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canned.air

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    your desk with all your random comp parts.
  • XBL
    Silwest
  • PSN
    canned_air
  1. Kneel. That is all.
  2. i use 3c 6d~b(no hit) 5b 5c 2d 6d~6 j.a j.a 9d~9 j.c 9d~9 236bb 236bbbb. i'd use j.a j.c instead but my timing sucks. it's not the most damaging combo in the world but the timing is fairly forgiving for online purposes...and you've played long enough to know where to put in the subtle little changes. in fact, i used this on you a few days ago 'cause i started getting tired of whiffing my other more damaging combos. i normally use the 3C, 5D~B[no hit], B, C, 2D~9 yak yak yak combo on everyone but carl, but i've been whiffing it a lot lately.
  3. i has xbox live again, yaey.
  4. i dunno...it's been well over 6 months now and it's still annoying as hell. I can't even count the number of times where i wanted to berserker barrage and i just do a standing drive instead and get punished for it. edit: when i say 6 months, i'm including sf4 playign time too, in which i whiffed countless fireballs.
  5. i use dabc, but even after...however long i've had my stick, i am still struggling with the retarded square gate. probably going to have to swap it out for a seimitsu ls-56 with an octo gate soon; the jlf octo gate is too big.
  6. practice on tager first 'cause his hit box is huge, then work your way down the hitbox ladder. that way you know if you're close to getting it right or not. edit: gah, i wish i could go and practice against people more; must buy xbl subscription card
  7. my xbl ran out, sowwie
  8. in a horizontal drive loop, you won't have the altitude to do that...they'll just fall to the ground and you cut your combo short...unless you're thinking of 3c 6d~6 236b 2d~b taunt/5c yadda yadda ya. edit: grammar and crap. edit #2: me and xdest are referring to a combo that looks like this: http://www.youtube.com/watch?v=XQdnAZHFsUY#t=6m25s minus the botched 236bbbb at the end.
  9. that 2nd video, the one that looks all fancy, looks more like a technical exercise than anything else; not a whole lot of it seems usable or desirable to execute in an actual match...especially if its an online match with lag. seems like an awful lot of effort for damage that you could whip out with less chance for error with a simpler, easier to execute combo. nonetheless, it's very fancy and fun to watch though =3.
  10. wall cling has two uses: escaping a corner (grab the wall and drive away) or mixup (grab the wall and drop in between them and the corner). well...i suppose three (be annoying and playing keep away).
  11. 22c is not overly useful. the animation is long, leaving you quite vulnerable, and the return is minimal. i'd avoid using.
  12. taokaka, in general, is a very precision style character. if you're a little bit off, you'll whiff your drive loops somewhere and fall out of it (happens to me when i start playing too long). cpu-haku is really annoying, mostly 'cause he's just like any other cpu player, inhumanly precise blocking and attacking. combine that with instant input commands and you have a very frustrated anything person (try putting the game at maximum difficulty, ouch). The only thing i can suggest is doing a B cancel in your forward drives to get behind him, along with a lot of 2a poking to forward drive-type-stuff. Once you do get something started, you pretty much have to finish the combo or you'll fall behind in damage 'cause he hits so friggin' hard. people-haku isn't quite as bad. This is when mixup's become more of an option 'cause people don't have instant reaction time. drive with a B cancel to get behind them is extremely useful against a defensive haku, or even a tager. because humans don't have the ability to instantly change direction of which way to block like cpus, you have a chance of catching them walking towards you for a second, 'cause they think they're still back blocking. capitalize! bnb combos....eooooooo..... the one on the disc is a good place to start, but there's an easier combo that's close enough. you might want to consider doing this instead of the 214bb -> C one: 4b+c -> 236cc -> 3d~6 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.236bbbb i can guarantee you'll land this one easier than the one on the disc.
  13. even though noel's chains seem like and endless, unstoppable combo, there's actually a lot of holes in it. though it takes practice, when you're blocking and they're moving on to the next move in their drive, there's openings for you to do a 5B. You can't do it in between any of the drive moves, but experiment and you'll find the ones that you can. When you land that 5B, you can do a 3C, to a drive loop if you get all 3 hits. If you don't think you'll get all 3 hits in the 3c, you can do a forward drive with a B cancel after the 2nd of 3 hits to land on the other side for a mixup, do another 5B, 3c (3 hits) to a drive loop and be a happy camper again. in the other case when noel is doing the low drive moves 'cause you're blocking low a lot, you can do a 6B and that's the little flippy kick thing to go over the low drive move, do a 2A to a 3C and drive loop that way instead. if you're REALLY good with your timing, you can do a 4b+c to do a back throw, 236C and drive loop. i don't recommend this 'cause you have to be really close to noel and if you're blocking a lot you might not get that close.
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