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DF2K

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Everything posted by DF2K

  1. 2c is better if it trades since you can dash backwards and 623d. If 2c is a clean counter hit you can really only 4d-d, #j.214b.
  2. Something I did vs. Tager yesterday: 5c, jayoku, 6d-a x 3 , 623d, 665c, jayoku, 214d~~c, 5c, 2c, 4d-a, 4d-d, #j.214b. Did roughly 8.2k. Poor Tager.
  3. I just tried this and I couldn't get the second loop off because of the push back from 2b, 5c, 2c. However 2b, 5c, 2147b connects and you can barely link Jayoku. The damage isn't too solid because of the proration, but it's definitely a show-off combo if you want to humiliate your opponent. XD
  4. What I mean is pressing forward once as the animation is about to end, and again when it actually ends. It helps the dash be more "exact" I suppose. Another example is buffering a dash after RC by going forward, RC, forward. So the dash is almost immediately when you RC, making the follow-up slightly faster and precise.
  5. My theory is that everyone will play Hazama because he's a pimp, then find out that his movement is odd and find another character who has a dash rather than a hop. I used to play a lot of 3rd Strike so I'm accustomed to "hopping" characters like Johnny, Carl, and Hazama.
  6. 1. It depends on how far in the combo you are. Relaunch combos like 3c, 214d-c, 5c, j.cx5, land 2c, 4d-d, #214b will only connect if the 4d is on the 12th hit or lower (sometimes 13, I think it's character specific). Anything higher will blue beat. 2. You're right about that, the higher the Jakou connects, the more time you have to follow it up. The timing on the follow up should always be a buffered dash as the animation for Jakou is ending, regardless of how high you catch them. Fireryda: I'm not sure, what is the proration like on 5c vs. 5b?
  7. This is actually helpful if you get them with j.5d pretty high in the air: j.5d-d, j.214b, RC, 44, 4d-d, 5b, 2c, 4d-a, 4d-d, #214b
  8. That combo is actually pretty good in the corner if you plan to use 214d-a in a block string and your opponent gets eager and tries to jump out. Edit: Well obviously not the WHOLE combo listed above, more like: 214d-a, 5a, 5c, 4d-d, #j.214b
  9. Hazama's Mission 10 combo: 6c CH, 5d-d, j.b+c, land, jayoku, 6d-a, 623d, 663c, jayoku, 214d~~c, 5c, 2c, 4d-a, 4d-d, #214b (7990) The j.b+c is to stop the forward momentum from 5d-d so he can fall to the ground and Jayoku. Sorry if this has been discussed already, just thought I'd post it here for those who haven't seen it yet. SOURCE: http://www.youtube.com/watch?v=sa9eWn6Zqxc#t=2m30s
  10. Today something amazing happened. My friend was playing Tager and he did wake up MTW. In response I did 3c, the first hit of MTW clashed with it and I canceled into Jayoku. The second hit of MTW and Jayoku traded and I ended up doing around 5.5k. XD I love Space Kick.
  11. I have no problem with doing dash-3s if I'm facing left, but right is a different story. If I plan on using dash-3c, jayoku, I just make sure the 623D is relatively high to buy more time, not to mention prorate the combo less to make the super worth it. But like Kid said, if you have 100 heat there's no harm in using jayoku mid combo just to add some additional damage, especially with Hazama's heat gain.
  12. Space Kick. Speaking of which, I was playing my friend a couple of days ago and did: cross-up, j.2c, land, Jayoku. It does about 1.7k before the follow up. Does anybody else do this?
  13. Edit: Wow Eclipse, I totally read your post wrong. XD Btw, wtf is up with Hakumen- I do neutral throw, 6d-a x 2, 623, 663c, jayoku, but the super whiffs. Is he just special?
  14. Hey guys, what's a good way to get closer to your opp. after 623D? I sometimes dash forward and 3c, 214D-A. Is this good? Or should I just use chains. Thanks.
  15. http://www.youtube.com/watch?v=ocVUiRqDTmA&playnext_from=TL&videos=lClAwFbM8pU&feature=sub
  16. http://www.youtube.com/watch?v=9fGthSu25Hk&playnext_from=TL&videos=30N9wCfT1jo&feature=sub#t=2m51s Don't let this happen to you. PS: I know I had a burst, I just wanted to see him finish the loop.
  17. Loops are just rinse, wash, repeat combos. Unfortunately, this is not the case. :(

  18. I have zero experience in this matchup, but I would imagine watching out for 2C is good, not letting her get charge is good, and not getting hit by unblockables is good.
  19. I don't think it would matter, and you wouldn't be able to 2d loop since you have to keep her active the whole time.
  20. Yeah I kinda disregarded that Tao's health is worse in CS(lower than Carl's wtf), I was more or less thrown off by how fast it dropped. O_O
  21. http://www.youtube.com/watch?v=Jo_WM0AdO-M&playnext_from=TL&videos=R1gIBPvYsjE&feature=sub#t=0m30s Whaaaaaaat
  22. Hey, that sounds a lot like scat.
  23. Scat is probably the best genre ever.
  24. So I've been working on summoning Ada during the fatal counter combo I linked earlier, and I'm having some trouble. Is there a gimmicky way to do this? Or am I stuck with j.b FC, iad, 22d+c, allecan~. It's so hard to buffer in such a small time frame. >_<
  25. Could 214D~D be used to make 3C a bit safer on block?
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