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bigphil6561

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Everything posted by bigphil6561

  1. the only way i've been able to get in is to spark ball as she attacks. even if she hits, as long as the ball comes out she will pretty much be next to you. too bad this isn't that reliable tho...........
  2. NOOOOO!!!!!!!!!!! :mad:WHAT HAS SCIENCE CREATED?!?!?!?!?!?!??? :?:HELP ME PROFESSOR KOKONOE(episode 13) but seriously it wasnt too big a deal in my opinion
  3. i think he is gunning for second worst;)
  4. overall these changes seem weird. its like theyre trying to slowly but surely change the mechanics of the entire game. and it looks as though tsubaki and makoto are now in a race to see who can hit rock bottom first. hopefully theyll fix this next test.
  5. now my avatar somehow seems........appropriate somehow...........
  6. damn. i was hoping that would work. but if possible(and i made sure it was), you can astral grab him after his counter time ends:yaaay:. this will probably forever be my most treasured moment in this game.
  7. So Skullgirls looks great. Any idea of a release date or is it still too early to tell?

  8. i find that making sure he magnetized as often as possible can be a huge advantage. alot of hakumens jump rather often to change distance, and the threat of an AC combo whenever they jump for a decent chunk of health can keep him grounded. usually ill throw a spark ball during a poke recovery(either IB of whiff) to magnetize him and close distance and combo. super +. also for gadget finger mindgames sometimes ill put a backdash in there. weird, but it usually works for me. really? oh that is definitely great news. now to go see if it works on 720s as well.
  9. the times ive encountered it, i usually just voltaic through her projectiles. be sure to mix up the times though so she doesn't hit you in recovery.
  10. quite true, but ive never really seen a real reason to backdash:cool:
  11. at point blank, you can 360a through her bbs super flash. on her pf super flash, voltaic then 720(or 360 if you have no meter).
  12. true, but im bad at it. usually we both whiff and hes always hit me out of recovery. plus, i like to save tension for later if i can to 720 him out of something else, like a d/d approach. if he does rapid and jumps, i usually get a decent ac combo, which works for me. i should work on that though.
  13. i like to bait their jayoku houtenjin, voltaic charge through it, then 360b or 720(they could rapid and jump back though, so sometimes ill put a ac in there if they have full meter). that usually turns the match around for me. most hazamas ive played tend to really rely on that move and after i do that, they get scared/mad/frustrated.
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