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Team Shogun

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About Team Shogun

  • Birthday 05/01/1988

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  • Location
    Raleigh, NC
  1. I've been wanting some more advanced combos (preferably anything with a shuri in it corner stuff etc) I know most are character specific but I want to maximize my dmg output when I get a mixup.... I have pretty good mixup but I never do anything fancier then a rekka iad combo alpha frc 6HS etc ya kno? The BnB are great but... im looking to be a little flashier xD. MTP seems like the one who could enlighten people on these since his vids show some pretty character specific stuff. Any help appreciated.
  2. I thought the Impossible dust into 6HS combo worked only if it was a CH dust. Other wise you just do a normal air combo after the impossible.
  3. Ok Zappa Strats... I can do that Bait zappa's Summon as many times as possible! Block = Free 2d 236S 236K HS IAD etc. You want him to keep trying to summon... cua then you get the nice dmg. Basic Strats VS summons 6k is very helpful to get rid of summons here... doesnt combo but its an overhead! Against Dog dont try to 2p spam to get rid of it, 5k if anything. Let the dog come to you if you can. Ghosts... he'll try to zone you if you have enough for a FRC tele D use it to stuff him trying to send out his ghosts. Your work here is to get rid of ghosts asap. Rush him down! Sword hey guess what you can zone it! Let him come to you and counter! Raoh .. rule 1 DONT BE AFRAID OF RAOH I swear every time I see someone crumple up and just defend/ get hit by Raoh's Dp... ug.. anyways... So for raoh in terms of mixups he cant do much... he's got a D.... a DP he could throw you etc... if he fireballs, gamma blade that, it wont disappear but you can run through it! Also BAIT raoh's dps cuz if they dont know you.. they will try to do this to see what you will do to them. Block..2d 236S etc to stop that. Thats all I got for now... more to come.
  4. Yey we got a matchup forum finally. I just wanted to contribute a bit....since we all should be now that we finally have this. Slayer matchup: YOU CAN BEAT THIS GUY.... just because the match up is in favor of slayer doesn't mean that all is lost. Some important things vs slayer: 6P beats slayers 2p close up (good when slayers try to use this to stop pressure / throw mixups). Its about the only thing that will beat slayers 2p besides a well zoned out 2d. Doing pressure like S© S© works if you do the 2nd one asap... otherwise 2p will beat it out. DONT jump in on slayer, unless you've conditioned him not to 2s cuz he will try.... and it HURTS. Or its on wakeup. Whenever slayer IAD's theres normally 2 things he'll do... a)j.HS b)j.k The j.k is to try to stop people from throwing him out of his j.HS. I believe you can insta block the jump HS and option select a throw/ airthrow but dont quote me on that. If slayers begins to try to BDC your wakup just mixup what side youll be on/6HS will also catch him. Ill think of more later, hopefully this is a good start.
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