Jump to content
Dustloop Forums

superclack

Members
  • Posts

    60
  • Joined

  • Last visited

Everything posted by superclack

  1. Is there any time except after 6b ch 6a> super where it's worth it to sj 8d j.2dc?
  2. Is there any reason to use 2d?
  3. Faulty, do you play every character?
  4. It's listed on the first post. Works on Bang, Haku, Rachel, Tao, Litchi, Ara midscreen, works on Jin and Ragna in the corner, doesn't work on Tager, Noel, Nu, and Carl.
  5. j.2c > j.c works on the larger characters when they're standing (Tager, Ragna, Bang, Haku-men). Timing depends on where you hit them with the j.2c. I'm having trouble doing otg 3c(1) 236a on Ragna in the corner. If I do more than 1 hit I can't get both the egg and pumpkin out, but if I only hit once the egg misses and consequently the frog misses. Sometimes I can hit him and sometimes I can't, I dunno what's going on. Should I delay the egg or am I doing something too slow?
  6. I figured out my problem. I wasn't canceling the landing recovery of the j.2dc into 214a.
  7. What do I do against general jump-ins and IADs? Maybe make a distinction between long ones (like Ragna's j.c) and short ones (like Noel's j.b and j.c) (Dai's edit: post moved to more appropriate thread)
  8. I'm having trouble with superjump, 8d, j.2dc, land, 214a, 3c. I can't get the 214a, 3c fast enough to hit before they can land and tech. Can I get any tips on doing this? I might just be doing 214a too slow because I can't see my character during that part, but I haven't been able to land it even once.
  9. How do I open up better damage opportunities through mixups with Rachel? I'm getting most of my combos with 2b or j.3cd, but those have pretty terrible prorates. Besides getting random 6b counterhits, is there a way I can start combos with better damage?
  10. Can I do anything if I hit a grounded opponent with j.2DD outside j.214D range?
  11. How do I get in on Hakumen? Jump in barrier block and move in slowly after he uses C moves?
  12. What's a good string to barrier crush someone? I've been using 5axn 5b 5c 5d 214a RC 6d j.d 5b 5c 214a 214d, it does pretty good guard crush for 50%, but it takes a RC and it doesn't even break the whole way by itself. I'm not sure if it's totally safe either.
  13. For anti-air combos, try to hit with j.c while you still have upward momentum. If you can hit with j.c while Nu is moving up, she won't fall much during the j.2c portion and everything else will basically fall into place.
  14. The 63 dash input is working wonders, and I think I'm closer now thanks to delaying the c->c followup, thanks a lot
  15. What's the max range on this combo? I can only do this by hitting 5b or 6b fairly deep (about one character length away from my opponent). If only the tip of the 5c hits, the opponent ends up too far away for me to hit with the air combo. Also how should I time the 5cdc 236b so I end up as close to the opponent as possible? I've just been doing everything as fast as possible, but is there a way to get closer if I delay slightly on this or that move?
  16. Inoue.... is he using j.214D~C to reduce the recovery from j.DD/j.2DD? Any other special things it does?
  17. This is a dumb question, so I figured I'd ask in the dummies thread. I don't get how I'm supposed to play Taokaka in a neutral situation. Just stick out j.Cs, bounce around, and try to get close enough to 2a/5b people? Am I basically just fishing for counterhits or something? I don't understand what her basic mixups and crossups are or how I'm supposed to handle her in general. She doesn't seem to have great tools to get in or counter the opponent on reaction, so I don't know what I'm supposed to do here. I could be totally wrong with this though since I can't play Tao worth shit.
  18. j.C loses horribly to 6A. If they start trying to jump in and j.D you can see it coming (because the j.C is so huge and obvious) and counter it by waiting or using an air throw. Spacing needs to be right though or he'll go over your head.
  19. Thanks a ton, Guardian. This info is great, and it's even organized well. The throw setups are incredible, and I didn't even know you could link stuff some of the stuff in your meter drain combo. This should probably be put up on the wiki. Edit: Btw, how do you do those special RG only counters? Like Caster's Rulebreaker you can use only do on RG?
  20. Any Zero Lancer combos/strats?
  21. Should I remap my R1 button to HS and circle to dust for Johnny if I'm playing on a controller? It feels kind of awkward to mist cancel with the button there.
  22. Well infinites can help for running down the time, theoretically.
  23. I'm having a little trouble gauging some gatlings/special cancels for combo purposes, and I'm thinking maybe some frame data would help me gauge it a bit better. Things cancel on the first frame of recovery, or is it different for each move? I have trouble with things that need to be input late.
  24. BBU is the 25% tension that RTL's talking about. He's saying 6k can only do good, tensionless damage in the corner.
  25. WHOA. Guys, guys, guys, guys, guys, guys, guys, come on. Take it easy.
×
×
  • Create New...