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ryu-bi

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  • Location
    San Jose, CA
  • PSN
    juve_striker
  1. ^ It might be a viable timer scam option, but if I must land afterwards I might be eating full combo This is what's crazy about the 1 chain deal since here you cannot do a followup on the second chain to go to a safer spot with SMP on normals gone, will CS2 style 6C loop come back?
  2. Mind explaining what made it easier? You get to do 22A once in this game when you're at the character select screen
  3. however if I get a guard crush seems like a lot of my options are nerfed except throw>super and astral being untechable - 236C > 5C > 6C (sends them flying away) - 236C > 2DD > 2147D (prolly end of combo without RC) - TK loop with that same move proration
  4. if I suppose to do a ground launcher into j.DAAA but missed the D and autopiloted j.AAA as human form, what can I do after that?
  5. except on defense I'm quite worried about fighting with 1 primer if I burst twice in a round maybe I should start subbing a 4 primer char to prepare for that?
  6. I prefer punishing random 3C with CH 6C > 236C > Anything. However it only works if you react to 3C before she spins the second time, otherwise you'll lose or trade with her 3C attack unless she actually hold the button down
  7. new J.D is special cancellable...dunno if it's limited to air specials only but I guess it's comboable
  8. any idea whether the new (useful) bang combos will require 9623 motion? I suppose no more quad crash combo if they dont wallbounce anymore
  9. so do we get 4DD > IAD > jB > jC > 3C > Grav > easier combo?
  10. just wonder when u guys do the TK feint in aerial combos, does it happen after J.DD or dJ.2DD?
  11. Doing 214D blockstring is dangerous when he can distortion punish you for it. Jin now has Yukikaze, if he counters your projectiles you can jump over or gold burst through
  12. I don't prefer doing dj.DD for a couple reasons: - if I ever land dj.DD I'll always try add dj.2DD before Cresent but end up dropping the combo right there...happens a lot when I'm not fighting Tager/Ara - I can just hold 2 down after the double jump to do both dj.2DD & Cresent and if I ever need to RC I already got the muscle memory to do it again.
  13. Are there any good combos with an Orb hit? I ran into a few Hazama who drive cancels even when I cut the chain
  14. the 5C is very crucial in clearing Ragna 10 dash & 5C are done almost the same time, you'll miss it if you try to confirm a dash before pressing the button the rest is easier if you reposition Bang a little to the right before you start. Ideally he'll be at the corner when 5C hits
  15. You sure like your counterpicks. I like mirrors better though. You're from San Jose? Let's play at MGL/SVGL or something. :]

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