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Phrekwenci

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Everything posted by Phrekwenci

  1. I can see this from Raoh's startup on some of his moves, plus getting out poked in many instances. Sure, you have the better uppercut, but that's really it.
  2. http://youtube.com/watch?v=KK8sLqCWNGQ Combo at 3:06 W.T.F....? Annnnnd apparently there's a new CM http://youtube.com/watch?v=cZNbYzbLriI
  3. Phrekwenci

    J.hs?

    Yea, I think it's the FRC that is screwing me up. I used to do the #R versions of the combo in matches. 6P, 9P, jS, jK, jP, jP, JC, jS, jK, jP, jD http://youtube.com/watch?v=0MbGamzVPKw @ 2:15
  4. Phrekwenci

    J.hs?

    Quoting myself, in reference to fancy stuff with the jHS FRC. In the Canon vid at 1:30, there's the Potemkin combo which is mostly attack button inputting. I'm having a problem connecting the D at the very end of the ground work to get Potemkin airborne. Has anyone attempted this combo for fun? I can do nearly every other combo in the video... ...when I can FRC on time, which is next to never.
  5. I know, the comment was a question. I hardly use the uppercut so I'm too aware of the properties.
  6. Wall bounce? That's pretty much it.
  7. http://youtube.com/watch?v=9vMGa_FejGE I found his name (Ezo).
  8. A quote from Bruce Lee should help on this one. "Act, don't react." She's was too fast for you to answer with anything, so whatever you do should be something you hope will hit. One of the best things to do against Millia is 5K. You'll more than likely stuff something and from there you can do whatever air combo you like. http://youtube.com/watch?v=QHwRVNJty4k (I just realized my vid may help you in seeing some things.) http://youtube.com/watch?v=Bdh_yFVT2PY (good sword work in the second match, end of 3rd and beginning of 4th rounds.)
  9. Uh, everyone was talking about the summon OTG for 3 orbs. I just added that I have problems hitting Sol and ABA with things after they are knocked down (i.e. sword: 2K, 5S, 2S, 5HS/6HS - ghosts: 2K, 5S, 2S, 236S)
  10. Heh, looks like May is playing SFII style (jump in, roundhouse, sweep, repeat). I suggest just going back to basics using the 6P when May jumps in, and when she's on the ground using the 5K so you counter-hit or evade the sweeps.
  11. Eh, I've had problems with Sol and ABA as well with OTGs in general (not just airthrow, summon).
  12. I suppose that depends on the height. But generally I feel it puts people at awkward positions with not a lot of time or space.
  13. I hate his air-throw to be honest. Needs more wall bounce.
  14. Hory Clap. When he's showing ghost mix-ups toward the end of the CV, he does the K toss over the opponent and misses but then throws them into it! I would put down my controller and left the room if I pulled that off.
  15. That is one of the key things that is going to help you in a match. Once you get really comfortable with how the misfortune works, then you can really screw with your opponent. I don't know how to explain it, but I tend to know when the flower pot is coming and attack accordingly.
  16. I generally use the 96 jP jP jS etc often. To take people trying to jump out of the corner back down. Sometimes I get the combo, sometimes I don't.
  17. Well, WHATEVER! Ezo for the win!
  18. Guys, I'm not talking just about this video. Search with the kanji in the info on the right of the video and look at his other matches.
  19. I've done it, but nothing to that extent. The jD has to hit deep so that when you land you can have a quick running start to jump again. You hardly see the run but you'll need the momentum.
  20. http://www.youtube.com/watch?v=9vMGa_FejGE Ok, who the hell is that? That Zappa is FIERCE.
  21. I explained this elsewhere, I do way better without him.
  22. Do you have a better suggestion when jumping in (not being sarcastic)? The good thing about the jS is the distance, your opponent probably wont figure you'll hit him from a good distance away. Also, the jHS generally clashes easy with special uppercuts.
  23. I know he definitely says "Your Mother!" after does the dance and falls down. It just can't be anything else.
  24. I'd rather save the tension and jump in with jS. That way, on block you can JC backward or on hit combo into jHS 236HS or jD.
  25. I'd advise against that because of the recovery.
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