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MacArthur Blunts

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Everything posted by MacArthur Blunts

  1. you should have gotten me to do the Slayer combos. I know really flashy ones.
  2. My plan is umm, hit them out of their strats. Then mix them up with stuff.
  3. Where were all the Slayer combos? I saw like 3. Good stuff though.
  4. You guys are cute.
  5. My strat: SB beasts->punish accordingly.
  6. 2H can hit pot from really far away out of slide head. 6K fient isn't worth it. 2H is!
  7. Yeah, it'll beat it. Go try it. 5K (P counter) 6P CH for BIG damage.
  8. 6P beats all of baikens counters. 2H beats the run-around for BIG TENSIONLESS DAMAGE. Airthrow beats jump over counter. 5K is JCable and gatlings 6P. 5K vs. baiken is god. Any [good] baiken will wait until they know their counter will work. That's why 5K is so good. It's either another 5K or 6P her counter.
  9. I try to delay the j.H a little bit actually. I find vs some characters, if you do j.H immediatly, the j.2K will OTG them. VS. heavyweights you should just do 5H j.H j.K land 5H stuff. BTW vs pot, 2D RC 5H IAD H 5H SJ combo for good dmg.
  10. Moroha is the best ABA ever as tagged by anyone who got fucking raped by FB Danzai
  11. Yeah he does. Refer to Mac and Cheese when you do slayer SJ combos.
  12. Too bad I didn't get any matches recorded. No one can see an AMERICAN slayer doing SUPERJUMP combos.
  13. Yeah that happens when you cross them too early.
  14. S dandy PB those DP's!
  15. I don't think it's his weight. I believe it's because his hitbox gets really horizontal after he floats in the air for a while. j.H j.K is really hard to link on him sometimes (Unlike ABA, LOL!)
  16. For some reason I find Sol is the hardest to do combos on. Bridget is easy.
  17. American Slayer needs more SJC combos.
  18. 3p!
  19. Just do 5H then 919 as fast as you can. 1move SJI is so easy with Slayer.
  20. They can mash out of BBU. I just usually do 2K 2D
  21. Yeah, it's pretty easy once you work your fingers into it. You can only get it off 5H, though, so it only really comes up after a CH something. In combos I just focus on hitting the j.D>j.2K>K land H into PB, so my combos are mostly improv... Like, CH 2S>j.K jc>dj.K>dj.D>dj.2K>falling K>land H FBPB. That works really well on floaties. To get them in the corner, IAD stuff works really well like, 2K>2H>BBU walk forward 5H IAD j.D>j.2K>falling K>5HS Really, the less hits you have in a combo before you 5HS, the less frames they have to tech it, so I'm trying hard to make my aircombos as short as possible if I have tension/the right spacing for FBPB loop
  22. I think I have seen some variation of aircombo land H PB work on just about everyone, really. As for lighter characters, you get the best damage off them with FB pilebunker loop because sometimes they float too high for aircombo. It seems logical to just do like, H SJC j.H>j.D>j.2K>j.K land H FB pb against everyone as long as you have them near (pilebunker will hit from like, really far.) the corner. I'd really rather be doing pilebunker than extending my aircombo and possibly fucking it up. LOL FB PB loop is like, the only way to get big damage against Pot.
  23. Alright, the higher they are when you hit them with HS, they will bounce later, therefor, pilebunker will connect easier. I don't know if that makes sense or not, but just hit them with HS when they are at the highest point that HS will connect and pilebunker should hit. Some characters have a strage hitbox so it may take some adjusting
  24. May looks like a retard in that picture. "DUHUR!!! Jam is touching me!"
  25. Something about Judge Gauntlet... There are a few frames before the super armor activates where you can totally nail his ass for CH. It's hard to do, but it's come up a lot if Pot tries reversal Judge Gauntlet and you get his ass on the first frame.
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