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JinSaotome

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Everything posted by JinSaotome

  1. Yeah, I have a similar theory. Teleports aren't instant startup, and the autoguard cancels the startup of your teleport, so technically you DO activate teleport, it just gets cancelled. Its a similar theory with doing 6D xx Fire Knuckle, when you start a jump, and then cancel the jump during startup with fireknuckle.
  2. aww, is oki! :3 I got Yahoo to stop being mean too so I'll be on whenever :3

  3. >ice car >low recovery lol However, your point still stands. Or worse, if you're 2Ding or something they can gattle into a low and CH you out of it anyway (which is why teleing is nice sometimes even if you whiff with it, since you'll escape CH -> pain.)
  4. ASHHHHHH hi <3 my Yahoo is being a meany, but I tried adding you on my MSN :3c

  5. I couldn't find any nonshitty music video versions, but I am immediately reminded of http://www.youtube.com/watch?v=1jjN-H62U64&feature=related at 0:29
  6. Didn't you know? Male pattern baldness is common in Tager players.
  7. +1 for this. Half the reason I dropped GG was only having a few people to play
  8. I cannot for the life of me land his 2D combos I've been practicing on Noel, and she always either techs between the 5C and 5D, or after the 5D. Is there any kind of super secret to landing them on Noel?
  9. try doing D~R1 instead of both at the same time. Like Guilty Gear, theres a "button priority" with A at the highest and D at the lowest, so if you input D+C+B you'll just get a throw whiff.
  10. CHOCOMEN IS THE ONLY HAKUMEN
  11. is 5D 6C 632146C char specific? For some reason it keeps whiffing on Arakune ]:
  12. ah yeah, I remember hearing it nulls projectiles, though I thought the only very practical application for that was getting rid of bee clouds without having to sledge?
  13. So when is it a good time to use 6A? everytime I use it outside of a combo, it almost always ends in disaster/CH But from what I've read, its apparently a good normal, so I guess I'm doing it wrong.
  14. small note: Spring Raid goes OVER Daifunka
  15. Cananyone help me start making combos off of CH 3C? trying to work one on out on Ragna, atm CH 3C 2B 623B d.2B 6C -> ??? also, I imagfine you can do CH 3C 2B 623B 2363214C EDIT: On the topic of the standing arakune combo, i also have trouble performing it. Everytime I do the j.D after the 6C, it always seems to fall short and whiff. If I try to JC the 6C, then Arakune techs before it comes out. What am I doing wrong?
  16. We have a very fearsome arakune here locally who plays pad and meets with a lot of success, so yeah, I'd say so. However, playing on stick would probably be btter since you wil have far easier bug control than with a wonky pad. Now for my question: What is this midscreen unblockable I hear about?
  17. Yeah, I asw that combo. It only works on counter hit though ]: (not that thats a problem, since GPing usually results in a counter hit anyway :D ) I think I'll just tack on a poison shuri at the end of the combo then.
  18. I'm really starting to like 5D a lot. Is there anything you can get off of it? I usually just do 5D j.B JC j.B j.C. Quick, easy 2k damage+one seal and knockdown
  19. from my experiments, they're ok for mixup purposes, but often bumper dashing will just make you eat a cloud or bellbug or some other nonsense which will just end with you cursed. however sometimes you can get some clutch opportunities and tech on a bumper and zip through the one tiny hole in Arakune's screen full of crap and get an easy hit. However, thats pretty rare, so I wouldn't try it too much. Just stick with a setup like A B 2B 2C 6D fireknuckle -> B Bumper -> 3 or 6 dash off of it into mixup of choice
  20. so whats up with teleporting? I've recently been playing with an Ara and v-13 player a lot, and I know 5Ding Nu's swords is vital, but for some reason, even if I mash the teleport button, it simply won't come out. Same applies to D bugs, though I don't intend on GPing those often
  21. I have a lot of issues landing the j.D in A B 2B 6C j.D on the cat 2 characters as well, and even then, they usually tech roll the following 2B X:
  22. Lol, I was implying taht the haku player was going to attempt to beat you to death IRL.
  23. Baqng Install is a tossup in this matchup. If the Hakumen player is physically bigger than you, this shit becomes 9-1 hakumen, so make sure he's nice and wimpy.
  24. yeah, I'm pretty sure that he can counter your 2B in the 5A 5B 2B blockstring on reaction, so be sure to mix it up.
  25. I gave him a 3. Bang is pretty easy to learn fundamentally, and his combos/strings aren't really hard to do either. I should've bumped him up to 5 though, as I didn't put FRKZ into account
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