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Zaido

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Everything posted by Zaido

  1. i would think double 5H woudl do more dmg then 5S, But... if you can do dash 5S to combo then why bother spend another 25 percent? on the other hand... my impression of double 5H FRC helps with juggle + incases such as, i have full tension except 1 bar, i can do double 5H FRC so i can spend 50 percent tension, go to air combo and missile loop, because that double FRC leaves me with 4 bars left so it wont be lvl 3 missles... but that is just how i see it... Usually when i play i feel i have alot of tension to spend.. so meh.. :V
  2. Zaido

    Slayer AC Combos

    why are you JIing the combo when, You already did Jump H jK Land 5h already? you already jumped there, your super jump combo after that is jump installed at that point unless you somehow delay whatever ur doing after that...
  3. bdc bite, seems like it also makes bite's range a little bit longer :V... and the keyword is it "seems!" unless it really does then Lol..!
  4. lol... all ur Footloose has nothing against my AA Footloose!! i can fly into space!! i fly as high as my BBU can hit you!!
  5. if ur gona lay that mat after a blcok string, better make sure you hit them far enough so they dont have much options to counter most characters cant really punish robo after soemthig liek c.S->f.S block string to Mat.. then after you lay a mat.. it almost sound like you have a habit of tyring to counter people as they are rushing in on you and hoping to win, but end up the other way.. sometimes. it is better to just lay that mat, if they gona run in on you and do soemthing, either just defend it, Run away, or use a move you know is gona win.. some other stuff is if ur going for stuff liek 2K -> 2S and laying mat, but they block ur 2k 2S portion, if you have like 50 percent heat or soemthing i forgot what it was but you can do stuff like 2K -> 6H to push them away sometimes doing 2k-> nothing will make them wonder what you planning or 2K-> delay 2S other stuff liek 2K -> 2S and to delay 5H FRC for a bait. some of those string can even pusht hem far enough so you can drop some mats sometimes you just got to sacrafice ur dmg for knockdown -> mat.. ur not slayer where you can always net max dmg and get knockdown... whatever i just said is probalby redundent and not answer ur question but meh.. i been using whatever i just said.. and it works.. it just i dunno who ur playing, or how ur playign to start off really.. i can only think of situations and give answers to situations where i have experienced..
  6. just put MCrRd and it can be either magic carpet ride or more carcuss raid !
  7. leaving the sound is fine... it actually sometimes make stuff funnier cause it makes no sense what so ever...
  8. the match up imo... is on Slayers favor, reason being Pokes = Superior Okizeme = Shuts out (or is safe) on all of HoS's stuff but that is just from what i have observed. as for comments, i dunno what to say, other then sometimes just finish the combo with a jD instead of trying to go for a relaunch messing that part up and letting them escape.. (its more of just ur own decision on you think you can finish it with a relaunch or cannot) That is all i am gona say. and, make sure no one stands in front of the camera for too long plz
  9. so... is all that black bolded things what you put on what Iori advised?
  10. it wont trade at that distance if i remember correctly... you just win if you can land it..
  11. i am not a millia player or anything so my opinion means nothing as far as about millia tips, but just want to point out on those few parts where you do i think its called sacred garden from full screen away.. stop doing that against testy :V... its too risky against him imo XD.. and as for DAA, not even doing 2P but holding it as down back P and let it whiff, and if they DAA, just block, not work?
  12. just like that one match where Hase did a 1/4 life dmg combo off a bite with DOT FRC!! In General: Bite is good, but the variety is limited...BUT.. those FRC ones are really hard to see coming! something like 6H FRC BITE or 6P(they block) FRC FDC Bite 5S Dandy P FRC FDC BITE or they on the corner knockdowned FDC DANDY P FRC Bite (this one is wierd.. cause you probalby think ur out of range of bite but it will still grab them in!)
  13. the beginning of the vid says Team consisted of 012 + Niga vs 0 + i dunno the last 2 kanjis it might be shiro something or biya something? 2nd youtube vid is Slayer is En 3rd youtube vid is Slayer is Taku
  14. i believe so... SpiritJuice: The stuff Phobos did during ur match vs Kevin :3..."VOLCANIC VAIPAAAAAAA~!"
  15. we need 3 mics: one for Scott (for the play by play commentary) one for Phobos (for the Color) and one for Kevin (to poke fun at the players and to practice on commentating)
  16. o yea better late then nvr , good shit for uploading and editing in the commentary David!
  17. he is also on vids named Team FRC FLying Johnny as well i believe.
  18. screw it all, i will just intentionally mess up combos 3X times and reset robo 3X times and win :V... ...j/k
  19. Just saying you play a certain way is sort of hard to imagine so i wouldn't know if what i am imagining the way you do things either.. i woudl say with Robo is to play the way that you can adjust to whatever ur opponent is dishing out.. You dont always have to go with a certain way.. more variety = more unexpected stuff for ur opponent!
  20. i dont quit understand but.. wouldn't low iad jS jH->land 5P->2s work the same way or even better cause it doesn't require heat mode?? or is there a benifit for heat mode jK jp 2s ?
  21. learn to block, sometimes if need to Dead Angle, FD block is always good.. learn to throw her before she throws you! plus jHS has 3 out comes against millia 6P 1) if timed wrong by Millia she gets CH hit 2) it Clashes and millias i seen use 2H right after, and possibilities is you can land and block i believe or maybe you can land Dandy avoid 2H and hit her.. but that is only cause milia i play use 2H rigth after 6P clash :V... 3) You timed ur jH bad and lose straight out. unless Millia runs behind you and do 6P or soemthing then you just straight out lose..
  22. i personally have fought a couple of good kys, and they all play pretty differently.. i have played ones that are pretty good with their offense... one pretty good at Zoning and spacing and ones that like to play it super risky, and throw ALOT to okizeme resets.. i still find the offensive one the most annoying cause: as ur going up: Ky jK seems pretty effective air to air... Iad JH or watever experience wise, or comgin down jH, 6P works wonders on countering it or go behindg 6P.. Ky using good f. S pokes to stop 2H from coming out... Nice use of Okizeme and FB air cross things.. intend for Trade purposes.. but ones that liek to run away or out space are not tooo bad... overall.. but the good ones that know how to use that offence is pretty forminable :V...
  23. and when did we say Ky was eddie? right now i dont think people are saying Ky is scary, and can pressure to you to death.. well not for me at least.. but you just got to play it slow.. and being just unpredictable has many different levels in itself.. and you said Slayer not gona catch Ky and Ky isn't gona catch slayer, and slayer CH hit game is gona come into play... if Slayer isnt' gona be catchign Ky, what makes it so that Ky would go in On Slayer when he can just throw stuff on the other side while ur gona be avoiding it from whatever way Ky is throwing those stuff? obviously he isn't controlling space as good as eddie, or Testament or any other character who can take up large amount of space.. but he can still try to hit you from a much farther gap, where slayer has to get in to some degree to hit.. which isn't too bad.. you just got to see what are good places to go in and hit.. :/ you can sit there and be in neutral forever.. but game only lasts 99 seconds.
  24. then later you eat an air combo or 2... Ky isn't just gona sit there and let you dash around like a mad man and confuse him while he sits there mezmorized by ur movements and later get hit...
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