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Facidi

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About Facidi

  • Birthday 04/13/1988
  1. GGs to shinkan-SGP for that 1-9 set xD Great Eddie. Couldnt even set you up for a single mist finer loop D=
  2. PSN: Facidi Area: Eastern Canada (Quebec) Main: Johnny Feel free to add me anytime.
  3. Anybody from NA out there yet? There's only japanese with 0 speed connections. Add me ->Facidi
  4. We're getting back the old 6A from CT ? count me in again, hopefully it wont change in future location test Edit: Meant the invul. on it, though it's only head invul instead of upper body. Still hyped about it
  5. Can you cancel j.D into Hotaru in CS2 ? I remember it was possible in CT (useless in CS1)
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  8. Highest you can do without Mugen is 11050 IIRC (Corner only of course). I'll try to remember/test when I have more time. I'll edit my post when I find it again EDIT -> decided to test it right now and I found it right away: Corner -> FC 6C [FC] > Hop > 6C [FC] > 5C > Renka (1) > Zantetsu > 5C > Zantetsu > 2C > j.2A > falling j.2C > 2C > j.2A > AD > j.2A > j.C > land > j.2A > j.C > Gurren > 5C > 3C (11117 damage/21 hit)
  9. Only Akumetsu works on unblockables. Another option is to TK hotaru through it and get a FC
  10. There's quite a few resets I use in the corner, they involve either airgrab or hotaru. 1- You can use 2C instead of 5C > 3C to end your corner loop. It fakes people into thinking you don't know the basic corner loop and make them tech, then you either go for airgrab or hotaru. It's gimmicky and only effective online tho 2- Second one is basically my trademark online. When I do the kishuu-enma bnb leading near the corner, I jump back to land another j.C then I airdash as soon as I can into airgrab/hotaru depending on the heigth. It's amazing how many people think they can punish your airdash only to be hit by a FC hotaru in the face (leads to so much damage) ex: 5C > Renka(1) > Enma > falling j.2C > 2C > j.2A > AD > j.2A > j.C > land > j.C > AD into techtrap There's more but they revolve around the same ideas so I won't list them
  11. You could simply hit-confirm 5B into Renka(1) > Enma bnb for more damage. 5B jump cancel is useful if it's blocked for a quick overhead (for a 50/50 between Tsubaki/Renka).
  12. If you're going for the kill just RC it and go for a 2C>loop combo (2C > Gurren/staircase if not in the corner). You can try 2B and hitconfirm into Gurren incase they don't tech, which rarely happens. It's basically the same as his backthrow, if you need the damage you RC
  13. You must connect only with the second hit for those 6B (2) CH combos to work. It can be semi-useful vs Noel and Bang's 3C mostly, but then again there's plenty of other punish you can do instead. Basically your opponent must do an attack that puts him in a VERY low state as Leonil said
  14. I thought Throw>Renka>corner loop blackbeated, guess I just lacked execution (or maybe I just assumed from back in CT). Thanks for the information Ryoko! And yeah, I usually go for the Gurren loop after throw, unless I have an excessive amount of magatamas Edit: I can only do it with 5B, seems like when I do it with 2C, there's not enough untechable time in the end for the last airdash j.2A
  15. I noticed the lack of 6B combos, might as well list some of them (0) 6B(2)CH > 5A > 5A > j.A > j.B > dj.2A > j.C (1849) (1) 6B(2)CH > 5A > Gurren > hop 5B > j.A > j.B > dj.2A > j.C (2305) (3) 6B(2)CH > 5A > Renka > Gurren > hop 5B > j.A > j.B > dj.2A > j.C (3388) (4) 6B(2)CH > 5A > Renka(1) > Enma > falling j.2C > 2C > j.2A > AD > j.2A > j.C (4255) - your opponent must be around mid 6B range for this to work (0) Corner 6B(2)CH > 5A > 5A > j.A > j.B > dj.2A > j.C > land > j.2A > j.C > 4C (2369) - you will need to do sj.2A on some characters (1) Corner 6B(2)CH > 5A > 5A > j.A > j.B > dj.2A > j.C > land > j.2A > j.C > Gurren > 5C > 3C (2629) - you need to walk forward a bit before Gurren, you will need to do sj.2A on some characters (2) Corner 6B(2)CH > 5A > Renka > 2C > j.2A > falling j.2C > 2C > j.2A > AD > j.2A > j.C > 5C > 3C (4587) If you want to dump more magatamas for damage go ahead since the proration of 6B(2) > 5A aint so bad (100,90) and (80,95) You can also link 2A instead if your opponent is too far for 5A, but it prorates more and is only cancelable with Renka Edit: mAc Chaos, You should replace: (3) Throw (corner) > Renka, 2C > sj.2A, j.C, Gurren, 5C, 3C (4078 damage) with (3) B+C > Renka > 2C > sj.2A > j.C > land > j.2A > j.C > Gurren > 5C > 3C (4175 damage) timing is tight but you get optimal damage, works on everyone
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