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RoBoBOBR

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Everything posted by RoBoBOBR

  1. Normals beat your oki? Then you are not meaty. DPs should be baited. Safe jumps can be done (jH i recon), but need a good knockdown.
  2. Dash YRC mappa? Why not 6[6] 2369K? Also mid hit of stance can be 6Ped. As for BDCing - remember you can evade the whole of 6H with 44's invuls and the cancel into something, like 236P. BDC got easier, no reason not to =)
  3. GV punish - HS off air then jSHD j2K K JC SHD BR should be blocked standing or else it's unpunishable even on IB. On regular stand block go for throw.
  4. No, 44 has 20F of invul, it's just that 6 (presumably, +R info) transfer to a BDC special or a jump. 66 may have some invuls in the middle (can't find info ATM), but they never translated to a move.
  5. Some punishes for Ky: - GS on block: K 236K RC... / K 2D / SS K 2D (easier on IB) - Stun Dipper on block: H 236K RC ... (easier on IB) - 5D on block is -5 only and packs a bit of pushback, so even on IB you can't really reach with much, so i say we BS it (red flash helps) and just go for 214KK afterwards. meaty 2K evades reversal DP
  6. Hase matches showed beautiful D combo in the corner, where you go something like (work on So and MI at the very least): (corner or close) K 236K RC D 214PS S 6H 214PP (corner or close) raw D 214KK ... (CWH loop as well) and i think the trick is to go for D6 variety and cancel the dash into special immediately, which makes it quicker than just 5D then dandy input. Although so far D6 cS 6H 214KK H j(SHD) provides more damage.
  7. https://www.youtube.com/watch?v=Z34Z6i1Qd2U https://www.youtube.com/watch?v=wsY0L5c3bUc 2 hours of Hase beasting.
  8. 6H starts 17F (even longer on crouchers), cS has 13F of blockstun. 4 last frames of 6H's start-up the opponent is in neutral state, thus you can YRC. Same with K 236K on block.
  9. In case someone didn't notice -- BDC is way easier now, you can just hit 442369+K for example, and input window for K is quite large. So everyone should look into BDC wonders now =)
  10. First you make them sit tight by pokes, frame-traps and dashes. Then you dendy step. Also use BDC and FDC dendy to make spacing different.
  11. Throw RC/2D RC/ etc, cS (JI) fS SJ jKSHD j2K jK JC jSHD seems to be quite universal, so far i only need to delay initial cS fS for lights and mids, but getting KD on lights by adding extra j2K j(P)D is a pain - i can't connect much after late-combo j2K =(. For Fa you can go HS SJ KSHD, andif you can install in 1 hit it can be made into a nice combo.
  12. http://youtu.be/Zss-AyCLPsk kinda an idea for a tech http://youtu.be/UHhcNrkjScQ just to show that you can get KD and some dmg for 25% in corner that way, air-combo is obviously not optimal =)
  13. Speaking of differences in 214P and 214K behavior -- i think 214KS has more momentum, then 214PS.
  14. My friend came up with an interesting setup, using j2K YRC. Basicaly, if you YRC it early -- you drop back down, so you go for smth like SS 9 j2K YRC jH -- it creates a small hop with jH. Of course you can do other stuff there, the point is the hop itself.
  15. I propose new way of writing down air combos. Put the word "air" and then just list attacks in brackets (with spaces to indicate links and jump cancels), like: Throw RC H air [sHD 2K PK JC SHD] instead of Throw RC H 9 jS(1) jH jD j2K jP jK JC jS(1) jH jD Also omit the (1) for jS, and only write hit number if it's not 1. In my opinion that saves some space and makes combos a bit easier to read off screen.
  16. I started Skype conference for Slayer. Here's the link: skype:?chat&blob=ZcBb34fTysW173RvJlPAo0YeMu16iKeYcKde1ZWhgzNDhhoOlgAjZkNhj08buw_bbgG1zQRI_pdl just paste it in skype chat and then click. quite easy.
  17. Care to explain? Mappa K is -2 and has 6 active frames. Thus, depending on what active frame did hit it can be anything from -2 to +3 on block.
  18. That's why you don't go for Dandy right off backdash, rather use it's invuls and then go for Dandy (and it's invul).
  19. Circuitous, maybe that has something to do with throw damage being listed as 0,140,0 (buster). 0 part has some GB-, so damage part is prorated.
  20. Are you not even discussing invisibility (214K)? No info to be found in the thread. I guess it's such a powerful tool it vanished even from the first post!
  21. So it sold 40k in 3 days, and it's worse then BB's 85K in a week?
  22. 1. You can combo off 6K meterless, on CH (crouching may be required). 2. 2K cancels into specials, links into cS, combos into 2D. Also +4 on block. 3. but now his 6P has above knees invul from the get go. (used to be waist up for first 6F) 4. 214PP gets you wall splat on CH. It's easily followed if you're close enough. 5. 2H invuls are exactly the same 5-14F 6. everyone lost their FB, duh 7. bite's good on RC 8. yeah, DoT's sad
  23. I think it's more about EU release on 17th.
  24. No way =) He's just different from AC and +R days. He was mixup character, now he's more of a footsie character IMO. He has tremendous normals (2K, K, cS, 6H to name a few), quite a few ways to deal damage (throw RC inflicts almost as much pain as SSSS mappa RC stuff), and long/short dashes and YRC hold quite a bit of depth IMO.
  25. K/2K are your range pokes. Both cancel into 236K. Some dandy-step follow-ups can be comboed after, mostly K and H ones.
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