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Shiri

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About Shiri

  • Birthday 09/25/1988

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  • PSN
    Shiri_S
  1. I understand the sentiment, but while I don't mind spending a long time gradually picking up strategies and correct gameplay, there's only so much effort I'm willing to put in to trying to perfect extremely tight timing and that sort of thing. If I want to give the game a real chance it'll have to be with a character I can actually do the moves of reliably.
  2. Thanks for the feedback. Millia seems to fit pretty well and I'm glad I'm less likely to have to give up after discovering a bunch of tiny FRC windows with her than anyone else...
  3. Which is the least dexterity-reliant character in AC (not sure if this qualifies as a "gameplay question" per se given some of the other stuff here)?
  4. In the start menu, there's a command list. It says "Act Parcer" there. I was a bit confused when I read that too, not sure why it got translated differently. What does either translation mean in normal English anyway?
  5. OHHHHHHHHHHHH I did the TK 214 thing by accident and didn't make the connection. Thanks. EDIT: I figured out the problem with the other thing on my own - it works fine at midscreen, but not in the corner apparently. Guess I'll try and keep track of corner combos in my head separately.
  6. "dash > 214B > d.j, falling C, land, 2C > j.2C, airdash (j.?)2C = 3410" ^-- I can't get anything in this whole section to connect right from the start. 214B > doublejump doesn't even seem to be a valid cancel as far as I can tell...is there some tiny window in the 214B motion where you can jump cancel it? I also can't get 236A, 6C to link full stop because the comp just techs and it doesn't hit no matter how I time it. Is that a spacing issue? EDIT: Also why does it have to be dash? I have been trying it, I just don't understand what properties it adds.
  7. Is that corner or CHonly?
  8. Thanks. How likely is that to work if they're cornered and trying to roll through me?
  9. Ok, so I have the fundamentals of blockstrings and some combos - although I have this thing where I can only get close enough to do C moves without their mashing all over me, and I can't combo much off those, but I'll figure that out. What is good Jin oki? For toward, away and up-techs. The computer acts like a retard and gets hit by like 2C214B all day whenever it techs but I suspect that will not be the case with good players somehow.
  10. Does that work even if they already buffered the A version (or whichever the invincible one is?) I think I tried to tag him with 6C once and whiffed but that might have just been poor timing.
  11. So I decided to try and test if I could do combos on live targets in lag-free conditions (result: I can't) by playing the nightmare mode CPU last night, beat most of the cast but kept losing to tager principally because of backdash 720. Is there a good way to deal with that?
  12. Yeah, I guess I made myself sound even more ignorant than I actually am there - I know what a pressure string is, I just don't know any examples of good Jin pressure strings. That one helps! Also helps to know A ice car is safe, hm.
  13. Well, that is helpful, but I don't even know what kind of pressure I should be doing that COULD be airtight, so it's a bit more of a fundamental problem than that.
  14. Are we supposed to use "pressure strings" like combos that you do on block (if so what are they?) or just stick out things like 2A and 6A/B until they get hit by something and hitconfirm combo?
  15. "Watch out for derp. getting your D or j.C derped is really bad. bait derp with your multiple jumps and IB that shit if you get too close... derp I think is 6A. It's that godly anti air that reminds me of Slayer. Don't fuck with it..." Do you mean the thing where Nago uppercuts you? (this whole paragraph is fantastic btw)
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