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xenophobian

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Everything posted by xenophobian

  1. lol, do you wear makeup and a big red nose while playing ? the only time you do a standalone, non TKd 236K is on your wakeup vs. pot to punish a slidehead oki from a certain distance ! if you at least had said 2369K, it flyes over duckers and if you´re funky/lucky you cross them up just right, but still there are MUCH safer options that actually LEAD to dmg. or you are just playing wtflolscrubs, in that case do whatever you want but keep it to yourself, you may confuse people that want to learn valid tactics
  2. lol, can´t parry low hits
  3. you can use it in blockstrings for a tickthrow or as a crossup on their wakeup...but you will get thrown first if people are used to it ! and you can dodge certain moves with it, but i have no frames or properties at hand and i´m too lazy to try myself what moves it is useful against, someone should make a list already !
  4. the 236P FRC can be a dangerous weapon combined with the third hit of 5HS when the opp. is in th corner. either do the HS meaty on their wakeup so they block only the third hit or when you pressure them and they are stupid enough NOT to FD you 5HS...cancel the last blocked hit of 5HS, delay your j.HS a little bit and you have an evil corner crossup. most preferred if you have a K charge in stock so you can j.HS c.S 2D 236S~K 236K 236S~HS -> wall loop (you can substitute c.S 2D with 6P(1) 5HS(3) if you are not so firm with 2D 236S~K). with no charge you can just go into standart tensionles groundloop: j.HS [6P(1) 5HS(3) 6HS]xn 2D i wouldn´t waste the tension on burst punishes
  5. well....yes !
  6. http://page.freett.com/abcrankingbattle/ Iroha (BA) vs Satou (TE) Ruki (DI) vs Nezu (RO) eki-chan (ZA) vs miyako (DI) Satou (TE) vs Roz (KY) eki-chan (ZA) vs Nezu (RO) eki-chan (ZA) vs Satou (TE) Roz (KY) vs Nezu (RO) yeah new vids, finally
  7. ZOMG, to end this useless discussion: the first few hits of charged 623K pull the opponent towards you, he RCed it to have the opp. pulled out of the corner, that way he could cross him up, an extremely shitty way to spend 50% and a charge card >_<
  8. imo robo-ky is at least B, dunno why all you people place him that low, other than that i agree with ATGs list, even thoughj it doesn´t matter if you call it a+ or s- , b+ or a-
  9. if you know my vids, you know that i love impractical stupid flashy combos. so i thought this vid was really good...the japanese have become a bit lazy with combovids it seems...first axl after a year...from usa ^^ unusual music was cool, i just preferred at the drive-in but mars volta is ok too
  10. <3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3 much love, the editing is brilliant couldn´t stop laughing, cear getting secret ATG tactics is the best part... watchi would have been proud of you ! -____________-
  11. the j.2K post is very good, some information i didn´t know with all the frame talk, i´d like to add that you want to have 50% tension when you use this move, otherwise it´s just too risky, and linking 2P is just too hard to do consistantly. so what you do is RC j.2K and go into ground loop 6P 5HS 6HS xN, unfortunately it´ll only do around 150dmg. and if they block you can airdash in with 623K or j.P j.HS and continue pressure. i also use this move for a air to ground option, the short pause can make an antiair whiff and the move also alters your trajektory in unexpected ways aaaaaand if done correctly in can lead to ugly 1hit crossups that let you followup tensionless (check me vs. koji jam to see this in matchplay) the vid 1movewonder posted has some nice setups, the 236P HS 214K RC airdash ones are especially brutal, good card to have in your sleeve when low on health but high on tension
  12. http://page.freett.com/abcrankingbattle/ CPO(po) vs Kai(so) Iroha(ba) vs LOX (ja) LOX(ja) vs Defure(fa) eki-chan(za) vs Kedako(ma) Kid(jo) vs miyako(di) R.F(fa) vs SPIKE(sl) R.F(fa) vs Nezu(ro) eki-chan(za) vs miyako(di) eki-chan(za) vs nezu(ro) miyako(di) vs R.F(fa) 改 = Kai
  13. sorry bluewindz, but both the pressure strings you posted would get me horribly raped in my competition, most of the guys slashback 6HS after the third 5HS hit (solutions for this: 6HS on first or second hit, implement 6K, sometimes a HS followup after 6HS counters them EVEN if they slashbacked) and trying a second iAD gekirin or 236S~S after the first blocked one is just suicidal, most of the time i just block or back out if gekirin gets blocked i know you just wanna post some tricks that may confuse your opponent once or twice because they are unexpected options, but they are just no good advice for new players because they are so unsafe
  14. we need a fucking corner oki thread... for jump install you do a JCable move(c.S), tap up, do another JCable move(f.S) superjump -> tadaa, jump installed superjump technique for TKryu is different, i don´t know in what direction your question is headed ok on corner oki, this comes straight from the Q&A thread: (you always do your oki after a wall loop) it´s really hard to do without tension, because it´s very strict, and the loop before needs to be the "perfect" loop, so the enemy is very low to the ground when the last 2HS hits, otherwise they can tech. so what i do is, i invest 25% tension (that you´ll always get in the loop beforehands) in a puffball, run up and do 2HS when they are low to the ground, that way the mixup becomes pretty universal... after the 2HS(1) 236s the trick is to do the 236P on the very last possible moment otherwise you´ll be to quick for the overhead options the options after the 236P are plenty, all start with airdash towards the corner: 214K - normal overhead j.D(2nd hit) - crossup overhead j.HS - crossup overhead 236P land 5K - normal low 236P land throw nothing land 5K - crossup low nothing land throw 236P/nothing also evades/punish wakeup options addition: 236S~P(cross) iAD236P land -> low/throw 236S~P(cross) iAD236P FRC j.S 236S~P(cross) 2147K are nice double crossups that can also be implemented in your mixup game with all that options (way over 10 different setups) that equally lead to different situations you have a nasty 5-way (6-way if you count wakeup punishment) guessing situation for your opponent !
  15. yeah, i thought so...there you have it, same effect, same startup, more range, and waaaaay easier to do than standalone 2D(hit) FRC(1frame!) ...i can´t land 1frame FRC on 2D consistantly...i never even practiced it cuz the use is too situational imo
  16. ^^ it was vs. teamkoji, vs. ultima eddie, i did some stupid shit like (f.S(blocked) 2D FRC dash)x4 and wanted to tickthrow him in the end but all got blocked, i got smacked and almost lost the round >_< but yeah he was really low on health and it was basically a showoff move gone wrong lol BUT still 2D FRC is a freaking awesome weapon if you use it wisely on a side note: does anyone know how many +frames you have with f.S(blocked) 2D FRC
  17. no you CAN`T have him in the corner! otherwise you get pushed too far away from the punchsuper...
  18. i personally think that writing down theese setups/combos is pretty useless, the moment these combos/pressure strings would be possible you can start to freestyle your pressure...the hard part about this is that you need to know what works and what doesn´t, and that only comes from massive exp. my tension waste moves are (blocked)236S~S RC -> run -> throw (blocked)2147K RC airdash on other side 623K \/ combo (blocked)charged236K RC high/low/throw mixup
  19. you´ll get airthrown to death ...you can´t pressure with 236P, just occasionally mix up in block strings, for pressure the old iAD j.P out of f.S or 2D still works best...but you´ll get airthrown anyways
  20. yeah, great video ! the music sucked though ^_~ loved the triple taunt -> kill vs. faust at the end just a personal note: MORE 2HIT DANDY !
  21. could you please keep this fucking bullshit out of elvenshadows thread? thank you !
  22. i mean in comparison to slash...632146HS has no longer throw invuln. and you can be hit out of the moment it goes active...not to mention that you are now -frames on block....it´s no longer the godlike super it was in slash and reload...really somehow lost its purpose...except you want to be a dick in combos ^^
  23. charged 214K mixup out of 236S~K, you can cancel the K bofre or after it is active, very nasty, but the enemy has to know the setup to fear it ...of course this leads to 2P/2K 2HS -> every kind of nonsense (on most of the cast) ...charged 623K is just utter shit in this game, if we could only make it got down like before...but with improved reg. 623K we don´t even need am i the only one that thinks the missing invul. on 632146HS and charged 236K suck ?
  24. amazing stuff, so they finally decided to take my challenge (^_~ jk)..but really, very creative, need a highqual ver right now !
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