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JackG

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Everything posted by JackG

  1. Move to Morehead, KY like everyone else in the world
  2. Lol, that sucks dudes. I have to admit I've been dicking around with other characters this summer (like CH, JO, KY, PO) versus playing RK. his combos get kinda stale after awhile, I'm sure you know what I'm talking about. But I am still best with RK by far, and will use him if I end up going to MWC this weekend. I have an awesome new secret tech too that even the Japanese don't know about. I'll experiment with it some more and see if it's worth it, but right now it looks good, specially if nobody else knows about it.
  3. Aww, what happened man?
  4. Lots of people easy 5s>2s RC 5D 5d RC 5d 5s tk forcebreak V 5d You'll have the bar. besides your opponent has to worry about lows>horsie>mash super for the whole countdown so they should be just as worried about a dust at that point. not saying the above setups are worth doing but if you have bar and you have your high/low game going there isn't a strong reason why they should be afraid to get hit with a 5d over other things.
  5. Of Airthrow sounds like a pretty good idea. Unfortunately that throw bait setup doesn't work against VV spam and the like And yeah I was testing it, you dont need to hit 8 in the middle of it so it's fairly easy to do.
  6. http://www.youtube.com/watch?v=eL69EORYNcQ around 1:50 Chipp does a Dust teleport after landing and is able to jump and do an aircombo. How exactly does he jump install that without having hit the opponent before the teleport? Is it one of those JI where you jump and land without using all of your jumps and then cancelling the landing recovery with the teleport, giving you the JI?
  7. I never shoryu unless its level 3 cause the risk/reward isnt worth it otherwise. My only exception is when itll kill them because when I fight against people I know they know I won't try it unless I got half a bar or more
  8. I also had trouble doing shuriken instead of the FDC drop when I switched to stick, so I started doing Slashback cancel instead (j.3k followed by 3S+HS. It's a little more movement with the fingers, but you spend less tension and dont run the risk of using shuriken. also, you can SBC IADs but you can't FDC them, so it has decent practical uses.
  9. Yeah I saw that yesterday, so ridiculously difficult to pull off as well as conditional but so funny to watch
  10. Condition your opponent to block the laser at a specific time, then use the delay laser glitch and throw during that time. Otherwise, you'd have to practice specific pressure strings which probably aren't worth doing.
  11. Honestly, I think the most important thing you can learn is proper Instant blocking (ie. when to do it, when to FD instead, and what moves you can punish with a throw or DP after a succesful instant block). After that, make sure you know proper bazooka oki (spacing and timing) and mixup after that (ie. running jump into air dash high or landing low).
  12. If I ever have the choice between using 5HS FRC or c.S, I always do c.S unless the extra damage from 5HS would kill em. Sure it might be more burst safe, but the extra damage isn't enough for me to justify 25% tension. I always would rather keep myself above 50% because level 3 air missiles and bazooka is just too mighty.
  13. Damn I wasn't aware we weren't allowed to get serious with girls if we were seriously playing ROBO. This brings new shit to light! In other news, Ironman is awesome and kinda like a robot so you should all see it
  14. Max range 5D tensionless knockdown on Sol (discovered myself) 5d>IAD j.k (ID start) land, jump,j.k[1]>j.S>dj>j.p>j.k[2]>j.k[2]>j.k[2]>j.S>tj>j.p>>j.k[2]>j.k[2]>j.d>236p - 88 damage pretty crappy damage for a lot of work, but figure its worth knowing there are max range knockdown combos out there
  15. This matchup is kind of a pain. Baiken is the lightest weightclass and so you can't throw>coin or do a lot of other familiar combos on her. Also I find JO's mixup game a bit weak (basically either a low or tk ensenga) but by then she'll usually throw out a counter. The best experience I've had against BA is just abusing max range 5HS MC all day long. If it hits, you hitconfirm into level2 MF combo. If she jumps and you CH her somehow, run up 5HS MC upper MFlvl2. But yeah, overall it's a troublesome matchup. I find IB'ing her block strings helpful to land a 2p>2d>coin when I see fit. Is this legit or are there better ways to accomplish level 2?
  16. What Mac says is correct. Slayer's 2D has 15 active frames. HS Fuujin is invincible to strikes in frames 1-12, and active on the 20th frame. Therefore if slayer does 2D within 3 frames of Anji's getup, then Anji will get hit out of Reversal Fuujin (and if he doesnt reversal it, The meaty 2D will simply hit.) If Slayer does his 2D 4 or more frames before Anji's getup, the 1-12 frame invulnerability will get through all of Slayer's move and hit him in the 12 frame recovery of Slayer's move.
  17. Who says JRK's pokes are better? Have you seen the range on Johnny's 5hs and 6hs, not to mention you can cancel them? What does RK have with that kind of range, 5s? (not even close really). Any 5h or 6h hit you can hitconfirm into level2 mistfiner combo leading you 150~200 damage depends on how much tension you feel like using. Also TKing missiles will not always save you unless Johnny is literally all the way across the screen.
  18. The day you call RK's 6p an "anti air" is the day you lose games to jump-in characters
  19. I will tell you right now that if you are being subjected to levle 3 Bazooka oki (assuming it's meaty) you have two options: 1.Block and watch for the mixups 2.Reversal HS fujin (will CH RoboKy, but if you don't get the reversal than you're eating bazooka unfortunately) ! frame jumping does NOT work even if you time it right, and backdash will get eaten by the bazooka as it's moving forward. you can always DAA it (though I hear Anji's blows) or burst if you're that scared. Keep in mind the bazooka takes 10% tension every time, is only good for jump-in mixup at level 3 (aka when RK has >50% tension), and after the bazooka is gone you're free again.
  20. OMG I've discovered JI teleport combo that results in tensionless knockdown! on Baiken: c.S (JI)>2hs>22d>j.k(2)>j.S>d.j>j.k(2)>j.k(2)>j.S>t.j.>j.k(2)>j.k(2)>j.d>air alpha 160 damage Sorry for the double post but I'm excited about this
  21. http://www.youtube.com/watch?v=X0FXDFbcFgM&feature=related around 4:11 Chipp throws potemkin, then proceeds to do c.S>2D>Rekka, at which POT bursts. It looks like it was going to lead into an air combo, but when I try to reproduce it I can never land the 2D. Any suggestions?
  22. Honestly, I don't do 5HS frc combos much at all anymore. Personally I just go for the 5k>5s>2s>2d or whatever combo into knockdown plus mat. The damage can be nice, but I prefer getting knockdown plus keeping up my bar for level 3 missile spammage. It's really a matter of choice on how you play him, but IMO if you want to go for damage after a hit like 5k I would do (if you have the bar that is) 5k>5s>236236S (punchy super) mash till you hit 95%, then 236S for the Headbutt knockdown. This gives you decent damage plus knockdown right in front of you.
  23. Yeah there were a lot more Robos than I expected. Sadly In my 4th round (after going 2-1 thanks to being paired against Marn first round :/ ) I had to play my friend I have been playing GG with since the day I started playing like 2 or 3 years ago. There might be a video of that, but I heard they might have accidentally recorded over it later. Anyways nice seeing you guys there, and I'll definately make improvements to my game based on what I saw you guys do.
  24. my bad, what I was (trying) to say is that Slayer has one move with 10 or more active frames (his 2d) so a backdash with 10 frames of invulnerability would, if timed correctly, be able to punish his moves.
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