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Rage McDanger

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Everything posted by Rage McDanger

  1. Match Up Stuff! vs Noel: I'd say this fight is about even. My problem when I 1st started fighting her was impatience in waiting for her to finish a block string with a those drive moves. Once you stopped trying to do something in between and just let her finish you can move to counter attack. Watch out for her 6A (diagonal up kick) when you're trying to rush. She can anti air with her ground super too. Won't necessarily happen very often but she can. You can also counter super her on reaction against her ground super too I think. Best used if your super will kill her tho. Otherwise block > run up and combo. I think Jin loses the air to air battle with her too. Her j.B/C and that spinny shooting move are quite good. vs Hakumen: Any character against this guy has to get creative with mixup as best you can. If you get predictable you get shut down with counters >eat a fat combo. Hakumen is annoying because he can just sit there and gain meter. And you can't sit back tossing fireballs cuz he'll counter em. He can do his counter super against full screen projectiles too. vs Tager: NEVER throw projectiles when he's got that shot charged unless they're air versions and you're above the shots path (double/super jump height). 623A/B get a bit of extra mileage because Tager is so tall. If you try to rush him down watch out for backdash/IB > 360. The last thing I can think of is if you get magnetized (gold sparks on you) and get sent flying from a combo, don't air tech. Just drop to the ground. Tager will most likely do that suction move after a combo (there's pretty much no reason not to for him I believe) and if you tech you'll just go flying right back to him. vs V13: haven't played against her except for a few matches. It can take a long time to get in on her. Be super patient and wait for an opening. She dominates at mid range for sure. Her sword wave special I think has a taller hitbox than it looks so watch for that maybe. Every time she did a sword projectile super and I woke up late into it I could not block it. I got hit every time. vs Litchi: I get rocked in this fight. Can't really help here. Haven't played enough Litchi I guess. I feel like she does a damn good job of shutting Jin down. Best moves in this fight are uppercuts? I hope any of that can help. Also sorry for more "lol Jin," but does anyone else think 6D looks like he farts ice? haha
  2. 2 things. It seems that it if you wake up into the 236236D super you can't block it. Anyone else notice this? Also is the other super (the drop sword) an overhead?
  3. http://www.youtube.com/watch?v=l-ULvyodN2U stuff from that vid I thought was cool: it's all vs bang and I don't know how much that matters (ie. bigger hitbox?) CORNER: 214D >6C > 214D >2C >aircombo or 623B > 623B MIDSCREEN: 214A (counterhit...also vs crouch) >2A >5C >6C >2D> dash 5C> aircombo CH5C > 6C >DC >arrow super
  4. Haven't seen that. Like he uses a lot of heat(meter) to keep people in a blockstun loop or something?
  5. Also, I forgot to add: air 236D shoots all 3 air fireballs at the same. and they now freeze obviously.
  6. I'm guessing general info for the 1st post yeah? 236A/B/C - fireballs come out at varying speeds. B comes out fastest. air 236A/B/C - air fireballs come out at SAME speed, different angles. A is sharpest angle down. B is about 45 degrees. C is straight forward. 236D - essentially a "charge ice edge" multi hitting and freezes. 623A/B - the mist finer. A version comes out faster. 623C - vertical slash. This functions as a dragon punch that stays on the ground. High priority. 623D - This move has 2 hits. 1st hit is a circular flash that hits all around Jin and freezes. It has retarded priority and will beat almost everything including supers. The 2nd hit can be delayed by holding D and is a large horizontal slash. It can be airdashed over if the 1st hit whiffs. Also after the 2nd hit knocks the opponent across the screen you have plenty of time to combo into the slash super. Very good damage! 214A/B/C - The ice car. Range varies with button. A is shortest. B/C will do a followup hit that looks like a jump C. 214D - similar to 214C except follows with a horizontal slash that will knock opponent across the screen.
  7. Um, I guess I assumed it was important to know for transitioning into air combo for racking up teh damages. But as I couldn't do it and haven't seen it in a vid I don't really know. Just trying to scrape together info for a new game I don't know much about but am excited for! Also, yeah 6A stinks.
  8. Yeah the movelist in the 1st post needs updating. The commands you have are correct. the 28 moves are now the 623 moves.
  9. I don't think think he has one particular good anti air, seems situational. I was playing a bunch against Arakune and he has several moves that drop straight down on you. 623C was good for getting him away. Pretty much the only time I ever used that move too. Also I could not combo 3C into 2B at all and it looks like a key part of Jin combos. The 2B felt like it took forever to come out.
  10. Probably true
  11. except Koichi's using Robo Ky now
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