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miriel

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Everything posted by miriel

  1. I have had some success with matches against Haku's. Especially if they like to jump in. 6A seems to beat out his i think it's j.C? I play defensively against him, and just punish his jump in's. Seems like he's pretty slow to recover on a lot of his moves after you block too. Key seems like patience to me. Every time I try to rush down a Haku I tend to get raped by his D and meaty combos >.<
  2. I cannot get the second j5D to connect, the training dummy always recovers. I have tried both Jump Canceling and High Jump Canceling, but the same thing happens. I'm practicing against Jin, dunno if that would make the difference or not.
  3. ah ha i was hitting the d a tad too early >.< don't i feel silly.
  4. I'm having a hard time with consistency on 6A>JC>C>D>JC>C>D>ID. I can't seem to figure out the timing on the ID at the end of the combo. At first I thought it was maybe sloppy inputs on my part so I practiced doing ID, and have determined that is not the case.
  5. I have only been playing for a couple of days, and have gotten a fairly decent grasp of the game. I have a pretty good mastery of most of Ragna's ground combos (starting to get there on the air combos) but there is one that I'm having a bit of difficulty with. I can do it in training, but can't do it on an actual player. B>C>D>DC>6A. They always recover right as the 6A comes out, so it misses. I have tried to DC earlier, but the same problem happens. Or in the case of Carl, it just whiffed. Any tips?
  6. I made it so I could read your post, just had install a Japanese font pack. So basically I just need to get the timing down cause I'm apparently a little off. My guess is I was probably just a little slow. So basically ID combo is where the damage really is? I'm not gonna try it quite yet, gonna see if I can get the timing on the regular dust combo first. ID seems a little more finesse intensive that I don't think I have fully developed yet.
  7. Is there anyway to "break through" blocking? Other than throwing mix-ups to throw off your opponent. Cause I notice it's really hard to trick the computer >.< And also...why can't I read Hinata's post? It's all squares. And random apostrophes.
  8. More questions! Don't you guys love it? I appreciate all the help though. This time it's with dust combos. Are some of the move in them not supposed to hit? I have seen numerous videos where the person playing jam will be in a dust combo and then use what I believe is j.2K and just shoot straight down and not even connect with the opponent, only to shortly afterwards be owning up on the guy from the ground after he catches up with his fall. I know I'm having trouble with this basic (At least I'm assuming it's basic) D, Homing Jump, j.Hx3, j.S, JC, dj.S-H, 236K. The person starts falling at right about between the second and third j.H, and then he's too low for the j.S and it just goes over his head, and the rest of the combo just...doesn't happen. I was kinda experimenting and I can do D, Homing Jump, j.Hx2, j.S, j.Px4 or 5, j.S, 236K, but I can't seem to get a third j.H in there. On a different yet similar note, how do you set up for a dust combo? It seems to have a really slow start-up, and I can't find anything that I can chain into it, so it seems like it would be hard to pull off. Edit: I just realized that i don't know what dj.S-H means >.<
  9. What's the difference between 236S H and 236S D? They looked about the same to me, escept 236S D seemed to be a little brighter. Is maybe part of my loop set-ups problem that i'm using H when I should be using D?
  10. Alright here's a couple that I didn't see the answers for: How do you do the move where she uppercuts and there is a jet of flame going diagonally upward? What factors could potentially throw off doing a loop? Cause I almost have it down, but right now it's only about 50/50. For whatever reason sometimes something will just kinda happen, like when I 6H him (i usually train against ky) back to the wall, he won't be high enough for me to get over in time to contine, or he'll end up behind me somehow, or he'll come off the wall too low on the 236S H and I won't be able to set it up. I was thinking it might have to do with slight differences in distance from the wall or something, cause that should be about the only variable if I keep testing against the same character. For curiosity sake, how useful are IK's? A couple of friends and myself only just recently started playing the game and like...they seem rather impossible to actually successfully pull off. They are easy enough when your opponent is just standing there, but if it's anyone with half a brain...doesn't seem so easy to do. Is there anyway (other than trial and error) to figure out timing on JC and chaining moves for the most efficient combos? Cause there isn't anyone else I know of in my area that really plays so me and my friends are just kinda winging it to try and figure it out (you know the drill, a little button mashing here, random cool stuff happening there). I think that's about it for now, will probably have more later.
  11. Alright let me make one thing perfectly clear before I post this: Not only am I new to the forums but also to the game, so bare with my noobishness if you will. Dash in 2HS(1 Hit), 6HS, HS, Dash in 2HS(2 Hit), 6HS, HS, Dash in 5K, 2HS(1 Hit), 6HS, HS I have a pretty good concept of the game and how to do stuff, but I just cannot do this. And, sadly enough, it's the first part that is screwing with me. It always seems to hit twice, either putting whoever i'm hitting behind me and sending them flying back, not hitting them high enough up on the wall for me to keep going, or randomly occasionally working. Do you have any idea what I could be doing wrong? EDIT: Nvm I got, now just having trouble getting that dash in there.
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