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thegame4ever

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Everything posted by thegame4ever

  1. JG nice combo video but you should enable recovery, the last throw combo the opponent always techs out after 22S hits and cannot be knocked down to continue the combo. However if you change the dust ender to 6P (2hits), 5S JC you can continue it.
  2. Meterless 6K corner combo: 6K > 5K > 6P > 5K > j.K > Delay j.2K> Delay j.K > 5HS xx Undertow > j.H > j.K > Dj.H 172 Sol 6K > 5K > 6P > 5K > j.K* > Delay j.2K> Delay j.K > 5HS xx Undertow** > walk forward a bit 5HS xx Pilebunker 188 Jam 182 Venom* 205 Chipp** (Switch j.K with j.S(2) *... j.S(2) Delay j.2K> Delay j.K > 5HS xx Undertow > walk forward a bit 5HS xx Pilebunker **... 5HS xx Pilebunker
  3. Slayer 2D RC Double Mappa Combo, works midscreen and corner, some characters need variation but generally make sure double mappa connects and you can combo after. Pardon me if this is already found in arcades or a more optimal version exist, but this is what I could find that gets you near 200dmg and knockdown with 50% tension and does not require corner. https://www.youtube.com/watch?v=yMyUSpKY8A0 2P > 2K > 2D RC 5H > 236K > 5K > 236K > 5P > j.K-2K > j.K > c.S > j.K-2K > j.D Also 2K > 2S > 2D RC works but less damage. Works on: Ky*, Testament, Zappa, Axl Low****, Chipp, Kliff**, Eddie*, Venom, Anji***, Faust, Justice** (To connect c.S on her it's very wonky she floats a bit high), Slayer *** *... 5P > 5P > j.K-2K > j.K > c.S > j.K-2K > j.D **... j.K > dj.K-2K > j.D-2K > j.D ***... 2D RC 236K > 5K > 236K > 5P > j.K-2K > j.K > c.S > j.K-2K > j.D (For some reason it's strict to combo 5HS 236K on Anji and Slayer) ****... If midscreen j.K > dj.S-2K > j.D
  4. Gamertag: thegame4ever Location: Poland Characters: Slayer, Eddie Timings: Evenings Look forward for more europeans to post here since I want to play this again badly!
  5. Sad to see you stopped writing since I immensely enjoyed your posts and was an awesome insight into Japan/Guilty, as well as your life, but guess you've moved to something else. Faint hope you'd keep writing, but if not good luck and thanks for the good times!
  6. The trick to get this down consistently is after B Coup, is to hold 3. So instead of doing B Coup as 1-6, do it as 1-3 and keep it at 3. For some reason this keeps you closer, and makes combos easier in the corner, since j. has certain pusbhack but this keeps you closer and negates it pretty much. You also keep your down charge with this.
  7. There's a better combo than this for 5464 meterless. [5B] > 2AB > B Coup > 2A > 5C (All hits) > [6B] > 2B > 2D > j. > j. C > C Bufula > [5B] > 2AB > A Coup. If you change B Coup with A Coup it's 5359 meterless, and showing with research that A Coup after a long combo results in more damage than B Coup, and you can still combo into Bufudyne, but it's harder to connect with A Coup at the end of that combo so stick with B Coup maybe?
  8. What I take it to mean is that when in 236C you call out the next D bug. Halfway during the animation of 236C works best for me (even for calling C bug and D bug to add j.C>214C teleport).
  9. I like your method of thinking, you'd rather set them up in a better position, while I go for saving my tension to dealing with whichever my opponent is in. Also after Damned Fang you can IAD j.S into a shadow gauge building blockstring, that also builds tension. Also saving up that tension is psychologically better for you since your opponent is going to fear a 22D, and you should get used to adapting a followup to wherever Damned Fang lands (midscreen, corner). That 25% could really save you later on. I suggest you tend to do it when you have full tension or 75% meaning you can afford to position them, it's also a battle of meter-managing. Also 0:56 here http://www.youtube.com/watch?v=vIUeTMUUsVo .
  10. I'd be second behind Latif (anyone else main Eddie in middle east? lol). Sad he didn't work his magic at SBO, but great representing.
  11. Damned Fang FRC combos is wasting 25% for one or two hits. That FRC could've gone to a far drill unblockable or 22D. Also Damned Fang by itself knockdowns, and that could directly go into an unblockable with our good friend 22D + mini-eddie overhead, or 22S + mini-eddie overhead. The FRC is nice if you want to go for flashy, but I tend to go for stable gameplay (boring to scrub).
  12. Guys keep it on-topic please, this post is to discuss fighting Nu in CT, not to complain about Arakune being weaker in CS etc.
  13. http://www.youtube.com/watch?v=Bbd9_1AzoDE on youtube for you non-nicovideo account people.
  14. Hey guys I'm new to Bang CS and I'd like to ask, what are his anti-airs in CS?
  15. Well the cab does seem random, but ever since we got a viewlix SF4 in the arcade (we only have one arcade shop) it has picked up a lot of business and allowed them to get BB:CS as well (since they already had CT they just needed to switch the HDD out on the taito board). Although our BB comp is ok SF4 is where we're insane at, as well as some KOF98, and the top GG players (me and 2 others).
  16. Like to add a location: Middle East, Kuwait Salmiya White Tower next to Marina Mall 2 Rounds (best out of 3), 200 fils per play Sanwa sticks and buttons, hooked up to an HDTV, good setup, competition gathers most on weekends
  17. Just wanted to ask, what's a punish combo of choice in CS if you block Bang's 2D or 5D? Just 5A>6B>j.D or is there something better?
  18. Incorrect about arakune's 2D saying it's not an overhead now, it never was an overhead.
  19. BCAD, so bitch is GROUNDED. When cursed, that's when you outzone rachel, so make use of it greatly.
  20. Excellent combo vid. Nice to see skilled players all over the world. Some very original and flashy combos there.
  21. No you do stay on her ass, when approaching her with j.B summon the bugs before you hit so if she does chair she's hit either way, forcing her to block, then go into 2AA trap etc.
  22. Then this is perfect if you're in range for 3C, CA>3C>6C loop. Alternatively you can IB 2nd hit of 5DD and 3C. Haven't tried 2B the 4D and 3Cing yet.
  23. It forces a gap true, but then you jump, you have to block swords, move forward, have to block swords. If it forced a gap and allowed me to summon a cloud without being hit, that's 50 meter WELL SPENT. If it's 50 just to be on NEUTRAL grounds, in which she can easily zone me again, it's better to save that 50 and just block and react accordingly. Good on you for coming up with alternatives to escape pressure, and bad on me for jumping the gun, we need as much input as possible without only criticizing others, we don't want dustloop to be SRK.
  24. IB 5DD then before 4DD comes out you can backdash, but it's much much preferable to 2B since you don't even need to IB. Go to training, set record nu to 5DD>4DD, and mash 2B when 4D is out. It's a guarantee it won't hit you.
  25. They command dash dash forward. You an option since you can react to everything. You can see 4DD then mash 2B, you can see her command dash and dash forward etc. You're goin to need that 50 meter, and CA'ing a 5DD is telling the Nu "I don't want to react to your moves, I just want an easy way out." The hard way out is the best, and if you want to adapt to beat Nu you'll have to learn to react. You can 2B at any time, but you can't CA at any time.
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