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SIne

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About SIne

  • Birthday 11/02/1987

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  • Location
    Queens, NYC
  • PSN
    Sini_ster

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  1. http://www.nicovideo.jp/watch/sm27494409 Fino vs a Bedman player (not sure who it is). good matchup insight
  2. http://www.nicovideo.jp/watch/sm27516399 N-O back playing his character again. He miss some conversions but im sure he is just rusty with the character if he continues playing i think he'll be as strong as Fino
  3. http://www.nicovideo.jp/watch/sm26971302 interesting combos , for the first , a cross up variation is possible and I didn't know the third one was possible; it made me laugh
  4. you have to be pretty close to get a c.s not f.s so be sure your dashes (and charges ) are buffered,and you are right in their hit box, if they are carelessly just holding FD , just use that extra time to dash closer. As far as dash under close slash AA you have to be directly under them and have really good timing with it., you cant just press it and hope lol, also it doesnt work if they are doing a deep jump-in meaty or something like that , its mostly a neutral tool, in some situations AAing with j.P, into air combo is a less risky decision
  5. Alternative Midscreen and Corner use of bishop runout and ensuing pressure/set-ups: http://www.nicovideo.jp/watch/sm26824345
  6. Order Sol's i believe
  7. yea, 6k had no invul just relatively fast start up and it hit at an odd angle so using it in AA combos would be weird and finicky i think, but yes you could do cool combos off c.s starter or 2k into c.s (3) standing and fun stuff with BR , lol
  8. yeah i thought people were already doing this, since 5p has less startup but hits the ball slower , use 5k to hit it faster then IAD to keep them on the ground in blockstun, the iad portion is still ofcourse vulnerable to blitz
  9. I like this matchup alot. slayer has to take more risks than he would like to get in and when he does 2s stops alot of his dandy step and mappa pressure and leads to damage with meter. His IAD j.HS pressure can be 2HS'd. and HS stinger yrc gets alot of mileage in this matchup as in alot of other. Slayer has alot of frame traps though so it very important to know when to disrespect his stuff. Air ball set ONLY when you are SURE you have the space to so and not unnecessarily or without yrc (although not worth the meter in some situations) cause man, 6hs CH is never fun
  10. it is done pretty fast but you should first start out at a steady pace. practice doing solo 2D and buffering the dash after the animation ends. Rather than thinking of it like think of it like 2D, 66236p, a dashing hadouken motion
  11. i.imgur.com/vzRtVYv.gifv saw this on zidane's twitter, yooooooo
  12. Dai edit: Referring to https://www.youtube.com/watch?v=7pNebnpO6-A&feature=youtu.be That is quite interesting. i like the mixup options rather than the actual QV loop with bishop runout. Very, very creative though...
  13. http://www.nicovideo.jp/watch/sm25771627 some rather cool options for oki
  14. Yaassssss...
  15. Personally i only do 2D into double head morbid if have meter to rc for corner carry and i need the damage or its going to kill them , I see the Idea being doing it though. But i think against characters and people that like to wake up and jump immediately this is less effective, Also against character that have ways around venoms normal zoning , (chipp, elphelt, ramlethal, eddie etc) P ball, k ball, h ball safejump etc... works better
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