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CrimsonDisaster

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Everything posted by CrimsonDisaster

  1. what do they do before that, though? If they did a normal jump before landing into 5H SJC then it's just the jump carrying over by canceling your landing frames with 5H.
  2. BDC Mappa ain't bad against Slide Head but it's not your go-to poke stuffing move of doom anymore. BDC bite still has some application but it's not terribly necessary. BDC FD jump is pretty much the main thing to figure out I guess. Also FDC Dandy Steps are cool.
  3. Ever try reading about 20 posts earlier in the thread?
  4. Then get to it.
  5. SRK thread for now
  6. Only if he times it wrong. Not like Venom only has 6P for anti-air anyhow. Early 6H, jD, c.S (kinda), airthrow, and good ball placement all work... and Slayer jH is pretty simple to airthrow (though if they mess up, ggpo)
  7. Actually H JC j2K -> whatever is a really stable post-launch string on a lot of characters that still sets up a relaunch (either off a full air combo, or just delay jK land H into whatever) so I don't see what's wrong with that part. 2H, H happens with 2H CH ;(
  8. [iadP > K] is easier to time than [iadK, K]. jP is 1 frame faster so the timing on the initial hit is a bit easier, mostly. Link is still easy (though if you somehow got the right height you could just gatling it?) so if you're not confident in your iadK timing, it's a pretty decent substitute. jP IS a good 18 points weaker damage-wise than jK and takes off a bit more guardbar (GB-8 as compared to GB-7), though, so you are losing a bit of damage and generally there isn't a situation where you can do [iadP > K] where you can't do [iadK, K]. Or at least I haven't encountered any. -edit- iadP > K is pretty much as easy to hit 5H off of as iadK, K. You can do the jK really late anyhow (jP, jK is an 8 frame link anyhow) and the timing is pretty similar in the long run to [iadK, K]
  9. I miss doing combos that end in Dandy S > H.
  10. Chances are you're waiting too long after the earlier j2K's- the links there are really lenient, but if you wait too long, you fall more so you're losing overall height as you go on. Try doing your next moves faster so you stay higher up throughout the combo and the [jD > 2K] part should be easy.
  11. Your sins weigh heavy upon you, defiler of souls. I would play/eat this game/cereal.
  12. We should record only the matches where I cheese you out in Brawl because Evo rules allow for Smash Balls lmao Good job upping vids, in any case.
  13. I am not ashamed to admit that I would play any and all Samurai Pizza Cats related characters if they were included in this.
  14. One of these days I will sit down and practice doing the instant-activate B&Bs and my Jotaro will be awesome.
  15. Yeah I know about that, SB just looks cooler and I normally get the SB into random whatever (we never recorded my Sol matches against Latif where I would pretty much only hit him with SB -> VV to win rounds )
  16. yeah Pozer upped an ugly match, another match in that set I was SBing strings left and right lol
  17. http://youtube.com/watch?v=-C4ojHWlHO8 not the best match in that set =/ Messed up a lot of things, it's pretty obvious where I screw up lol
  18. There some cases where you can't land CLSW at midscreen for some reason, but you can do like [jD XX BR FRC K > S/D XX VV] or something like that to take them to the corner. Not always a good choice, but it's there if you need momentum more than you need a bit more damage.
  19. Floaty airdash attacks seem to happen when you do the attack ASAP out of the airdash, thus triggering one of the many stupid momentum transfer properties that GG loves to pull out of nowhere. Makes the iadK, K combos easier, though lol. If you get the floaty iadH, you can land 5P and go into air combo so it's salvageable.
  20. Is this right? If so... awesome.
  21. Hase doesn't even seem to do a lot of JI'd superjump combos, lots of airdash stuff and [sjH, D > 2K, K] stuff... also what I'm now calling the Hase ender D: (jS, P > K JC djD)
  22. Cancel landing recovery (still in jump state) into your next move, pretty much.
  23. Slayer BBU isn't that hot, once people start actually FDing in the air then what? Not to say it's bad, it slides under crap and punches them hard which is nice, but broken? No way. FB puffball and FB drill, those are as "broken" as Force Breaks come and even then... +1 vote for forward EXE Beast. What a dumb move. 4r5: Johnny just rotated 45 degrees counter-clockwise, giving the illusion of leftward movement.
  24. Typically they aren't going to just input parry and then nothing.
  25. maybe you just suck at AH2 oooooooooh turn it hardbody money up get at match
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