Jump to content
Dustloop Forums

Hintalove

Members
  • Posts

    429
  • Joined

  • Last visited

Everything posted by Hintalove

  1. Link to a youtube or niconico
  2. Just for the record, I was mainly talking about S eddie when little eddie is already out, because that is the situation you are likely to be in if you are advancing towards eddie from across the screen. And, SV is ch state up until the AC point, with the AC extending the CH state if done. This can be illustrated in Slayer getting ch2s as a punish even when you don't ac frc.
  3. If you get ched out of 5k by pot's 2h, you have bigger problems then SVing too much. Correct me if I'm wrong, but nobiru is one of those eddie moves where little eddie shields big eddie. And in the event that eddie zones you with nobiru and waits to apply pressure after you block it and you sv it... you're looking at a beastly punishing combo. While blocking nobiru can in many cases lead to an unblockable, your chances of getting out of the guard string leading to the unblockable are much more risk/reward friendly than blatantly dping a nobiru. It's kind of like when you're waking up into Pot superjump pressure. Sure, he might not block once he lands, but what if you sv.... and he does? Thats when you're going to get ch2hed. Poking out of pot strings with 5k is kind of a bad idea since his tick throw will invincable through it(even if poorly timed) and you kicking rids you of your throw invulnerablity from blocking(jp being the proper way to get out of something like that, or jh if you feel a pot buster comming really bad). Also, if I happen to be being an idiot and saying nobiru is one of those eddie attacks you cant sv when it *is* one of the ones with little eddie invulnerability, feel free to make me feel like an idion edit: Checked frame data. Running up and sving against eddie when he has little eddie out is officially suicide. If for some reason he tries to zone you out by summoninginto nobiru, he would get pretty rocked, but that would be a retarded move in the first place. There is a 6f window of little eddie invulnerablity, but it takes place 26 frames into the move, so probably if you blocked it and then dped you might be able to hit eddie I guess, but eddie is usually not all that close after nobiru being blocked so thats probably a bad plan too.
  4. You would hit little eddie, but if Eddie didn't do anything(which he would probably do) then you're fucked. S eddie is nobiru right? Absolutely no risk for Eddie as far as I know. The reason eddies prefer S eddie pressure over K eddie pressure is that is is much harder to reversal out of safely. edit: I didn't see Wut's post. DPing between hits in a block string or to counter a throw/frame trap is not exactly what I consider offensively dping, but to each his own. That said I totally agree that 5k is always a better option where applicable, especially on characters that you can iad loop, or if you have charge. It also has the benfits of being safe in the event of you getting blocked. Example places to ib/normal block > 5k would be after blocking slayers under pressure(and actually a lot of other slayer stuff can get 5ked after ib, just risk/reward is very not in your favor to try it. The spot I mentioned is pretty much 100% safe except if he goes into his up super, rcs, or maybe does a p dandy to fb pile bunker. All highly unlikely, and ironically, sv will beat some of those lolol). As for the iad loop. Any one else ever do 1 rep and then do 5h > fafnir in the corner into half dfloop(possibly more combo options but I never go for them). On people like test and pot its super easy and feels like a good use of tension, especially if you didn't use tension to score the iadloop in the first place because of the tension it builds.
  5. Are you saying you would jump at Eddie and sv S eddie????? That makes like 0 sense. Good applications of risky SVs are like sving after K eddie, or out of tick throws, or something like when you think johnny is going to dash at you(or similar situations). You dont want to use sv in situations that overly favor your attacker(like when Eddie has an eddie attack on the screen that you are going to hit, or when your opponent can safely bait it like jump ins and fast pokes).
  6. I wish you luck in recounting our wild ass weekend:psyduck:
  7. While reaver's preaching of the SV is pretty over the top, using sv once a month is kind of dumb. SV is an amazing tool for when you read your opponent, because then the sv's become less of a hail marry and more of a guaranteed way to break your opponents offense. That is why the offensive use of sv should be avoided unless you are 100% sure(99%~). Run up sv is not a winning tactic in 99.9% of matches. Why are we talking about this in the combo thread?
  8. And a better mixup would be?
  9. Hos's best mixup will always be something into 5s into tked brp frc js to fuzzy. Technically not as safe as doing a meaty fuzzy, but still I think the odds of some one not getting hit by it are slim to nill, especially if it's te first time they've seen it.
  10. If only the world was one that run up 5h was an acceptable way to start combos. That said, if you want cool combos that have jumping out of 5h in them on standing opponents, just do 5k5s2s5h iad jp js jh xN or into fafnir(possibly into dloop if in the corner). Drop the 2h if you start the combo from too far away. I'd say thats a fair bit cooler than 5h jh jd.
  11. Ogawa, didn't that fool lose to Maruken in sbo? Why aren't we using Maruken's opinion to formulate tier lists???
  12. Sorry if you thought I was ignoring you, my phone is busted and I had stuff to do saturday and sunday morning. Marketing class first period on saturday sucks.
  13. http://farm4.static.flickr.com/3194/3037715630_e0c2891205.jpg?v=0 I can honestly say, with out a doubt in my mind, I have no recolection of this picture, nor do I have any idea of what I am actually looking at.
  14. Dloop off lv3 brp is kinda gay because it's not going to ever end in kd(except with the perfect spacing from the corner, and ac frc, and juggleing the dloop with c.s, and even then its really tricky timing). But, you should go for it, because its the manly thing to do. That is assuming you have the right spacing for the running jh. If not, cut your losses and do a dinky combo into l2 brp ac and pressure into something more substantial. Or, if they have a burst, hj burst bait combo(if you think they will go for it), or in the case of no burst and they die, go for c.s > 5h ji combo for the mad easy damage. Man, I can't wait to start carling in bb tomorrow.
  15. I'm telling you guys, go into training mode, do some gimpy gattling into l3 sf and then do a dloop. That is the pinnacle of hos damage, especially at lv3. Also, if you have poor timing on the cc 214d to cc the lv3 RI and you just want a kd you can do late iad j.d and knock most people down. gives you a kd right on top of them which is kinda nice but I dunno how much less damage it does compared with some gimpy combo into lv2 brp.
  16. The irony of that statement: on ch you can link cs/2s with out ccing. CCing nets you pretty massive combos in the corner becuase you can do running cs > dloop. The only character I have issues hitting with 2d cc 5k is ABA, but there is no reason to ever do that combo to her any way(unless she is out of mode), so it's kinda irrelevant. All things said, you have to be so close to connect the cc combo it really doesn't come into play so much.
  17. It's not a perfect tk, its like 1/2f late so you get a forward momentum sword spin rather than the straight up one that wont combo. All in all its pretty easy once you get the hang of it.
  18. I guess it's more practical than the last 2 combos I posted, but kd's are for the win. Also kind of hard to get a fafnir hit dead in the corner(except off 2h rc), but what ever floats your boat. It's way better then charge keeping and doing a lv1 brp for sure.
  19. You know you're bored when you're wandering around the zappa forums and have enough free time to test out combos, lol. And way, that 2s 2h sword spin rc combo actually does work, though only on tallish standing characters, and it is flashy as hell. Also have to be fairly close.
  20. Yeah, the point of what Kamui posted and partially what I said was how he did a straight dloop off it(into lv2 brp even) which is vastly superior to any hji combo you're going to get off it. That said, if your opponent is going to die from the hji combo go for it. No need to do something silly and hard like that for no reason. As for the other combo you mentioned. You're probably better off taking the kd off the brp lv3, charging, and then taking a mixup than doing the hj combo off of it. You could also probably do c.s js jd/djd(which ever would hit depending on the situation) and then do a lv2brp for a bitty bit of extra dmg and still getting the kd, but honestly by the time you start the lv3brp combo after the dloop the extra damage you're tacking on doesn't really merit giving up all your charge and not getting a kd.
  21. Thats pretty beastly. I usually just do iad jh > jd > second rep of dloop, but your combo not only probably does more damage, but also knocks down. Back in that same veign of silly combos, if you reach the corner by the end of the RI, l3RI can combo back into it self and still combo into dloop. Kinda funky looking combo. I don't really ever hit lv3 RI that much though :/
  22. Man fucking catgirl was hawt. And fuck Hakken. Any of us could have beat him(well, except the millia and maybe the Axl). A combination of gin and partially me dropping combos, and the unforgiving nature of pot busters is no good. The "He's not so good part" though was pretty funny, admittedly:v:
  23. Sol's isn't terribly fast... It's the dp I bait most frequently and successfully. Too fast is the likes of Robo with his stupid 3f dp. Risking almost half your lifebar on nailing a 3f timing trap really isn't worth it unless you 100% sure you'll do it right. The sad part is robo's tend to dp like 100% of the time in that situation so its basically a lot of missed damage :/
  24. Full charge hillarious combos that I've been using ever so often: Lv3 BRP > Lv3 BRP > Lv2BRP AC FRC > Okizeme:psyduck:
  25. 5h > 6h is actually pretty dangerous these days. Don't even have to sb it to take away jam's followup options, and basically a free shot for any competent pochompkin(BUSTER). If you go around waving those guard strings in peoples' faces, expect the dps to come a flyin' right back.
×
×
  • Create New...