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whytesakura

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Everything posted by whytesakura

  1. im not a fan of negative edge in this game unless it is really needed.
  2. sorry about evo guys...im probably going next year. i was waiting til i was 21.
  3. make vcl-lvl 5 6hs not a part of I-No's hit box & less start up. unthrowable Longing desperation
  4. dude hellmonkey you should add me to psn not too sure if the games are gonna be good, but i play a little BB, been playing more street fighter as of late. PSN : adw134
  5. you know what happens to baiken who thinks she doesn't have to block??? she died too
  6. Yo I wasn't sure. I considered hitting up dustloop, but I continually forgot until now. But I mean if anybody gives me availability (preferably next month or october). Im down.
  7. you know what happens when you get knocked down in GG? you die
  8. Hello. Im a player from maryland. Im looking to um take a vacation for a couple days, lets say like 3 or 4 days and im wondering if: 1: Someones crib I can crash at. 2. Someone who can get me from the airport and such 3. Show me around town for fun 4. Is planning a gathering somewhere to play: GG, SF4, whatever fighters honestly as long as they are fun. hit me with a PM and maybe we could put two heads together to make it happen.
  9. if anything id put S : eddie, testament A: Bacon, slayer, jam as top
  10. may can't really turtle i-no. i-no takes advantage of turtlers. even if may avoids the note, if she's in the air, that gives i-no space to approach for either an airthrow, j.p, j.hs. normals i-no has to worry about on the ground mostly is 5hs. nothing else for the most part. may can sit there and spam j.hs; i-no in turn can sit there and spit notes and hcl. who has to come to who now?
  11. if johnny exploits his normals and i-no exploits her specials. its even. nothing scary about johnny. just have to look out for 6k's under your hcl. and noting within range of his normals. the whole fight you are pretty much trying to get that hcl knockdown which isn't too hard because he's tall as shit.
  12. may does have retarded advantages of i-no and anji. i personally don't do too bad in the may fight but that shit is scary when you add in: damage dizzy damage she flat out beats most of their stuff not to mention the risk of trying to hit her/lock her down and getting counter hit is pretty damn gay
  13. you can come down next thurs

  14. It is good and bad. it is really easy to interrupt i-no's pressure, therefore resets with her have to be quick and discreet. good thing is if they block then free mix-up for i-no.
  15. yeah i do that against kenji because that 2hs is retarded i look for the charge move alot for a counterhit stroke into 60% life
  16. use zappa's size to your advantage. 2s is a really nice poke around mid range to keep i-no from poking if you decide to use raoh..limit yourself to low normals and react to her jumping/dashing throwing out last edoguys are bad imo because hcl will fuck you the hell up. i've been playing kenji's zappa alot...utilize your throwing skills.she doesn't have an uppercut and her throw range is probably just as good as yours but you run faster...5d is good for mix up as long as keep her from stroking. uppercutting on wake up will get you murdered.....never with the sword running towards her is a good option...take away her option of noting from far range with 2hs. it is a godly move against an airborne i-no..i disagree the sword is that bad a fight.. but it is hard to deal with because now he is small and can get in on her for almost free. just keep in mind that one knockdown, and its frown town from there especially when a lot of i-no's really damaging combos work on him. dog has issues moving forward with the note...again if you can find a hole and catch that knockdown....dog pressure is crazy retarded. naked.....your best option is to get that (air)throw or sneak a summon in there when she is not noting. naked 2s is really good and 6p i believe beats stroke...have not tested this for sure though.
  17. i honesty don't think the sword is 3/7 mynus is that what the japanese players are saying?
  18. there are a couple ten v eki chan matches.. what zappa has to exploit in this fight is his small size and speed on the ground
  19. this dicussion went the wrong way real fast
  20. note, stbt and hcl....are the reasons why zappa is scared....its in i-no's favor... dizzy fight is also in her favor just deal with it
  21. i love that combo....fucking crank the guard bar throw c.S x n
  22. it is dubbed the shounen cross up. you put down a tree. and as they get up, the tree meatys. therefore you do an instant airdash and it crosses them up
  23. zappa's issues with i-no naked : no projectile; blocked summon gets punished by throw and or combo; has nothing in the air that would shut i-no down. easily zoned dives are a pain. sword: STBT goes under and or counter hits his stuff; note not as annoying but still a problem when advancing; hcl hits sword stab; dog: note at the ground gives trouble for the dog to move forward. once you get her blocking its frown town for the i-no player raou: STBT; hcl punishes a lot of his stuff. really hard for raou to get his game started, but has the most comeback potential aka damage ghost: zappa's win card, handles i-no a lot better than the aforementioned next to sword which takes away her air game. STBT brings moves i-no across the ground around air ghosts; hcl punishes ground ghosts; ghosts that fall on head beat out her notes. dashing helps a lot but it won't be the only way you move forward.
  24. hitomi cross up is a free hit confirm into badlands loop
  25. oh my bad....forgot all about zappa
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