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Dangle

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Everything posted by Dangle

  1. if you know they're going to tech roll and you're next to them as hazama is with most of his combo's i'd toss out 2B tbh, it picks them up off a roll and you can go into the same combo string as when near the corner and hitting 623D. if they're going to neutral tech i usually use 236C or meaty'd 2A/6A, you get a good mixup on them if they neutral tech while you're near, if you're far i would throw out the j.6D to keep them in place and keep your zoning up.
  2. theres a gameplay discussion thread, and 90% of the combos at the beginning of this thread are still mostly his main combos with the exception of a few
  3. ubad
  4. agreed
  5. thats what i figured, seems like the hardest thing he has so far, all his other timings feel fluent lawl. guess i'll be sittin in sparring mode for a while
  6. how big is the opening to dash itself after 22C? it seems incredibly small to me, unless its just an awkward opening?
  7. i second the IB into A if you have no heat, his A and 2A are amazing. I know from personal matchup experience, if you IB bangs TK nails when he's got pressure on you A will beat out almost anything he has to follow that up. So i'd say wait out blockstrings until you know you have an opening or IB A when you know its garunteed, which is in a lot of situations. Edit: GL viper, careful w/ them japanese turtlers :P, asian IB's is craaaazy
  8. 214d~b is great if used in moderation because of its awkward immunities, especially if you know he's going to try and meaty command throw on wakeup, it beats it.
  9. staying out of the corners and wakeup 214D~B can net you a counter hit most of the time, and if he baits it and its blocked theres not much he can do about it unless he IB tk'nails you.
  10. kazukifafner is correct, 236D slides/bounces on CH only, if it hits someone in the air and they wallbounced, they were trying something and got stuffed w/ 236D
  11. 236D or 214D, if he's gonna block everything he should just get his guard broken
  12. blue body = sehx sir
  13. are you talking about bbcs or bbct, saying Nu makes me think you're talking about ct, which is odd if you have trouble getting big dmg anywhere, thats the reason she was so broken in ct, she had way too good of an ability to zone along with doing a great amount of dmg, meterless or not, in CS her dmg is a lot less unless your in an area specific situation or nail a good counter hit off of 236C or 214D
  14. always good to have fleece/hype/stickbug weigh in on gdlk threads
  15. lol sorry if i wasnt clear, i was just saying the play style of the asian culture in general, they play conservative like that in games like tekken as well, its just the style over there, there arent that many players in america that use that style of play was my point, so for a few people to talk about how minori plays, some of his strategy's wont carry over much here because of how the style of play has developed. Which is why in the states 4B could be more viable than it would over there
  16. Asian players also play A LOT more conservatively than americans do, asians dont get thrown off by goofy overhead setups nearly as much as we do, as well as the fact that asians play incredibly safe MOST of the time, when you look at a player like tenstars' bang compared to dora's, they play a completely different way, and it works for both of them, americans get hit A LOT more by overheads and take A LOT more risks because it works here.
  17. 4B when used sparingly adds to your mixup game, anything that can do that isn't stupid.if you can confuse and pressure an opponent to be scared to use lows and think harder about what you're doing, its worth using in the right situation.
  18. 4B is a great move to use sparingly though, because of how little its usually expected if you use it right, not taking risks and playing that safe can usually lead to really really long matches against characters that it shouldn't be, such as bang, in that instance the longer you try to be safe and land a hit, the more chance you yourself are gonna get wrecked, the best thing to do with 4b is get meaty timing down on the second hit of it, the part thats actually the overhead. the best setup i've used for this is after a knockdown with something like 3C, you toss out 236A instead of B, and at the end throw out 4B, if you do it right the second hit of 4B should always meaty. Its nice to take that risk every now and then.
  19. character specific on? I'm assuming tager, bang and?
  20. if you're doing 214D~C>C>j.Cx you cant have more than 2 hits before the 214D~C, meaning, if you throw out 2A->5B->3C, they'll tech out of the 4DD, if you hit with 5B->3C it SHOULD land, you also might not be hitting the 4D fast enough after 2C, as soon as 2C hits it should be a cancel into 4DD, and the followup should land properly
  21. its plausible, the only thing is j.214B has a good amount of proration, so unless you're using it in the situation that was used in that video (going for a kill) i wouldnt waste heat on rc'ing it.
  22. oh i know you werent tryin to say he has the best rushdown ever, i was just sayin even with his rushdown, as far as rushdowns go, its still quite conservative unless someone's stuck in a corner, in which case mixup spamz
  23. buppa's rushdown w/ hazama is also nothing compared to what it is with characters like jin or even hakumen, hazama cant rush THAT hard unless he has someone in a corner
  24. if you're playing hazama you should never be the cat, he's a character that requires a patient playstyle
  25. bait her 5D all day, you see a 5D coming, j6D~D/C>free combo/pressure
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