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Putin

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Everything posted by Putin

  1. http://youtu.be/jvab-eC45Us?t=9m24s :st1ckbug:
  2. Can't Haku D the backdash 5C? I only got to try it to a Bang and it worked just fine, but was too scared to try it versus Hakumen.
  3. Yo you do that, that Plat 22C guide helped a lot. Also I can 2A wakeup jumps now.
  4. Damn, I actually went through the trouble to check if I can punish rolls after it and it worked, so I settled with it. Actually, my corner throw combo is probably the only one that ends with it; throw > (musou A whiff) > DP B > 66A > 3C > Musou A > 5C > 2C > air stuff. If only I had checked that section of the combo thread here... That settles it then, thanks both for your trouble. I might also try Musou A backdashing to see how they react, good stuff.
  5. I forgot to mention that this usually happens when I use Musou B/C ender, which is okay on the ground since I can switch it to the options you guys stated or go for resets after j.D > stuff. However, I use plenty of combos that end with air stuff > jc > j.2C > Musou B, which is unfortunately the only ender you can use in these situations. I guess I'll have to settle with different/less optimal combos to keep my opponents honest, when they start respecting me again I might throw my current ones back in. It hurts though lol Could you elaborate on that? I see people backdashing after corner combos in high level play but I learned that shit these guys use don't always work in more casual levels Also, setting the training dummy to jumping and barrier blocking everything would help to test the timing of the meaty? I'll try that out later.
  6. B-but it always works as an anti-roll, I just happen to mistime it every time they decide to jump? D:
  7. I can punish rolls, late techs and mashing, but I can't consistently punish wakeup... jumps. And I don't mean upbacking during pressure gaps, just straight up wakeup jumping. If I see it coming I can jump and throw them, but that can always be teched and in Jin's case, you let the opponent out of the corner. If I don't, I whiff roll punish 2A and whatever I follow it up with just goes under them, and if I jump I may get j.B'ed in the face or something. I guess I can meaty something that'll force them to air barrier and then go for j.A pressure? It would be cool if there was a universal method to fight against this since I also play Hazama, but if that's not the case I can repost this in the Haz forums I guess.
  8. After doing it numerous times, my j.2C crossups keep getting blocked, and they proceed to jump/backdash out of my pressure. If I now they're jumping I'll just IAD air throw, but I can't seem to find a reliable way to keep them locked down after j.2C. Any ideas?
  9. It's Asuka from Rebuild Also GG palette is Dizzy but I guess everyone knows that
  10. Purple is back, slightly nerfed though but still good to go
  11. Is #7 #13 a reference to something? Looks damn good
  12. Oh ok, I didn't remember that.
  13. http://youtu.be/wGlneComaDY?t=43s What exactly happened there after 2C?
  14. Some Jin on stream just did 6B > Hizangeki overhead. I hope it's safe on block :3
  15. What exactly were the differences between CT's and CS' combo system? I never got to play CT seriously. Also, Amane not only chips the opponent to death, but he also has damaging combos? Well ok
  16. Carl's new voicework is cool and all, but why does he sound like a squeaking... something when he blocks shit? :8/: I love Sawashiro Miyuki too much to care though.
  17. Plat still breaks the opponent's guard with the hammer, I thought only CTs did that?
  18. That's what makes it even more terrifying
  19. So Arakune nets 5K and 30 meter with full curse, and recurses back 1/3 of the meter by the end of the combo. I... thought...
  20. Where's the streamer's name on nico? The link just expired on me : < Also, any other streams besides the training Carl one and the Plat arcade one?
  21. Air Dashing after ice blades can be useful for baiting anti-airs, especially in the corner. You can get a combo out of them too, no CH needed. Pressure into a jump, they go for an anti-air, they eat an ice blade in the face. j.236x > air dash > j.2C > j.D > stuff combos into some good damage. I whiff a j.A before the ice blades when I want to air dash afterwards, it helps with my timing.
  22. We probably all do, otherwise we wouldn't be here watching and discussing about a game we don't even know if it's gonna come out of Japan or not.
  23. Do you guys seriously think that the Murakumos will be time released in the consoles as well? I'm fairly certain it'll only apply to the arcades. Worst case scenario, they'll be unlockable like Mu was on CS.
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