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Justice7541

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Everything posted by Justice7541

  1. That Terumi got butchered. Maybe the game felt bad for him and just gave him the one combo he managed to hit.
  2. That's actually quite a few characters though. There's a list of characters who can get out with what options in Kokonoe sub-forum and the number of characters who get totally screwed is less than the number who can get out with meter and/or OD, or just straight-up get out free, i.e. Azrael. Just off the top of my head, characters with invul dash supers: Valk, Bang, Bullet, Terumi, Ragna, Tao, Litchi, Amane. Sent from my SAMSUNG-SGH-I747 using Tapatalk
  3. IIRC most characters can super or OD super to get out and even punish. Some even get out without meter. I think there's only like 5-6 characters who require astral/get totally fucked. Hazama is funny cause he needs OD astral which is kinda even worse than having nothing. Sent from my SAMSUNG-SGH-I747 using Tapatalk
  4. Terumi has a 214b? You mean Orochi? Sent from my SAMSUNG-SGH-I747 using Tapatalk
  5. -7 isn't that bad, Jin is like the only character who can punish that meterless. Otherwise if you space it right and they instant barrier it's -10 and you're out a mile due to pushback and maybe punishable by like Ragna, Izayoi and Platinum and whoever else has a long 5b 10f or less. I think Valk too maybe. Sent from my SAMSUNG-SGH-I747 using Tapatalk
  6. Someone please gif Ragna vs Lambda and Jin vs Bang, that was the most hilariously bad thing I've seen in a long time. The part where Ragna blocks the swords = classic. Sent from my SAMSUNG-SGH-I747 using Tapatalk
  7. So apparently Izayoi is totally free to Kokomoe black hole setup. Time to switch to Terumi. Sent from my SAMSUNG-SGH-I747 using Tapatalk
  8. Here's a fun combo that confirms more easily than the 6A feint combo and deals more damage: Midscreen: CH 6A delay 6B dash 3C 22C Messenga dash 5B/2B 5C 3C 6D 236D optional super ender Corner: CH 6A delay 6B 22C 2C 5C 3C 6D 236D optional super ender
  9. You can always jagaku rc if you're doing a short starter combo (i.e. 2a 5b 3c 22c 5c 3c 6d 236d). It'll put them on the ground in front of you if they're just holding to tech so you can usually hit them with a surprise mixup since people usually don't expect to immediately come up in standing block. Also depending on the opponent 2a may catch rolls. I know it hits Tager lol. Sent from my SAMSUNG-SGH-I747 using Tapatalk
  10. 5B 3C 22C OD Soutenjin 5B 5C 3C 6D 5C 3C 236D Fuuenjin gives you more if you have less than 50% health. I think it gives more even if you don't get the OD Fuuenjin ender actually although I can't check that.
  11. Yeah, once it's clearly synced you can usually just skip it with no complaints. I'd give it a few seconds after it's "smooth" just to be safe though. Sent from my SAMSUNG-SGH-I747 using Tapatalk
  12. Are there any good ways for Rachel to get frog oki in corner without sacrificing a ton of damage (i.e. at least 3k) or using all her wind/meter (no super and 2 or less winds used)? It always seems like I'm either burning all my resources or doing crap damage if I want to take oki.
  13. Makoto would be one of them Sent from my SAMSUNG-SGH-I747 using Tapatalk
  14. Terumi is meh average damage? It takes him one random poke off anything to get a super then after that it's just anything to 4-5k and near complete meter regain. Sent from my SAMSUNG-SGH-I747 using Tapatalk
  15. What if Kagura was your dad Sent from my SAMSUNG-SGH-I747 using Tapatalk
  16. Well it's a situational thing. Using barrier is usually a good idea though. Sent from my SAMSUNG-SGH-I747 using Tapatalk
  17. That is pretty much everyone without a DP? Backdash, IB 2a/2b, chicken block, etc. There's also just blocking which I never do but I hear it is good too. Sent from my SAMSUNG-SGH-I747 using Tapatalk
  18. I've been doing 5b 6d 236d, it's short and not that fancy but gives a bunch of meter. Sent from my SAMSUNG-SGH-I747 using Tapatalk
  19. Someone asked about the Jin vs. Izayoi matchup on Izayoi board so I'll start this out: - All your specials > all her specials. Your 236B = her 236A, your 236D > her 236D. Your 623B actually hits her if you both do 623B at the same time. - Most if not all of Jin's normals and specials will flat-out beat Izayoi's D teleport (the one that goes behind). This normally doesn't matter unless you're randomly doing 5C out of range or something but it does mean that you can safely throw out AAs like 623B or 2C and Izayoi can't bait them out with teleport. - Izayoi has lots of safejump setups but she can't use them on Jin because of Rehhyou and Yukikaze. If you see Izayoi trying to safejump the player either doesn't know this or he's trying to bait you out with an empty jump. Either way don't use 623D, that's the one option that'll lose to Izayoi's safejump. If she does empty jump you she will probably go for either 2A or 2B, both of which you can beat out with a wakeup 5B since yours is faster and has a better hitbox. - Yukikaze can't punish Phorizer (she's still invul so the slash just goes through her) and she can teleport cancel to punish a 623D, so just do 623C instead. If she teleports she'll get hit by the crossup hitbox so be ready to adjust your followup accordingly. - Don't try to do 6C (or whatever) bait into 623C/D if Izayoi has meter since she will probably be dialing in Phorizer on block. If you want to beat out the Phorizer mash you need to do 6C > wait for superflash > 623C but that is risky obviously. Other general stuff that isn't Jin-specific but which should help: - Izayoi's general mixup pattern is 236D > dash j.C/empty jump 2A > Noir Edge/2B/dash j.C. Two fast, safe high/low mixups in a row that lead to big damage. There isn't really a free trick to blocking it so just get used to reacting to her GA dash. - Normally Izayoi will start blockstring pressure with 2A or 2B since those are faster and more practical to confirm, or poke at max range with 5B, so if you see her do something weird like run up for a point-blank 5C, block high because she's probably going for the TK Noir Edge instant overhead. Note that in Normal Mode her 2C has almost exactly the same startup, hits low, and leads to relatively high damage, so if you're not sure which he is going for favor the low block and just let him get the free stars if he overheads. - If the Izayoi is being lazy with confirms he will usually start doing stuff like 5B 236C 214C (max range poke, slash special on block > backwards teleport). This will put him really far from you so it is usually safe but if you have a good, fast long-ranged move you can punish it pretty easily since the disadvantage is huge (-26 I believe). For Jin 236D and Ice Wave super will probably work.
  20. Transformed Makoto would also be good. Sent from my SAMSUNG-SGH-I747 using Tapatalk
  21. Jappuncher? Sent from my SAMSUNG-SGH-I747 using Tapatalk
  22. Netplay isn't the arcade. Again if you're trying to ninja your way into a match then say so. No one's going to assume you're waiting for a turn unless you make it apparent. Sent from my SAMSUNG-SGH-I747 using Tapatalk
  23. Didn't realize that worked. Probably not mashing it fast enough. Sent from my SAMSUNG-SGH-I747 using Tapatalk
  24. Hakumen doesn't have a meterless anti-overhead counter anymore so meaty safejump/dash j.C is a viable option for oki when he doesn't have enough stars. And when he does have meter you can bait out his super counter by doing empty jump dash j.C. If he wakeup super counters the j.C hits late enough to punish the super and if he reacts to the empty jump with low counter he just gets counterhit. I guess he could wakeup 6d for anti-yomi yomi but that's pretty risky. Sent from my SAMSUNG-SGH-I747 using Tapatalk
  25. I wasn't aware people actually cared about this. It's not like there's a shortage of cabs to get on. If someone wants a rematch and his opponent accepts it then who are you to complain? Worst case you can always just bitch them out in chat. Sent from my SAMSUNG-SGH-I747 using Tapatalk
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