Jump to content
Dustloop Forums

New_Player

Members
  • Posts

    11
  • Joined

  • Last visited

Everything posted by New_Player

  1. I found a way to get the knockdown on Venom, it's a bit tricky but still doable. It's setup with a jump installed knockdown then a pretty hard link from J.HS into cr.HS. the air combo is j.k, j.k j.k, double jump j.k j.s, triple jump j.d alpha blade.
  2. you can Cancel 6k into a jump normal and then double jump off J.S or J.K(must jump install) after the ground Dust. havent find anything good with it yet.
  3. Two YRC option selects for neutral/dashing in with pokes. 6p then PKS will combo 6p into close slash or far slash on hit/block or yrc making your 6p whiff alot safer then just letting it recovery. This will anti-air/counter poke high hitting normals that most other characters will throw out to stop you from getting in.(Ky's far slash, Leo's heavy slash, etc.) 2d then 236+PKS is to catch players standings and can combo into the corner wall cling alpha blade from almost half screen distance.It will make the 2d safer on whiff or to catch your opponent jumping. note these will RRC on hit/block once past 50% meter.
  4. Now 2S is a great opening move, in 1.0 you would get counter hit on that and only be able to rekka, now you can cancel into alpha blade for a knockdown at round start. Also alpha blade pop thems up higher on hit , I think it makes combos after tiger knee alpha blade easier.
  5. You make people respect chipp by counter hitting them. also Awkward hits usually lead to dropped combos if you try and convert, it's safer to turn awkward hits into setups to get a clean hit or throw.
  6. forgot just simply dashing far slash is very fast and enough reach to counter hit things and tag jumps, also chipp has the the farthest sweep range in the game I think? It catches people standing alot from max range.
  7. http://www.mmcafe.com/nico.html#http://www.nicovideo.jp/watch/sm25242166
  8. http://www.nicovideo.jp/watch/sm25242166 Neat video showing lots of tricky mixups.
  9. Cancel the J.d into alpha blade fast ,buffer the wall cling input during alpha blade,spam P to get the 2nd alpha out.
  10. 1)It seems like Ky wins in the neutral/footsie game hard so I'd advise always try to keep 25% meter for K teleport yrc. 2)Ky's shoryuken has so much start-up its really easy to safe jump or do safe meaty attacks. 3)I don't know if its just me but his air grab out ranges chipp by alot , better to just go for a 2HS anti air or j.k 4)practice blocking greed sever or dust on reaction from neutral or block string, those are like Ky's trump cards to catch you off guard.
  11. Any other chipp players use 6p+HS to throw instead of just 4hs or 6hs. Overall it leads to better a situation just in case they jump or you are slightly out of throw range.
×
×
  • Create New...