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Zaido

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Everything posted by Zaido

  1. How do you actually read that... do you actually read every syllable or you read it as one long slur of F~~~~~~~~~~~~~~~~~~~ :v::v::v::v::v::v:
  2. 6A -> 5C whiffs so might as well prepare to hit confirm to special
  3. D specials can go into other D specials on whiff and/or also on block.
  4. if it is not stated that you can't have 2 of the same characters on the same team then i guess not... but i have no idea what Character Lock means... but i am just gona assume you can't have 2 of the same characters on the same team.
  5. obviously there needed to be more Rachels so the match can last even longer :P
  6. j236D melee hit will floor bounce but depending on prorate and height they can tech immediately or not depends. and i dunno why it is j.214 within the quote.. if ur referring to j.236.. if that is in the guide it should be fixed...
  7. Because i been only encountering Ragnas with what little time i go :V
  8. you wouldn't do 236A -> 214A then to 22D, you would just do 6BB->22D to probably a 6CC air combo due to the prorate from 5C 236A and 214A, though i think adding the 5C should be fine, but i dont want to take the risk of sayign 5C will whiff in certain cases.. so... Though usually if i hit with a 6BB the prorate of the combo might as well just be a combo to a normal knockdown so you can get a charge in, over trying to squeeze dmg from a combo that is gona be prorated pretty hard afterwards. that that is what i think... but from whatever the situation calls, you might actually want to squeeze that little extra dmg in or whatever..
  9. 3C> jC land 2CC only works on like maybe half the cast or so around there, you basically hit jC as late as you can from the jump and you jump as soon as 3C hits. On CH 3C> jC it probalby works on everyone so just learn to hit jC when ur somewhat close to the ground... and hit 2C when you land asap. also depending where the other character is situated, you might have to tweak ur jump from either neutral or diagonal , basically 8 or 9. you hit 6CC when ur still doing the first 6C so within animation... and depending on what type of starter you started it off with 6CC might not connect after 6C, so refer to the combo list and see which ones lets you follow up with 6CC. and emphasis on practice, alot of stuff people can't tell you where or what timing exactly, its all feel, and experience and practice... (just thought i throw this in here while i am at it this timing issue)
  10. It is because most projectiles either disappear right after The opponent is hit or the projectile based move loses it's hit box. In litchis super case, it doesn't disappears nor does it loses it's hit box thus the results. Also i am not a big fan on using supers as reversals but whatevers.
  11. ??? why would you do TK j236C there? would it not be more effective just to go into ur high/low/throw game after the charge cancel? i am assuming ur just giving an example instead of something that you Actually use right? cause i don't see the reason of doing 2 different types of cancels in a row
  12. 6CC isn't a low, you are thinking of 6BB 5D most charge but crappiest recovery 2D least charge but fastest recovery jD inbetween 5D and 2D and has decent air recovery but crappy landing recovery
  13. in ur combo you can't 2C to jC 2C by itself and on hit is not jump cancelable only the follow up is also ur combo is Corner only cause i assume ur saying j214D and that knocks them away so 5C wont hit mid screen The combo i posted is Mid screen I also kind of doubt 5C will connect to jC , though i haven't tested that part but from the times i tried, jC nvr connects
  14. the point of the combo is getting the j236D to ground bounce and you landing to combo into super Mid screen without having to spend 3 lvls If you want something more universal, you can add a j214D, but that is spending 3 lvls... my rule of thumb is IF i want to spend 3 lvls i better at least net 5Kish dmg or at least net 4kish+ and allow me to be able to gain back 1 to 2 lvls.
  15. You cancel it before the Ball Comes out this combo was performed before in a match vid from Wonli, it is a downloaded match vid. (it is probably removed by now though) the combo is 5BB>5CC>22D>6C>jC>j236D(as it hits before projectile comes out)~j214B(whiff)>Land(you are now on the other side)>5B>2C>236236C(or in this case 214214C cause you are now on the 2nd player side) This was done on Bang and it does not work on everyone
  16. j236D melee hit causes a ground bounce, if you do blah blah to air born hit 6C jC j236D ground bounce and cancel to a B or C dive to avoid them you cando a ground 5B 2C super also this doesn't work against everyone j236D > j214C works as a normal hit, but it does not get powered up by the j236D
  17. of course you can. Anyone can do anything they want with their charge meter, there is no set play style of how you should use your meter or what not. You can play meterless, its fine too. We just discussion the combo, and how the meter is spent on a combo where its very likely you can't recover ur meter after it in the given scenario if the opponent knows what he or she is doing. Thus asking the question, is the combo using 2 lvls worth the 2 lvls?
  18. The Limitation of jD... jD has landing recovery... you can block in the air after a quick j.D but once you hit the ground, you can't block for a set frame. when you are charging with j.D you should have a resolution to actually do something from after you press that j.D, usually you wouldn't even have time to charge for one meter due to opponent recovering from ur 214 A/B/C
  19. just input the 22C right after you input 214A
  20. there is a 2DD... its a down charge charge :V to 6CC!! ... okay jokes aside, Any "so called lvl" of 22D all can lead to 6CC; the property on the move is wall bounce to knockdown, fully charge just makes it an unblockable, any other Semi Charge just delays it doesn't change the property of the attack or anything. It will always wall bounce to knockdown...
  21. not every 4 or less hits will allow you to 22D 6CC... example is you can't do 2BB5CC however you can do 5BB5CC, also i believe 3 hits such as 6A5CC doesn't work either; there are probably other variations that also wont allow while others do, its a matter of playing to actually know which works and which doesn't. to be safe if you ever hit with a 5B, its safest to bet 5BB5CC 22D will work (AT most) if get a 2B in there you might as well don't go for the 22D unless you planning to do 22D 6C and end with a DP236A214C or super.
  22. you just got to get the rhythm down.. its pretty lenient, OR you can basically mash out the string ><... Something i would not recommend, but hey, it works for some :/ i dunno what Plinking is but wouldn't double tapping be a little too fast?
  23. cause 236A214A to super does not hit everyone and most of the time characters can tech before the super connects while oppose to the one listed above work anywhere even mid screen. 5B to j236B is ok.. but its not that good when its blocked i believe. so unless you are planning to RC it and continue pressure or combo it when it hits, its not just a move you can just throw out and leave without a scratch
  24. When coming up with Tsubaki combos, there are a few things that questions the mind. question is: first of all, is the decision used wise? 2ndly, is it going to give you the extra dmg you need to beat the opponent? 3rdly, or will the outcome of this combo lead to benefits to the questionable lvl usage? and lastly, Is this really something new and usable that should be put into the guide? Inverse Matrix: actually the combo you posted was done before in the past, and 22 attack should connect... just as on going times, charge meter becomes valuable source for tsubaki dmg output that it isn't used in that sense anymore? unless you planning on something after.
  25. the D specials are practically EX moves, you can just think of it that way, and each one takes 1 stock from the lvl meter Except the D version of her Supers which takes all the remaining stocks
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