Jump to content
Dustloop Forums

thinkingofaname

Members
  • Posts

    2
  • Joined

  • Last visited

Everything posted by thinkingofaname

  1. Tried for about 3 hours, can't get it to work at all. The 2B anti jump in combo is INSANELY position dependent, I basically need to hit a jumping opponent at a specific height, with a specific set distance, canceled at a very specific time during 2B, and I can't even replicated it cleanly against a jumping dummy in training, never mind using it in a real match as anti air. Some other character like Kanji anti air combo I can do it on the first try, why is this so difficult? I had the j.2B miss due to opponent too high in air, 5A miss because opponent landed too fast, 22B->J.C miss because opponent could for some reason tech out of the 5AA stun etc ... For IAD j.C(2) > sj.A > j.B > j.2B > 5AA > 22B > j.C > j.236D The IAD j.C(2) > sj.A > j.B > j.2B I can do consistently, but the follow up 5AA always whiff as usual, but does connect once in a blue moon, and half of that had the 22B-j.C teched, other half everything worked. So like 5% success rate? Don't get it at all. Don't think I can do anymore myself without a video showing the combos, maybe I misunderstood something or some trick that make this consistent?
  2. A couple questions regarding the combo list from the front page. 2B > jc > j.A > jc > j.A > j.B > j.2B > 5AA > 22B > j.A > jc > j.C(1) > j.236D – 2,293/23 How does this work? I'm under the impression j.c does not allow additional jump cancel nor anything else for matter except special/super cancel, am I wrong? Also, whats a good 2B combo (besides that one) while in normal mode against a jump in on hit. I keep seeing every character have some crazy air juggle with their 2B that combo in to min of 2k+ plus oki and corner carry, whereas everytime I hit 2B its just a reset and I get no reward. IAD j.C(2) > sj.A > j.B > j.2B > 5AA > 22B > j.C > j.236D – 2,453/23 IAD j.C(2) > sj.A > j.B > j.2B > 5A > 5B > j.B > j.2B – 1,894/15 How does these work? After the j.2B, my 5A misses 90% of the time, the opponent is basically teching with the white flash while I'm punching with 5A and not hitting. It connects once in a blue moon, I think due to specific height/position, but I have no way to control it. The same thing applies to all variations of air to air combo that lead to j.2B->5A, always missing or the final 22B>j.c gets teched.
×
×
  • Create New...