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whytesakura

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Everything posted by whytesakura

  1. do whatever way works for you
  2. he uses all ways. i use all ways.
  3. 6hs is a good move against an airborne chipp
  4. its weird you gotta do it fast enough that it catches the jump cancel frames in the move that you are cancelling it off of. practice doing the 360 method on 5hs. its the easiest.
  5. jumping out of the random is not good her air-throw range is godlike
  6. soo much
  7. oh yes it is haha sol is running at you> what can he do?
  8. throw frc mid screen: j.s >j.c > j.s > sdive > land>5s ©> whatever you want (you can probably throw in a 5p before the close slash for variety) j.s >j.c >j.s > j.hs > sdive>land>5k>hcl
  9. doing the frc feels the same to me on pad also i play stick set up on pad though (if i do play pad)
  10. itll take some time....listen to when you actually nail the frc. how fast you press pks after doing hcl
  11. if you don't like warrant you could nightmare circular or trade with hs exebeast
  12. as of right now i am going to research (by experience) the sol fight and do a complete break down
  13. at the start of the match testament can limit aba's options on transforming if normal aba does a jh > throw her>badlands loop use 2s if she likes to slide at the beginning; if she does a jumping heavy you will get a throw, just be quick far slash if she starts off with rekkas counterhit gives you a badlands 6k>net/tree> hs exebeast / s exebeast backdash is beaten by s exe beast trees help to some degree when she is in moroha, but she still has far slash warrant beasts all over danzai and unblockable if moroha aba gets too rushdown oriented shes screwed. its easy for testament to react to what she does, plus hs exebeast trades and is a knockdown on counterhit if aba does three hit rekkas instant block the second part and warrant the third 5d will shit all over far slash
  14. he doesn't even have to pot buster. he can make you scared to get hit by it and hit you with everything else
  15. -close to the corner you can probably get one off -if the opponent jumps and you catch them with a tk bl then you'll probably get one -if you do the shounen cross up you'll get one
  16. jp>back ad>ad.hs
  17. gv blocked - 5p into half life combo (you should have tension by then, if not combo into knockdown) vv blocked - depending on the height, jp>js>jc>js>jhs>sdive , jp into ddive, or just jp into a note vv extension - 6hs for a counterhit into half life combo. jp from far away - 5k into hcl half life combo gatling into 2d gunflame - instant block 2d>jump and punish gunflame with sdive riot stomp - sstbt really late or 6p (ch) normals jk clashes with a lot of weird things even his uppercut at times. jp is just fine if sol likes to airdash a lot. 5k is pretty decent against jp from a distance
  18. sol can get away with so much in this match...you get cmd thrown for being defensive and uppercutted for being offensive its a funny fight...also you get hit, you die. some combos that you might be used to doing on most chars don't work on sol lol.
  19. Even Chipp can. If he RCs the last hit of his Vega bounce across the walls super, he can land, enter IK mode in time, and activate. I forget what Zappa has, but I definitely have seen him do it in a match vid before. I can almost guarantee he can do it off an RCed Raoh Upper. What I saw wasn't that, but I forget what it was :x
  20. mind games win over character strength unless the game is really broke
  21. uhh well i haven't had another chance to get my stuff recorded. honestly even though its just excuses, those videos were when my execution was mad poor plus that was a horrible day to begin with. it would be cool if some of you guys could play me. you can ask a couple people like 4r5, moroha, perfect sin,blue-nine about their adventures with my i-no lol i think its getting there. i have to work on more gameplay things more than anything (not fucking up my instant blocking, execution problems (not combo related), advanced pressure). overall i believe my i-no is not bad at all. just highly inconsistent at times.
  22. def...nothing beats blocking on wake up besides throws
  23. slayer doesn't even have to do a meaty attack. he can just walk RIGHT through hos on wake up > blown 25% tension
  24. slayer can really punish a really offensive sol. thats why i said its a very cvs2 like match. you put yourself in a position to get punished, slayer will capitalize. you gotta run the hos game on him before slayer makes you regret you ever tried to fight pound for pound
  25. Your welcome but I kinda don't feel like I should because I don't main I-no. Oh and throws are fine as punishes if you are unsure of exactly what you should do, but when your comfortable with the matchup then you should try to nail them.
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