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Chippy

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Everything posted by Chippy

  1. 2D + 2A & 3D + 6C Anyone tried summoning nirvana into these. Something like =>blocked stuff+summon 6B RC crossover j.2C~allecan unblock. It'd be nice if we found a way to get infinites off of successful blocks. I'm gonna start looking for it.
  2. @ Blipples. When you do land some grounded hits with ghosts, use as few 5p's as possible. You'll get more damage that way.
  3. You may just need to prime the dash. [5k 5s 5s 5hs 236s 6(FRC)6]xN if that helps. Make sure to watch out for the golf ball warning squiggles for extra long combo lulz. Also with the sword, try 2k 2s 6hs swipe. It may be easier to connect then the 6p. If you settle for the 5hs you miss out on the awesome hi-low mixup altogether. It might be a bit less damage, can't check right now. EDIT:2s was already suggested by Zoogstin.
  4. I got a lot of practice against Jais' Bridget this weekend. Its a rough one. I wouldn't suggest being on the offensive whatsoever in this match, due to 2p beating all of your run-ins. Razor Roger beats the dogs and ghosts cleanly, and since Buri will be in the air most of the time, the p ghost is the only effective throw. Bridget will try to disorient you by going so far up and coming down with a razor bear to stop your offense. Play very very safe, and only rush when you don't have the health advantage. The sword is probably the best in this match. 5HS stuffs a lot of options, and they won't be able to set a very useful yo-yo with you controlling that space. 2HS is a bad choice due to kickstart across the screen for easy punish.Watch out for bridget coming straight down on you, with sword, its hard to stop and its easy to bait the DP if you do try to stop it.
  5. This is another match I get a lot of play on. This slayers primary matchup is Zappa, so this may be a little skewed, but the people you're trying to beat probably know the match pretty well anyhow. 6p into BBU is a bad idea, because you can just as easily block it and net the same damage, but if you mistime even a little, there went 50-75% of your health. 5k onto 2H is unrealistic. If the slayer adapts he'll just start pressing the button earlier, forcing you to press 5k earlier and whiff entirely. At mid range 2k is a better poke then f.S in this match imo, because pilebunker and other nonsense will trade with the puddle, and BBU will just slide under the puke. Whereas 2k will beat BBU, and whiff early enough to punish dandys. At a far range puke as usual. His pokes are lame and can hit your sword through its pokes pretty easy. Remember that slayer has a lot less to think about, since he has 3 moves that reliably beat most of your entire moveset. Get in his head with gimmicks, and stupid high-low. Air-grab is only reliable way to beat j.HS without the sword, and its still very risky. Spend your time trying to summon into his blockstring gaps on reaction, other then that, play is super safe or everything is going to be stuffed until you've got raoh or the dog.
  6. This match is funny. Zone him with every summon, no point in trying to rush, he'll eventually fuujin though your pressure, or guard point if you're being predictable. I try to force him to fuujin and reaction the follow-ups with every summon. Fuujin lulz -5k will CH the D and HS follow ups for an air combo. You'll have to place it later for the HS follow up. -Air grab the P follow up, this may take some time to get your eyes up to speed. -2k the k follow up into summon. Things that don't work. -Wake up super. They will just hop over you on wakeup, and it will miss, even in the corner. -Rushing. Its a waste of time when you can get more damage off of his rush. Things that do work -5s and 236s from far afar, and bait that fuujin with the ghosts. -2HS and 6HS are spammable shields, most of his guard points still wont hit you.
  7. Throw me on there if you get a chance. Columbus, Ohio, and anything with the sword.
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