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kid viper

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Everything posted by kid viper

  1. alternative for 5a AA based off rion's route+ brett's ender https://www.youtube.com/watch?v=LuCgMSA8gL4
  2. ;;;; sure just ignore me. do you understand what the glow of the sun is really?
  3. guys.....head invulnerable does not mean it's invuln to projectile. head property invuln means it is invulnerable to head property attacks ie: Jumping attacks. stahp it.
  4. watch denpa vs yu-sama set. denpa uses fuzzy guard j.a into smp
  5. jokes. looks at sig.... oh hey hazama is the best in the game... stop bitching :<
  6. Iirc off of throw in the corner you can do B+c~c > mudoon > 214c 214d > c trap goes off > 236a~b~d > d trap goes off > 2a > 5b > 5c > (236b~d )xN
  7. here's my stuff since i'm switching to liz. http://www.youtube.com/playlist?list=PLDEC68F608E883EC6&feature=edit_ok
  8. this seems a little too early for a tournament with p4u. 4 days after launch is very :/ also no game breaking glitches?
  9. The safe jump with throw whiff works in corner as well. it'll beat everything but ashura. another setup that works is 5c > 2c> 214d~b > jabaki > super jump throw whiff > j.2c - if opponent tries to dp hazama will be behind them and controls will be flipped. if they roll/want to quick rise then j.2c pops them. - can mix this up with an air dash back j.2c after throw whiff once the mixup has been respected.
  10. who plays this character? i just get away with dumb shit :V
  11. since none of you guys can come up with anything here's a video demonstrating 2b> 4a+b os http://www.youtube.com/watch?v=GjAqkq5JoPw
  12. OS in corner vs quick rise/roll = 2a>2a+2c> 2a~5c if they roll/quick rise then they eat 2a > 2c and have enough time to confirm into 5c. emergency tech = 2a all day. combo if they quick rise = 2a> 2a+2c>2a~5c > 214d~b > 6c > small hiren loop combo if they roll out of corner = 2a> 2a+2c >2a~5c > 623d
  13. 214d~a knockdown --> 2b>4a+b>2c> hiren loop. char specific 214d~a knockdown --> 2b>4a+b>2c> jakou > jayoku > hiren loop for 5k+ off b or higher starter 2b>4a+b vs dp = blocks dps. no dash needed
  14. http://i.imgur.com/ZJQ0N.gif shoutouts to seifuku/ pz|mihe. highlight of the weekend lol real shoutouts later.
  15. thank you arc sys for keeping hazama's burst at goku level~ special super secret videos will be up after bbr unless you watch me unveil my secret tech then (:
  16. i'll be there friday morning~
  17. rather than use your meter to RC, you can do dashing jayoku for stronger damage. in corner haz gets 8k off 2c ch and midscreen is about 7.2k iirc?
  18. 3c> 236d> 66c> 5c> 2c> 2147b> 5c> 2c> 2147b> 5c> 2c> 2147b> 5c> 2c> 214D~B > [5c > 214D~B OR 3c > stance]
  19. http://www.youtube.com/watch?v=WXRBZypXuRE happy birthday guys
  20. yeah i have and it's still better to opt for the 6d~c > 2c. the prorate on 6a keeps the loop from going past 2 or 3 reps and gives less meter/damage
  21. k that combo from that spacing works on everyone but carl/makoto :\ with carl you go for the regular j.6d~c > 2c > hirentotsu. still testing what is optimal for mak. oh also i realized doing the 5c > 2c > gasshokyaku x 2 leads them to tech right before ground, so if you want the soft knockdown opt out the 2nd 2c and you get it but lose a whopping *sob* 2 heat. either way you still get a strong wakeup pressure
  22. haven't been able to test it on everyone yet. will update when i test more. the stance cancel works on everyone, the 6c/ 665c is variable based on character size
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