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DF2K

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Everything posted by DF2K

  1. OK so I tried the FC combo that I mentioned earlier. The proration from the j.2c's butchers the hell out of it (came out to be about 3.2k, which isn't bad... but not amazing enough to consider), and my friend and I were more interested in playing matches than testing Carl theories. :P In a situation where you could choose between a 6a CH, or 2c FCH, would 6a still be the best route?
  2. And by sister, I mean your face with my new and improved CS Litchi.

  3. Steven, I'm coming over today to rape your sister.

  4. Hey Cake want to play BB today? :E

  5. Not to mention how well you can avoid losing primers, if such a skill exists. Doesn't Arakune have a trick where he can break up to five primers in a block string? Carl only has 4.
  6. I remember watching early CS vids with Arakune and noticing how 3 clouds are needed for a curse, then thinking he was crap. Oops.
  7. I thought about that, too. The thing is is that after 6b during a block string there aren't any moves that cancel other than 623c or vivace itself, if your opponent knows Carl's gatlings they will know that it's safe to act, defeating the trick. Blah, I don't know it's all theory really, I'll have to test it out when I play my friend again. Edit: I was also wondering how 2c's new fatal counter properties could be utilized. Consider the following: Let's say that near the corner I do an air combo ending in 214c near the corner. If I 8d after the combo (to prevent them from teching out of the corner) they are forced to go straight down right? Well if they are coming down with an attack, like Litchi's j.b which has a good hit box below, would it trade with 2c, or would that get me a counter hit? If it would, what kind of stuff could you follow it up with? Here's one idea: 2c, FC, j.2c allecan, land, j.2c allecan, j.c, j.2c, j.c,dj.c, j.2c, j.c, 214c. I'm not sure how that would prorate, but I know that j.2c does a significant chunk early-combo, and tacking on 623d in the middle wouldn't be a bad idea. Ugh, so much stuff to test today.
  8. The best way to learn the timing is to articulate your button presses and commit the rhythm to memory. This bugged the shit out of me for the longest time until I just practiced for an hour or so. Edit: Also, this isn't really CS specific, but something I came up with in class and thought was worth sharing. With N-C-O positioning and the opponent in 2a/5a range, try 5a,fuocco+a-vivace (41236 a+d), after the vivace, start holding 6c. Fuocco is just long enough to charge up the 6c completely making it unblockable. This isn't guaranteed obviously, as it's dependent on how fast your opponent reacts to the vivace, but it's definitely something you could throw out there randomly. Since your opponent would be expecting a full block string, doing it (41236 a+d) immediately after the initial 5a could trick your opponent into blocking long enough for fuocco to to start up.
  9. 2a, neutral, 2b+2d, 3c is a good way to start. Learning to buffer Nirvana is funky and will take time. So to restate the obvious, practice.
  10. I'd sacrifice my left testicle to have an additional pixel in my avatar.
  11. We'll just have to wait for more Dio vids I guess. edit: AutonomousR updated :P http://www.youtube.com/user/AutonomousR#p/u/10/pF3Rijkp98M
  12. The movement tends to deek out a lot of people, making them think they need to block sooner than they have to.
  13. Dio's getting a lot more inventive with Carl's projectile. http://www.youtube.com/watch?v=vduw1jtr4n0&feature=sub
  14. Yeah that's what I meant. You're right, I was just confirming those for Urichinan.
  15. Yes. 5B - 6B - J.2C - 5B - 5C - 5B - 6B - J.2C - 5B - 5C - 5B - 5C does~3.2k j.b 5B - 6B - J.2C - 5B - 5C - 5B - 6B - J.2C - 5B - 5C - 5B - 5C does~3.4k j.b - j.c 5B - 6B - J.2C - 5B - 5C - 5B - 6B - J.2C - 5B - 5C - 5B - 5C does~3.8k Not bad.
  16. You're right, I was just getting used to her combos when we were playing that day so I was sort of playing by ear. I played with a friend offline today and I was pretty consistent with combos but scrambling in other places. I just need to string it all together I guess.
  17. My Litchi isn't terrible at all. These were casuals and I was experimenting with different combos/mix-ups (hence the excess of 6a and dropped combos). Not to mention I picked her up just recently, I was sort of playing her blindly. That is all.
  18. http://www.youtube.com/watch?v=CR7fHIMsCtE Please critique my Litchi. :D
  19. http://www.youtube.com/watch?v=DT2280zMSbk Please critique. I'll be uploading more, but my dorm has a pretty bad connection so it will take a bit. Thanks!
  20. It depends on the situation obviously: Sometimes I'll RC a block string (ie. first hit of 2c) and run up and throw -> 214a, etc. Wake up supers against greedy players. Combo extending (ie. 5a, 5b, 5c, RC, run up, 5a, 6a, 6c b&b). Baiting/avoiding bursts. If they have a little bit of health left and they're in the corner, sometimes I'll RC the last hit of spring raid in her b&b, and airthrow since throw damage doesn't prorate. Sorry for possibly overstating the obvious. lol
  21. http://www.youtube.com/watch?v=_9QDt8OVDYI My Carl, critique please. I need to use j.b more.
  22. Interesting.. Xbox Live ID- KrisDF3K Timezone- pacific Availability - Any time after 5pm my time.
  23. I recorded some Noel replays and I figured I'd put it up here for some critiquing. http://www.youtube.com/watch?v=4--wOdGK9-8 Advice anyone?
  24. I haven't read many of the replies so I might sound like a dumb ass, but here's my two cents: Mix up your approach, although this stands for every character, V13 requires one knock-down then it's all a matter of maintaining pressure. All of the V13s I've played online have a hard time zoning when I'm approaching from the air.. maybe they're missing something, or it's actually a good idea?
  25. Hell yes there it goes. Thanks again!
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