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kaidakrusha

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Everything posted by kaidakrusha

  1. By the time the instant kill animation is over the enemy has fallen. No matter how early i roman cancel after throw the same thing still happens. What are the "other requirements?"
  2. I need vs. Ragna strats. What else can be punished besides whiffed or blocked d. I get guard crushed constantly. How would you zone effectively I assume from most of the videos I've seen it's best done mid range. I cant keep him out but afraid to get too close.
  3. thanks! those drills are trouble. i find myself waking up to them and getting pressured into a string, is this escapable? i find that i have to wait for a second drill but by then eddie has cranked his own gaurd gauge or either got me in command throw. will FB or SB work? i find that 236S is a good move to spam gets rid of the pet and its RANGE(hint -_o) often rewards you with rekkas (on anticipation; get eddie to turtle). also feinting into HS works well lol.
  4. pressure string ideas anyone? ones that i've studied and often use are: p,k,s,d p,k,s,2D(follow up) p,k,s,2H(follow up) rekka(2 hit), rc, dash, 2k, s, h (follow-up) rekka(2 hit), rc,, dash, throw (follow-up)
  5. the timing for the dj~ j.S should be at the point where you can still JC (follow-up)? edit: Sol's VV on wakeup just seems so instant on wakeup that im having trouble timing it, invinciblity frames?
  6. i didnt see a thread for A.B.A vs. Sol(normal), however this is how i try fighting him but just doesnt work.
  7. ive really been playing with Orb frc mix ups i was wondering if anyone knew anything buff after a Jump Install (mohora-mode) havent seen it used too much with ABA but one of the things i really like about being in Goku-Mohora mode (a second normal jump that is).
  8. thanks the only reason i ask is because i like to play an aggressive ABA i have no problem getting an opponent cornered but from there my oki game changes (i like to use crossover) so i then rely on rekkas and butloop mix ups so im using 50% most of the time often without reward. i find myself then playing defensive because i dont got anything solid/safe afterward.
  9. any good tactics for maintaining and gaining tension (meter-maiden?)
  10. thanks much, i didnt know you could dash buffer that. ive been trying to throw tiger orbs into a rekkas mix up(im tired of eating lows) but need something buff afterward (that would explain the high) also just in combo wise its a good skill to learn but i seem to fall. again thanks!
  11. ive been trying to orb,frc, air dash but im late(too high or too low), any tips on how to fix that?
  12. ive only tested this one on Order, the timing is a little tight but its half life. 50% Tension (anti-air) 2S, butt, RC, Orb, LAND, dash, 5K, 5S/6P(one hit), 2S, sj.P, sj.S, sj. HS, sj.D, Orb sorry im wrong its a neat combo but i totally spaced out recovery, apologies..
  13. forgive me if i missed the answer already but i was wondering how you capatalize on a character that tech recovers back after 6k, S.disc in the corner everything i do is not really effective in the punishment department (another s.disk or IAD to some air to air that gets blocked)
  14. im sorry if this one has been posted, but i have slightly modified an existing combo not yet completed i was wondering if someone might help. though i know up to a certain point the combo is useless, i am a scrub but never the less a combo fiend. anyways.... (corner) 6K, S.Disc, r.5Sc(1), 2H, ju.H | ADC j.D | ADC j.S-H, land, ju.K-S-H | ADC j.D | ADC j.D, S.Pin, land, S.Disc, 2(picks up pin), 2H... its as far as i can get but it a launch from there my main objective is to finish with a special or just keep it going (looks flashy but again pointless i know) this thread rocks and is really helpful, how everyone breaks it down...
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