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someonewhodied

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  1. Try this one: j.2C>3C>22A>6A>4B>2DD>214D ~ 22A>236D~C>22A>6A>2C>623C>2DD>6C>236D>236C>22A> Jump Dunno if it will work.
  2. If you like to live on the edge, you can do 2B>6B>2C>TK>236D, but then you can't get the spike chaser off of 5DD>2DD
  3. If you are doing a 2B roll punish, I'd say: 2B>2C>TK Crescent>3C>236D>22A>5DD>2DD>214D>66B>623C>2DD>6C>236D>236C>22A>Jump I do the same catching larger characters rolling with 6B so im not sure if 2B still works. I'll test it after class.
  4. Well if you want damage over ease j.2C>6A>TK Crescent>3C>236D>22A>6A>6B>623C>5DD>2DD>6C>236D>236C>22A>Jump should work. Someone is slow You missed my safejump setup huh? Its dp safe and hits with a high attack on opponent tech. Also this is the rollpunish combo. so 2B>6B>5C>236D will be pretty hard to do off of a j.2C rollpunish :3
  5. Yeah im experimenting more with fireball launch combos. Try this one: Blackhole > 22B > 3C > 2C > j.B(2) > j.C > j.5D > j.236D > 6[A] > 22B > 6A > 2D~214A~214D(crossed over 236D) > 6[A] > 6 > 236B > 5B > 22A > 214214A > 4D~236D > 236C Here is a fun one. If you are fighting a masher its easy to get off of 22B oki. 6B>4D>[5B>5C>]x4>5C>236B>5B>Ender
  6. Why is this possible. The combo isn't practical but the ender is. You can also swap the 236C for a 22B Oki. Another "Why is this possible" combo. Corner: X>2C{Airhit}>6[A]>22B>6A>2D>214A>214(really 236)D>|6[A]>6>22A> (if good starter)|6[A]>6>236B>5B>236B>SMP Oki
  7. 6D(1)(CH)>CT>664D>OD>236A~236C+3D>Kanchan>6C+3D>6A+4D>214(236)B~236C+3D>6~A+6D>All Green>632146C (125 meter, 7.1K) opponent starts in corner, combo ends midscreen. This one is easier to set up the crossunder than the last one i posted.
  8. if you have a spare 25 meter, 5C is the punish route you want. Otherwise, i'd say i agree with you with 6B.
  9. So ever since I started using safejump oki, I've been getting shittons of ragemail (OK shittons is exaggerating. I got like 2....) "I FUCKING DP'D YOU WHILE YOU WERE ATTACKING YOU LITTLE FUCK" was one. :3 I need to create more DP safe things. At this rate I'll be the most hated person on netplay. Against the not-smallest characters (Noel, platinum, ect), it also punishes rolls without different timing. Its great. Also what the fuck does Nu do against someone that runs straight at you with the "Yolo" mindset iwth no game plan whatsoever? I can't seem to download and predict them.
  10. Yup, its only counting same color.
  11. im just spectating in a room.
  12. Got some more hard data on color ranks previously: Mikel 7|20 Orange -> Yellow Today: Fuji, 3|1 ratio continuously, Yellow -> Orange (About 18|6 I think) Me: 12|2, Streak of 10, Orange -> Pink So there are multiple ways of ranking up and down. Down: Wins<10, Losses=20 Loss Streak of ~10, losses 10 more than wins. Up: Streak of 10, Wins 10 more than losses. Total wins ~20, losses under 10 I'd assume that is about how it works. There is probably a total ratio check also since I've seen an orange rank up to pink fighting me after he lost to me. And lower ranks probably work different also, since someone here has claimed to rank up from blue to green after facing a yellow.
  13. nah, dark green.
  14. It could be net loss also. but I think 13 is an odd number for net loss. Mikel was 7|8 before facing me. he lost one more to someone orange. Then I gave him a total of 12 more losses for exactly 20.
  15. 20 losses against someone of the same color. Doesn't have to be in a row.
  16. I have a basic relius, but you haven't played me at all period lately. also in other news, thanks to mikel for testing this. To rank down from orange to yellow, you need to accumulate 20 losses. I have 11 wins currently and am keeping count. anyone have an orange alt to see if 20 is the amount for wins too?
  17. Mac has been not challenging me lately O_o
  18. all dis mash and non blocking. Block more mcshadow. I got like half your health by lasers alone.
  19. Pick Mu12. She has no problem with koko :v also litchi and carl have an easy time against Koko. (except litchi vs koko j.A)
  20. http://www.youtube.com/watch?v=jrFs3Cmdkgw So i finally got the timing for this down. Now DPs are a thing of the past. (if you hear a hitconfirm, combo, otherwise block) Here is a list of what it doesn't work against since its much shorter than what it does work on: Jin Yukikaze Noel 632146D Tager Magna Tech Wheel Hakumen Counters and Yukikaze *Bang 6D (You can still block the attack, but the guardpoint still happens and gives Bang a free out) Mu DP Basically guardpoints and animation freezing attacks can beat safejumps. also you lose the instant high but can punish rolls if you jump j.2C immedately. Some characters the regular safejump timing will work on to punish rolls too. Rollpunish combo is: j.2C>6A>2C>TK>3C>236D~22A>6A>5C>6C>236D>236C>Repeat
  21. Why do yall have trouble with valk? wolf pressure? Just wait for the wolf 5C and Ib it, and press your 5A or DP or an antiair that has frame 5 or faster head invul. Or if you are tao just crawl
  22. >presses grab 3 times >only the last one worked. Koopa was standing still derpily too so lag?
  23. >presses grab >gets grab countered before grab comes out wat?
  24. man i should check this thread more. My one chance to play Toan ;~;
  25. You are forgetting RC shenanigans. If you are willing to spend meter, nothing like hitting your opponent with an immediate overhead/low mixup. I've actually been looking into using Dia Crescent SMP to get an immediate grounded tech and RC into an immediate dash 4B/3C
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