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Cerbers_Ignite

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Everything posted by Cerbers_Ignite

  1. 5D can be special cancelled on hit.
  2. http://www.youtube.com/watch?v=amiO4JdfynY&feature=youtu.be Nice combo here that probably leads into daifunka in the corner while getting 3 seals. (At 2:00) Thanks to Zeth for the vids'. 5D's untechable time on aerial hit is impressive. REALLY impressive. Also expected this - heat gain after CT is poor from the looks of it.
  3. Anyone noticed that double cross-up in that Kirei na vs. Dr.Doom match(45 seconds into the second video)? Wow! Musasabi's gonna give a lot of mix-up options.
  4. Well, you're more or less right about this. But online 2B helps "a lot" and with the hitstop almost completely removed it is a "slight" issue. Is 2B-5B gatling still intact? I agree with YukiBlue that this is an experimental nerf. I think they're struggling to find ways to change his play style. Game isn't out yet and I hope people find new things after release.
  5. I think Bang wouldn't be hurt too much by reducing his combos. (How the other characters get buffed is the problem.) He's always been a mix-up character and making the game faster works in his favor really. Did 2B lose the JC? Hitconfirming will be like hell online then. It's nice to see that Musasabi can be used in combos, thought it was a mix-up gimmick. Wish 6A would get more useful in combos too.
  6. I think one of the main points to win this match-up is to never get discouraged. You might get zoned out 90% of the round, but if you get in, that 150 SP + OMB comeback is waiting if you play patiently. Relying too much on Rock Paper Scissors isn't really the best thing to do all the time when you get in. A lot of Naoto's conserve meter for that EX gunshot cross up and don't forget her DP. I'd usually bait those and counter attack with a well spaced j.C, it'll make them relent after a few FC's. As for meter consumption on our part ... I'd say set-ups>Damage unless she's below 50%. 5D and J.D must - MUST BE USED in this match. Though not continuously. (Naoto players think this is their best chance to rush down.) Question though, does Zio cancel her traps? or do they have to be hit physically?
  7. Yes. Totally. If you're high enough, he'll avoid the burst easy since he takes a step back after that 263D. Happened to me once or twice. (You should burst early if you know a big combo's coming.) Think it's a 4k meterless combo after that. (Very optimistic) Quite frankly, I've played a lot of good Jin's before and from my experience, this match is in our favor. His DP is not really impressive or intimidating unless he's facing the corner. His mix-up options are very limited without meter mid-screen. The main point of offense for him most of the game is tick throws and continuous poking. He can also IAD jD cross-up, but that's just to mess with your head, it's not so rewarding that he'll keep using it. His main mix-up with meter icecar (All variations) RC into double overhead, single overhead to low, RC into throw to counter punish attempt. The other one is...6A RC. You'll see this coming if he pauses after a few pokes and trust me, he will do it. Other than that, like Ree301 said, his normals are very good. Especially in the air. IAD throws will help you a lot here.
  8. Lol. Desperately attractive thread name. Glad it was made though. xD PSN: Cerbers_Ignite Qatar
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