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Coren

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Everything posted by Coren

  1. It's not actually not a bad midscreen combo off of 6A or neutral throw; it's old, but still a good combo. But I hate Sekkajin combos because I can never mash the exact amount required, I always mash too hard or too little.
  2. 1) Pray they screw up 2) Try to distract them 3) Complain loudly about how a real man would stop the loop and fight you face to face 4) Pause and unpause the game quickly while they're doing inputs 5) Physical violence Teching the throw won't get you out if they know their shit, you need to hope the drop it like a scrub at some point; Jin has no outs for the loop. Also http://dustloop.com/forums/showpost.php?p=386515&postcount=7 go read this a million times (you might even have time to do so while carl throws you around like a broken toy for an hour or so).
  3. Yes, but if you're having trpuble landing it just do the superjump, the added velocity should help connect the j.D faster; by which I mean I know for sure you can do the same combo with a superjump and it'll work as I do it frequently. Also try jump canceling and chaining faster, you're wasting time falling if j.D is whiffing. Or you know, do a different combo.
  4. Try it with a super jump. Or go for [combo]> 5C > j.CD > Airdash > j.BC icecar.
  5. FUKEN SCRUB, HOW DARE YOU QUESTION THE LOGIC OF 5C, GTFO, WE DON'T WANT YOU KIND HERE! By which I mean: 1) Damage, more damage generally = more better 2) Safer, I'd rather be on the ground recovery from a whiffed/mistimed 5C than in the air next to my opponent with a whiffed/mistimed j.B 3) Easier to remember, it may seem silly, but going into a familiar bnb is comforting and easy to remember and/or muscle memory
  6. 6A 2B Crossup/non-crossup j.B Crossup/non-crossup j.D j.214D 6D Throw (you can grab people out of neutral tech) The j.B j.A(whiff) reset game And empty jumps into throw or 2B/6A
  7. 2H, 6K, meaty GB, GB crossups and the fuzzy are the best oki's IMO. But Hos's 5D comes out pretty fast so it's not a bad idea to toss it out from time to time, just don't do it a lot because it's at all safe. You can even do it mid blockstring if the other guy has poor reaction time (like me ).
  8. I'd do it every time if they had the burst; it's a decent round ender.
  9. I'm fairly certain That DesuDesu did that one, but I've not been on Fakku for a week. Regardless, this isn't appropriate content.
  10. You need to buffer it in the tech animation, so if you're neutral teching you do something like this: C623C or D623D If you start the DP with a button press you'll start the tech as you are buffering the DP, just make sure you don't hit 6+a button by accident, as this will make you tech forward and deny you the DP.
  11. Murder Learn to predict the Jin player, find his habits. If he likes to IAD in at a certain range start throwing out atomic colliders at that range; He'll either stop doing that so freely, or you'll get free combos. If he likes to backdash away and put out a 236C/D to cover a rush in, learn to anticipate that and save a spark for it. You need to deny him some of his options.
  12. Mostly as Oki, but upon realizing it was the greatest thing since nanto bakseiha; I started to do some at neutral. Also if you stagger projectiles (236C->236A/B/D), Tager has trouble sledging them; you can use this to get him to block your icicles. Sledge breaks projectiles behind and above him too; don't do 2D when he's sledging even if it would hit behind him.
  13. IAD Crossup/not-crossup j.D seems monstrously good against Tager. He's huge and has no good anti-air options (well the magnatech wheel I guess...). It was rocking when I played yesterday; but maybe the Tager players just had trouble blocking/punishing it. EDIT: If they block it you can just cancel into j.236D to make it safer / catch them being eager.
  14. Z > ZZ :psyduck: But Puru > Z girls

  15. I'm having trouble dealing wih litchi jump-ins: I like to throw out a fullscreen 236C to bait opponents into jumping and then punishing them accordingly until they respect it ( SONIC BOOM:psyduck: ); but this doesn't seem to be working that well against Litchi. When I try and go air-to-air with j.B she seems to beat me out with j.C [m] most of the time; and my DP's are getting barrier gaurded in air. What's a good way to deal with her jump in game? And while we're at it: Tsubame safe oki's?
  16. #R slayer would make their heads asplode then.
  17. What's the best Reward:Risk punish for wakeup Inferno Divider? I'm a little fuzzy on how to punish it the best way, I often get pegged backdashing it.
  18. Laaaaaate response; I'd have cut out the game noise, it tends to interfer with the beat of the CM song (track in your case I suppose).
  19. That's all kinds of sexy, how's the damage as compared to the more standard 5b 5c 623B 5C 6C type combos?
  20. One time I saw a guy who kept throwbreaking the super, I asked him if he was a witch. He laughed...nervously
  21. Yeah that'd be cool, It'd be nice to be able to play people on the best coast without having to suffer hour long trips.
  22. 623D has a great hitbox, I like that it reaches out further than 623C; and it's out faster too.
  23. I'm also curious to know how his match played out; my Jin mirror is weak.
  24. Why Don't you lift yourself on up and outta here?

  25. Everything is a much easier fight if you know how to instant block well. Correct me if I'm wrong, but I'm pretty sure that IB 623A/B/C is the shit. 623A comes out in 6F, so unless your opponent has a 0-1 frame move, you are gonna beat them out or trade. 623B is invincible from frames 6-19, which happens to be how long it'll take for anything your opponent has to come out; you will beat them out everytime. 623C is invincible from 1-22, you are invincible for 4 frames before your opponent can even do anything and then 18 more afterwards, redonk.
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