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KatanaDash

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Everything posted by KatanaDash

  1. umm, to beat ice car, all you have to do is block seriously block both hits and then 5B -> combo. No IB necessary or anything. The move is terribly unsafe. You can beat many many jin player (bad ones) simple by waiting for ice car, blocking and then going for a simple 5B,5C,214A,214D. Next time you fight a ice car jin just try doing that. You can practice it in training mode by recording the training dummy to do ice car, and then playing it back. if you learn to IB the second hit you can get fit a more damaging starter in like 5C
  2. after CH hell's fang you have time to dash in and do 6D,jD, land, dash, 5B.... etc so there is definately time to combo almost any move after a counter hit
  3. my point was just that you shouldn't have to worry about moves liek 5A,2A and 5B when your pokeing with 5B, because if those moves are in range you shouldn't be trying to poke with 5B any way
  4. you are completely wrong about HF and its follow up. Trying to bait out that one hit is so ridiculously risky that you shouldn't even consider it. Your basically betting a knock down and 950 damage, against getting punished with a full combo. Pokeing would be attacking at the edge of the reach for a give attack, 5B is very fast for its range. Most of the stuff you listed as beating 5B have shorter range than 5B, so you wouldn't be trying to attack at that range, but you can poke with 5B from beyond the range of Tao's faster moves, and it is safe, and leads to damage on hit or CH.
  5. okay, so here is what you should do, go into training mode and just practice this: 6A, Jump Cancel, j5C, j5D, double jump cancel, j5C, j5D, 623 D, 236C, 214C untill you can do it pretty much perfectly every time. Then try: 5B,5C,5D (2 hits), dash cancel, 6A, Jump Cancel, j5C, j5D, double jump cancel, j5C, j5D, 623d, 236c, 214c as far as your questions: after a 22C, if it is early is a combo (under about 6 hits), you can link a 5B,5C, Hell's Fang + follow up if it is late in a combo just dash in afterward and go for a mix up. After a hit 6C, you can either high jump and then do 5c,5d,jc,5c,5d, Inferno Divider.... or you can buffer in a Gauntlet Hades, then do a delayed follow up, land, and d 5B, D inferno divider... any combo with a throw in it, isn't a real combo because it is pretty easy to tech a throw in the middle of a combo, don't count that as a combo. basically what I'm trying to say is, you need to learn to do the first two combos I listed, doing those will develop your skill enough to let you learn the really powerful stuff, and those combos are very good and applicable and very practical bread and butter combos. They arn't flashy or considered very difficult, people bust out stuff that is way more difficult even at an intermediate level. ....basically it takes practice for most of us to do this stuff (I have to grind out combos in training mode for hours before I can do them reliably) So grind those combos and you'll be well on your way to playing better that and don't throw out Hell's fang randomly :-D
  6. go read up on your frame data, unless them IB they can't jab you out before you can block, HF is -4 on block I believe the fastest attacks in the game are 5F. How ever because HF isn't hard to IB, you shouldn't end block strings with it, pretty much ever. "Mindgaming" with the follow up sounds like something to do if your desperate, and is pretty much a gimick, because I'd bet any character could throw you out before the follow up connects, particularly if they IB. And Even if they just sit there and block, the follow up is like -24 frames on block or something redic like that so your basically asking for a full blown combo that doesn't start with a jab. If you want to play risky and "mindgame" do it with Inferno divider, because at least that will actually beat out an attempt to jab or throw, and will net decent damage as opposed to the single of HF'a follow up. Also you can beat a lot of Tao's pokes with 5b, because 5b is a lot faster for the range it hits in. As far as I can tell the solution to this match is patience and 6A
  7. you missed the part where ragna has a incredibly fast long range poke... 5B, that is safe and a lot of times dash in 5B is faster to come out then Hells Fang. Also the "longer" combos do more damage, significantly more. I think the largest damage amount you can get with out going above 6 hits is probably 2.5K maybe 3.0K (with out the use of tension). Learning the longer chains will net you 3.4K for free easily and more like 4.0K if you land a good setup. These chains also frequently start with 5B and so are safe, and fast to connect with. Long story short saying you prefer compact combos is just like saying "I like to not take advantage of my charecter's ability to output damage" sorry if you wanna play well you'll have to learn to do them
  8. An other thing with tager is that you can stay just out of his reach and in this way try and bait a sledge, and then throw out Hell's Fang on reaction for a CH combo. Moving back and forward over the very edge of the range on his pokes can also work as a bait because all his pokes are slow, then punish with dash in 5b
  9. you don't have to block it the other way! just hold away from v-13 and you'll block all her attacks, some of the swords hit high, and the spinning ground blade things it low.
  10. from my experience and please correct me if I'm wrong, you have to hit them out of the air when they are fairly low to the ground with GH, like after a throw or 6C, and you have to hit them early with the first hit, and as late as possible with the follow up.
  11. Hey any body got tips on doing the double otg throw combo, I can't seem to get it to work. I'm entering these comands 3C,22C,5B, D inferno divider, latest 236B, latest 236B, 22C but they always land to far away for the second 22C to connect. I'm doing it mid screen, but I can't seem to get it. does any one have a link to a video where some one uses it? or have any tips on the timing? I'm doing
  12. edit: the stuff I thought was new, wasn't my bad...
  13. I'm not sure if this is common knowledge or not, but I thought I'd also point out that when doing Raoh's 6HS loop on Pot you don't need to put darkness anthem in there, his sliding pose is so tall you can just link 6HS over and over again (you can also do this on eddie with the right spacing btw)
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