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reaVer

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Everything posted by reaVer

  1. kaqn switched back to OS completely.
  2. Is that the same manly combo you did on brent after he did SVV that took 150 damage for 50% tension? And that combo does work for as far as I know, its not easy but you can do it.
  3. you musn't underestimate teh power of teh SV!!:P
  4. ? He's doing reversal safe oki and then does a throw vs attack mixup? Then you can either SV, backdash or jump FD. With the first you risk regular punishment, with the second you risk the hase 300 dmg combo (5H IAD.~P-K 5H sIAD.K-K 5H sIAD.D2K->K 5H Pilebunker) and with the last you risk an airthrow into knockdown.
  5. Sadly I have no money at all XD I tried applying for a job recently but I got no response yet.
  6. ok XD
  7. "us"? Are you implying you need to help WUT defend himself? I could also start pointing out how bad your play is if you want... But maybe I haven't seen something yet in my vids, please do tell. The comments I got so far were of no help at all.
  8. Errr, Ogawa vs kaqn isn't a good tier massacre example. Ogawa was(and perhaps still is) simply a full level above kaqn.
  9. And you don't want to know how painful certain throws can be...
  10. Pffft, OS's 2H can clash with Sol's VV. The only thing you can say to that kind of stuff is: "We haven't seen all the bullshit yet" WUT: considering the vast amount of combos you post, you're executing the wrong ones:( Airthrow in corner = 5S into dustloop against any character for example.
  11. The problem with 2K is that it is reversable as you recently established. Bad oki doesn't mean "shouldn't be done" but the person doing it should realize he's pushing for reversals. The same way GB is a good oki against Sol for example, same with j.H, while 2K and 2D are not; this does not mean 2K or 2D shouldn't be used, but using them can warrant a reversal against you -> you're playing your opponent's game, not your own.
  12. If your other normals excluding 5S(f) can no longer hit him, its the moment where l1Ri > Slayer's 2H. As for the 5K/2H mixup he would have: j.H :P Bad okizeme = stupid things like 2K,5H and such, so far the only good oki slayer has is 6K and j.H:P
  13. 5S(f) doesn't reach as far as Slayer's 2H does, when in range 2H isn't even something that should bother you since anything you got can stuff it. And in corner an immediate j.H goes to dustloop. Same with fafnir: if Slayer's standing towards the corner and is reasonably close that fafnir you hit against his bad okizeme goes to a lot of pain. I've also tested a bit on how consistent Slayer can 2H your fafnir, and I might be wrong, but it doesn't seem to be his perfect anti weapon; you with your silly fafnir usually win, for CH.
  14. 2H is stomp, 2D is gay slide.
  15. Use l1Ri against 2H, owns it for free. If he does them more carefully just guard them, since he's not gonna keep using them.
  16. On level 3 OS can definitely hurt Slayer. It depends on what Slayer wants to do, if he waits for you to go in at him you're just gonna hit&run and there l3 gives you maximum damage; if Slayer decides to rush you down you can play your regular game and if done right you'll be only hitting Slayer and not the other way around.
  17. you should do the dust as soon as you jump.
  18. No, 6 is the maximum, and you can't do it in a loop either, it starts off with j.D->j.D but then you gotta pull shenanigans to keep her in the combo. And using j.D instead of j.S is demonstrated in #Reload astray from 2/3s in the screen.
  19. You can't dustloop Jam, Bridget or May amongst certain others. You can dustloop Millia but its too hard to be consistent. And that BR combo you gave is possible with j.D instead of j.S.
  20. ES: oh ok:P But tbh, I feel Inoue never should've switched for SBO. If its Dream Fighter's Festival then why isn't it D2F or DF^2 instead of DF2?
  21. oh, if he's doing the overhead wrong, you could try gun blazing it, but that's hard:P
  22. Tbh, Inoue should play who he wants to play and not switch characters like he did for SBO(Testament). Afaik he was actually an I-no player rather than an OS player.
  23. If he's doing proper okizeme you can only block or backdash, no other forms of escaping are possible. If he's doing improper okizeme(standing right next to you, doing crap like 5H or 6H) you can SV him usually for free as they are not paying attention.
  24. That's cheating.
  25. No dustloop requires a doublejump, but some are easier like vs Potemkin. VS Potemkin in corner you'd do WT jump towards Potemkin, D Potemkin will fly into the corner rather then into the field, dj.D->D land, rj.D->D, rj.D,dj.D->D, rj.K-D, dj.S-D, *VVK. Sol's combos are pretty simple: 1. anything that gets the opponent into air outside corner goes to either j.S,dj.S-H HVVK or sj.S-H HVVK 2. in corner it goes to dustloop(unless you fucked up somewhere, which can happen) into finisher, which is j.{K-}D,dj.S-D,*VVK 3. if the character is too light to dustloop(or you fucked up) you do j.D, dj.S-D, rj.K-D,dj.D HVVK. 4. standard ground combo 5K-S2D, BR { RC j.D -> dustloop } between the {} is optional. best way to position someone into the air is 5K2H(you can confirm sj or normal jump for dustloop starter) Pretty much anything that floats in the corner works as a dustloop setup(even normal throw). Best way to learn dustloop is by starting with really simple stuff: in corner 6P5H j.D->j.D, land, j.D->j.D, land, j.D->j.D and then you should end up out of range :P After that you start adding the running and after that you paste the finisher behind it. From 6P5H you can hit about 4 dusts before having to append the finisher.
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