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Zaido

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Everything posted by Zaido

  1. she can, and its not lvl 1 cause there isn't a lvl 2 version of that move
  2. basically if the other person does it right, they can air throw Tsubaki out of her DP
  3. i forgot to say, i believe B and C DP can get Command thrown if the command throw has invincibility frames :O
  4. It will trade(favorably and unfavorably), it will straight out lose, it can win against moves with short lasting attack frames, and she has the only DP where you can push her away from her own DP. obviously you can't get anymore variety then this!
  5. So Ginseng, have you actually played the game? :V................................................................
  6. So does her DP have inv? "A" version has inv before it actually hits B and C, no... "D" yes Does dp suck? probably worst DP in the game But think of the bright side, you have a DP... and it does 1k dmg if it trades, free get out of pressure so whatevers...
  7. the fact that Ragna is so hard for tsubaki, isn't because he got an Anti Air and you can't do anything to him... its the fact that he has better moves then you in general. He just does everythign Better then you... Tsubaki moves has Auto Turn around, but the thing is if Bang does a guard point where you did the wrong move, you gona get killed. besides bang doesnt' need gaurd points to beat Tsubaki... he just hit "A" and almost all ur stuff is shut down.. And reason why you feel you can jump in on bang or whatever is cause he doesn't have a proper anti air while ragna does.
  8. Bang presses 5A, Tsubaki loses
  9. its a match up of how to get around bang's mashing
  10. WHAT ARE YOU PLOTTING!?
  11. I hope to hear the purrin commentary and the life story that he tells...
  12. you surely aren't emphasizing those LADIES enough.
  13. i believe you can only Cancel j236D if it hits to j214C... however you can always cancel a D special to another D Special if it allows even on whiff.
  14. her 623 are projectile base DPs and 623A has inv until before it hits
  15. only C Version is worth anything however its slow and probability someone poking you out of it is high? The Rest probably can get you punished on block D version should probalby always end with j214D but its a waste of lvl if you dont force them to gaurd with it or whatever... in other words not really useful out side of combos
  16. one way to tell if its j236C or B or A C will make tsubaki glide downward, while B makes her fly forward, and A just stays in place and pushes her a little upward.
  17. Tagers sledge isn't a projectile, you just got to hit him before he hits you
  18. j236C can hit from behind if time well...
  19. that video doesn't work :V?
  20. you can add a 2B before the 5B for the combo, another option instead of ending it with djB -djC-dj.236a you can just try for a dj2C > Pumpkin and go for an okizeme approach.
  21. you delay wind the pumpkin then dash 6C and it will work
  22. just instant block the drive 6C drive and hit her, its free
  23. I just suggest block high most of the time and react to 2 lows, one is 3C and the other is 6D, and react to the 214A (Jumping throw move) Noel has 3 overheads if i remember correctly, and 4 lows, and the only one that can actually lead to dmg are 3C and probably 6D the rest all require 50 percent meter to rapid cancel into combos i believe
  24. winding early makes rachel's jump do a short hop very low, so you can hit any of the short characters that are standing, and from characters that are too far for jB to hit normally. The trick is just fast inputs. so its like 5B3D~put stick or pad whatever to Neutral~j9Bj2C land blah blah blah
  25. trying going to neutral after 3D then jump B
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