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epicdamage4673

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  1. Awesome combs WUT those 5 j.d in a row on rachael coming out of that combo must just look insane. Talk about something that just makes you put the joystick down and shake ya head..dam. Seems like it relies kinda on the corner 5d relaunch principle lol.
  2. Yesssssss! I knew i was on to something. I knew i could get more just couldn't hold my eyelids open any longer...further testing is definitely needed. How much damage did you get off the eight j.ds and could you have possibly relaunched with a 5d to get more damage or no? Its official, Epic's j.d combo/loop.
  3. Hey i think I'm going to call this epic's j.d combo or epics j.d 5d loop. Works on rachael in the corner i only tested it on her standing but probably will work crouching too. Forgive me its seven in the morning and I've been toying around with this for the last two hours and been playing in training mode all night so ill test some more later and try to exploit it more. When Bang's in furinkazan and rachael is in the corner the following loop or combo whatever can be performed. J.D>6DASH>J.D>6DASH>J.D>6DASH>J.D \/ 6DASH>5D>8 DASH>J.D> DELAY>6DASH>J.D>6DASH>J.D>6DASH>J.D>6DASH>5D OR 2C 6231 OR 6213 meter-less damage. And if I'm not mistaken 10 stars that's a new damage record for bang against rachael in furinkazan. Yes thats 4 j.ds in a row almost looks like a glitch because the 4th one places u on the ground and allows for 6 dash 5d relaunch its wierd and you have to hit the very first j.d right above rachaels head for it to work, its sounds hard but its extremely easy once you get timing down for so much damage its well worth risk even against her 6a. dunno whether more reps are possible with changing some stuff around so....ill get to that later....gotta sleep...zzzzzzzzzzz. enjoy!!
  4. Hey 10stars just thought I'd let you know you left off the 623b on the end of arakunes 5a furinkazan combo on the first page. Edit: Dont know whether this was known already or not but while in furinkazan if spaced correctly rachael can be hit with three j.ds{ j.d>6>j.d>6>j.d\/2b>623b>236214c for 6712. Without super u get oki after landing and 3955 damage. It seems pretty easy to hit her with to boot due to kind of a wierd feeling hitbox. Hmmm..I wonder how many others can be hit by this?
  5. Yea this true there were a lot of top tier matches to say the least. But i guess thats what you expect when you pick top tier simply for tier. I still say in the right hands the advantage went to the underdogs and it showed.
  6. This is at the guy that said 11 of the top 16 were the power 3. That may be true but damn if they didnt get there asses handed to them on a silver platter by the low and mid tier cuz only 4 of them made it in the top 8. Just shows ppl that are like im going pick top tier cuz blah blah dont mean shit cuz when the time came to put up or shut up just about all got shut up by the players with better skill....i mean a carl....a bang....and 2 shitty damage litchis even with riichi combos made it to top 8?....come on seriously?...in sbo?....in japan?..japan?...yea whatever to that posts. I pretty sure nobody and i mean nobody saw the 4 that i just named making it to top 8 when youve got jin,noel,tao who are far better overall. PLAYER SKILL..........
  7. Ok cool thats what i wanted to make sure was possible thank you very much for the input. Like i said before it just seems like an interupt attempt with a 5b or 5a on an incoming attack after getting the +2 from furinkazan and getting a nearly 4000 damage punish to finish the match or just about finish it would be the way to go outside of 100 tension. I just wish there was a list of what i could interrupt with 5a or 5b without using the dash after going into furinkazan and what i could interrupt if anything after dashing in furinkazan.
  8. So if an opponent did a move 17 frames and slower i should be able to dash up and attempt to punish right after super freeze from Furinkazan? And also if i strike the opponent with a 2b both players are even so i can try to beat them out with a furinkazan super afterwards into a 5 frame startup 5a correct would that work? Edit: You mean to tell me that with furinkazan after u get the +2 after it starts up that i couldn't punish an already incoming slow axx 16 frame over head or slow fierce attack with lots of recovery from the opponent with a 5a afterwards and go into combo? It just seems the most practical way to use furinkazan outside of 100 tension setups in this way in fact I've seen dora attempt something similar to boot.
  9. I guess that answers what i was wondering i guess but it just seems like u could bait an attack with lots of recovery or block it and then use furinkazan to punish stuff if one timed it right...hmm...i dunno.. because if that was the case i'd just go mix up pressure bang to get seals at my leisure bnb style and then to finish them off by baiting something with 50 percent tension interrupt with 5a during furinkazan and do 4000 damage on average according to your combo data that's pretty solid and it would probably kill them i would imagine at that point in the game too...that's of course with not dropping the combo under pressure obviously but i would imagine if it were possible it would make an avid bang player with 4 seals and 50 tension something to be feared. That's the way i'd like to play him which is why i asked for frame data regarding dashes....any inputs appreciated, hell you've already answered two of my question already and i don't want to be a bother..just curious is all....
  10. In the combo section at the beginning of this forum for hakumen the first combo off of 5a goes 5a>5b>2b>6c>9 dash>j.b etc.etc. the problem i run into is...is this dash supposed to cross to the other side or is it supposed to be canceled with the j.b fast as possible before it crosses? And i know that the notation systems numbers are always the same regardless of what side of the screen ur own but it just seems a little confusing to follow without knowing whether or not I'm supposed to cross the opponent or not....hmmm....please somebody help clarify....Also how many frames is bangs dash in furinzikan? Its got one frame startup and gives me 2 positive frames after its started up but if i dash up how many frames do i have left 1, none...? and can u punish certain moves by using this advantage and go straight into 5a furinzikan combos or is there not enough positive frames available to do so?
  11. I know this is going sound like a really stupid question but....in what combos exactly can you tag a Daifunka on the end and have it combo legit? I know otg combos are great and that you can daifunka after 5c overhead, sweep and 2b on crouching but is that it...? Can i do a ground string+wallbounce then daifunka or no? And if so whats the timing on it cuz i cant seem to do it.
  12. Thanks the advice is much obliged. Hey when you say anticipate opponent jumping and throw i assume you mean tiger knee command grab or jump command grab right not reg throw? Oh and i watched a few dora vids and he seems to end up extremely close to the opponent after most combos which I seem to have a hard time reproducing and this seems to give him an edge because the only option for opponent is neutral tech or eat tech able combo no time to wait and roll it seems.....hmm i dunno...i am pretty good at reading opponent though...good advice.
  13. Thanks for the response 10 stars. Ur one of the reasons i started playing bang. So i guess i just need better reflexes for guessing which directions they'll roll or if they just neutral tech and then proceed to attack and apply 50/50. Only problem is if your reflexes aren't great and you charge there roll or retreat and they roll the opposite way you guessed you just lost your 50/50. Oh well, guess I'll just work on my reflexes so i get 50/50 every time. I want to play bang at a very high level 10 stars any specific tip or tactic that I'll need to win besides the obvious?
  14. Hey i had a question though guys. I noticed that a lot of bangs moves force neutral tech. I misinterpreted this at first. I thought force neutral tech meant the only way they were going to get up after knockdown was neutral roll and i was like yessssss when i found out, however, this is not the case, as once the enemy figures out that his air techs are replaced with the neutral ground roll they'll just wait and roll backwards or forwards instead and attempt to beat out your roll punish. Because from what i can see bang only has a few options to punish roll and combo and once opponent figures this out they'll give u the roll punish every time over a free 50/50....hmm i dunno just my 2cents. If im right about this then does bang have a solid way of roll punishing so they have to give u 50/50 or no? Any insight is appreciated. Oh and could we get a list of which moves force neutral tech and advantages/disadvantages of this.
  15. Anybody have any insight?
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