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vanfleihight

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Everything posted by vanfleihight

  1. What we should do instead is have a gathering. Eh? Ehhh???
  2. We should play sometime :D

  3. Elk Grove. Pretty boring down here.

  4. Never heard of it.

  5. What part of sac are ya at?

  6. YOU AND YOUR TAGER DOUBLE ELBOW DROP. SO HYPE.

  7. Jin, but I've been practicing a lot of FRKZ Bang lately. I'd love to play you guys some more. Any tips for Davis itself?

  8. Just curious, I start as a freshman next month and just thought it'd be cool to know someone around the area. I was at Scott's gathering earlier in the month.

  9. You wouldn't happen to ATTEND UC Davis by any chance would you?

  10. We need to playyyyy

  11. I like how I'm reply number 666 in the question thread.
  12. For the j.4C FRKZ loop, am I supposed to land naturally or do a 2 dash? Also, I keep crossing over when doing the 9 dash, do I just need to input j.4C faster?
  13. You are one funny mofo to play in real life

  14. For the combos that involve d.2D after 623B, how do you know whether to do j.D or sj.D after the d. 2D?
  15. The sj.C at the end doesn't even bother me too much. I'd just rather get the last seal to land consistently. I've tried letting the nail hit OTG and it seems hit or miss with 5D. Why don't I just simplify the question. How do you land the nail to 5D on CH 2D > j.D > 2369C > 6C > j.D > 2369C > 5D > ender
  16. What's the secret to getting 2369C>5D to link in the combo above? I can't get it to land consistently.
  17. How do I cancel 5D into FRKZ? I can't for the life of me get it to work but I saw Nezu do it in an A-cho video.
  18. Risk versus reward. You're vulnerable during the start-up anyway.
  19. Contemplating whether to stop by your session Saturday. I only have a stick for Ps3 :\

  20. Personally, 6A doesn't seem that horrible unless you're just afraid of him doing D counters Assuming you mean after knockdown in the corner, 1. You could simply back off to bait rolls and reversals (TK j.214B, counters) and wait and see how they act 2. 5B, 2B, 2A etc shenanigans 3. If the Hakumen isn't very counter happy or confident, the old knockdown 236C or 6A overhead. If 6A lands you can start a short combo. If they block, rapid cancel and continue pressure. 4. Throw - Probably the least useful option if they break it 5. Tick Throws 6. Depending how liberal you feel about meter, EX Ice Sword. If they block, great, you get advantage to do whatever you want next. If it hits, you can either combo or go for a 50/50 reset. That's all I can think of. Correct me if anything is wrong or disadvantageous.
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