tricky part is to send the opponent with 214D in desired direction (forward), to accomplish that you need to slightly delay 5C that comes before HJC. Don't remember the damage numbers, but it's good. I think it's 4K+, depending on how you choose to end it.
  18. Don't think this one was posted yet, I think it does 6777 (at work right now, so can't verify) and requires 50 heat (earned in the combo itself): FC 2C 3C 22C, (DC) 5B 2C 6C(DC), 2C 5D(DC) 6A(JC) j.C(JC) j.C BE, (DC)5D 22C, (DC)5B 3C 22C (RC dash) 3C 22C. Easy to do, loads of damage and no BK.
  19. 5b 2b 6b 2c 6c is one hell of a mix and you can JC or ADC after 6C, so why wouldn't you? The only problem is range, you have to super close to do this string.
  20. shadow2bolt, well 2D is already an awesome tool and doesn't need a buff tbh. 5D on the other hand serves no purpose whatsoever and is completely overshadowed by other, available, normals, hence making it useful in blockstrings would be a good fix imo.
  21. 5D should eat primers to be any good.
  22. It's all based on body alignment judgement. Sometimes jD will being your opponent too high, therefore BE will fail to combo correctly. It's mostly just memorizing what to use when, but sometimes you have to judge as you go. I think jB isn't viable to use in combos, not 100% sure though. Because of the extra hit, damage scaling reduces the damage and the combo does less damage than same thing without jB.
  23. Found it: http://www.youtube.com/watch?v=YkIGuK---Hc it's at 7:25 . I have tried to do that for some time and so far it was all fail. Can anyone actually do the cross up here? I would really like to incorporate this into my gameplay. Tips!?
  24. IAD = instant air dash? I think I know what you are talking about and that cross up looks insanely useful. Only it's not jC, it's jD followed by RC as far as i recall. Does anyone know the trick to landing the jD? Whenever I tried, it failed, it either wiffs of I do it too late =(.
  25. forge5312, I beat 99% of Tagers I face (although I'm only lv21 atm). The trick is not to mindlessly rush him. Stay at your 5b/5c range and poke him with them, that's how I keep him at bay. The rest is anticipation and prediction, these will allow you to deal huge damage. Jump dashes are pretty much free nearly every time at him, too.
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