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zankoku

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Everything posted by zankoku

  1. It died because not enough of you
  2. Man I really had my hopes up for finding some new people here too.
  3. 1. T-Loc 2. Bond 3. Clario 4. When's Skullgirls? (Archer) 5. Mr. Taxi Taxi Taxi (Munsu) 5. itemnazo 7. CelesTeXD (aisight) :ballKA: 7. #freechaox (xAJxDL) 9. Psycho Hibiki 9. AP7Ho2 :ballKA: 9. Inferno 9. PROTOTYPE
  4. Now you're gonna have to play SC2 with us.
  5. Wow this thread. XD
  6. GGs to FeelinTheWind, quite a refreshing Akihiko to play against.
  7. local weekly http://www.youtube.com/playlist?list=PLzeNdkW1efDEm5yEDf2KOz2en9sxCcPI_
  8. Hi, can anyone here give me a really quick rundown and summary/rating of Yukiko's matchups? Thanks~
  9. You could always go with that silly combo in that one video... FC j.C > OMC > j.66 > j.B > 5A > j.A > j.B > land > j.A > j.B > land > j.A > j.B > dj > j.A > j.B > j.214B > 236A/B http://www.youtube.com/watch?v=UsTo89j9W90#t=1m39s EX Chair is 1500 base damage, compared to normal chair's 1000 base. With Kanji's combo hits immediately scaling down to 60% from the second hit onward, this translates to roughly +300 damage for the 25 meter, could be less based on how far into the combo you are. EDIT: +300 compared to normal chair... actual values would be 900 vs 600.
  10. Regarding this combo: FC 2C > 2B > 5C > 236B > 2A > 2B > 236B > 2A > 2B > 236C>236A/B [DM: 5099] +46SP Found a slightly better variant: FC 2C > 5B > 2B > 5C > 236B > 2A > 2B > 236B > 5AA > 236C > 236A/B [DM: 5108] +47SP Also, I think this one's worth considering: FC 5C (air hit) > 236B > 2A > 2B > 236B > 5AA > j.A > j.B > j.214B > 236A/B [DM: 4431] +41SP
  11. Munsu (MT) vs aisight (KA) Comebacks and Callouts: The Movie: The Game
  12. Wow that block pressure is beautiful.
  13. gg's today! I've been awake for roughly 24.5 hours so far so sorry about being done playing for the time being.
  14. I feel like you're a little too quick to rely on DP, which cost you critically against Banana Ken and to a somewhat lesser extent against Chosen Ninja. Also, against Chosen Ninja, ate his 236c reset in a combo when Fire Broken pretty much every time, probably could've been a bit more attentive when he had it active. If you're absolutely forced into a high/low unblockable situation vs Yukiko and don't feel confident in trying to escape, it's probably better to block standing rather than crouching, since starting her combo with 2a scales damage more than 2d does.
  15. Wow I thought it was corner to corner only, guess I better step up my execution. Thanks.
  16. I thought you can't j.214 after 214214 unless you landed 214214 from almost across the entire field?
  17. What's a good plan after catching someone midscreen with 214214, so that you aren't given the time to combo into j.214? Lately I've been messing around with 5C/2C/236D since Take-Mikazuchi stays in the corner next to the opponent if you use those attacks ASAP, but it doesn't really provide any helpful followups; and fullscreen 236236 feels like a waste of meter unless it'd actually KO.
  18. Akihiko is probably the only character he isn't disadv vs, but Kanji does fine against any players who are careless.
  19. You also have additional opportunities during the non-auto-combos to cut it short and mix in a command throw, for fun and profit!
  20. I think 5aa can be used for that tech trap fairly often, though the only time 5aa happens in the middle of a combo is like... in the corner or off of a Fatal Counter.
  21. Small local Vegas tournament http://www.youtube.com/playlist?list=PLzeNdkW1efDExcq3dxRcUGh_A_vSzFIhV
  22. I tested both, was I not clear enough about it not working as an anti-air?
  23. Sorry, by "covering more horizontal distance" I meant traveling farther for the purposes of pushing toward the corner.
  24. Random little combo, not sure if it's useful or not. ch 2B (ground hit only) > 236B > 5AA > j.A > j.B > j.214B > 236A/B (~3570 damage) It seems to deal respectable damage while covering more horizontal distance than the ch 2B > 5C setup, though unfortunately if you counter-hit them out of the air with 2B then 236B will whiff, and anti-ground 2B ch's are quite rare.
  25. Kinda wish I knew about this earlier so I could've made plans to show up.
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