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severin

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Everything posted by severin

  1. Everyone's going to be in for a huge surprise once they realize kara fastfall exists.
  2. Jin has a Number of options after an RC'd icecar. Off the top of my head, Jin can: j.b for an overhead land 2.b for low j.a tick into throw I'm sure there's more fancy gimmickry that can be done, but those are the main things.
  3. Act pulsar forward. Bang can't teleport backwards.
  4. Quick question regarding 22BC. Is the input 22B+C, 22B~C, 22B > 22C? The timing has always seemed weird for me. (Okay, everyone's timing is weird compared to my EZ-MODO character)
  5. Correct. Air moves are notated: 空中で or 空中可
  6. My only explanation is that you could be getting a mysterious backdash somewhere. That's when I find myself getting hit most by 5D, especially if I'm trying to instant block everything.
  7. I believe it's worth it. I just am safer with it online, offline I can usually pump it to 4700-5000 if I squeeze enough C hits in there. Hey, we can't be in the right position for a 6.5k meterless combo all the time you know, and I tend to tone down the fancy stuff online. I'd rather have 4.5k-5k than 2C> 6C > dash > jump > dammit I missed the j.C, for 1.5k An alternative for 5k~, is 2147D > Dash > 214a > 2C > j.C > j.2C > 214D > Land > Char specific followup
  8. Yeah, how dare they bash an unbalanced, overpowered character at a major tournament. Who is that Sanchez guy anyways, bet he's some random scrub.
  9. Regarding Tao, it can actually be done on reaction to her drive from mid to full-screen (2C gets stuffed at this distance), she'll often pass through you in the process though. Sadly though, a drive CH won't let you get the CH 6a > 2DD > field etc combo, but you can dashup 2C into whatever if you land the CH. Also, if you block 5b and sense a 6b, 6a will counter it, leaving tao at the right height for the full combo. Now, Araknue is a different manner. The biggest mistake I made when trying to integrate it at first, was doing it too early. Doing it too slightly too early will lead to getting counterhit by arakune, and bad things happen. If you do it slightly too late however, the dive will whiff completely. Again, due to the weird nature of 6a, you'll often be crossed up in the process. Interesting note about litchi though, I rarely get to play against litchi, so that's good to know.
  10. I pronounce it Severin. DesuEX just happesns to be the gamertag my roommate lets me steal (it's his xbox).
  11. If I ever refuse a match, it's usually due to me being a connection whore, and not knowing who people are. However, if any of y'all wish to play, just shoot me a message or something, I need all the carl practice I can get.
  12. 2C Whiffs, other nu can punish. Also, none of the ground specials were listed because they all suck as opening moves.
  13. So, topic of discussion for today is 6a. What situations do you find yourself countering things in? I mostly only use it against Tao drives and arakune dives for the possibility of a 4.2k combo off of it, but I'm sure I'm missing a bunch.
  14. GGs as always Kyle.
  15. Because I got bored, here's a fun, helpful, totally easy to read chart detailing why you should jump + barrier at the start of the round. Just do it. Really guys. Blue arrows represent what that option beats, red represents what trades. Everything else is a more or less neutral situation. This chart is incomplete, and inaccurate, but I don' give a fuck. That's just how I roll.
  16. You can punish with a 5a > 3c, 3c, or 2C (depending on distance) if you IB 214a, but it will trade if they do the follow-up. Generally a safe-ish bet for you seeing as that the followup knocks you pretty darn far away, and doesn't do all that much damage. Corner is a different story though
  17. GGs and such today.

  18. Another thing I find that helps with that combo, is to dash as little as possible before the first 2DD. Also, you can squeeze about 600~ more damage out of that combo by doing 214D > 2DD > 6C > Dash > 2DD > j.C > j.2C > 2DD etc
  19. Yeah, fuck that guy.
  20. Anyways, sitting on a full spark meter is way more threatening than one might think, and it'll sometimes give you the breathing room to land that all-important 2D. Also, guys, stop backdashing/sledging at the start of the round, 6C into 5k+ is not fun for anyone.
  21. I'll be there. 'Cause.
  22. Protip: Block after teching an airgrab.
  23. u mad. etc.
  24. However, in some situations, you can backdash it, and punish the whiff. Just don't go for it always. Just block for the most part.
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