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TheDarkWall

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Everything posted by TheDarkWall

  1. Ya ya ya I know, still would have been a fun move in mix up. I'm not saying he needs it just that it would be fun, no need to get so up at arms.
  2. damn that would have been a fun add on imo.
  3. anyone know if he can actually jc on 3C they said he could but to this day I have never seen a video of it.
  4. Hold on are we talking air command or regular air throw?
  5. I really see litchi as a character I encounter rarely, not as much one I have any real respect for over anyone else. When I see one its more like " oh this is rare " more than " BLESS YOUR SOUL FOR USING LITCHI MY GOOD MAN!!!!! "
  6. I personally think rachel is saya honestly. I mean the way I see it saya was taken by terumi when she was a little girl. Now she could have been turned into a vampire or something by the head of the alucard family, and then saw ragna dying, which is why she bit him. This also explains her interest in noel constantly and why noel constantly sees her in visions. Also it explains why she cares about ragna so much.
  7. I could have sworn you can punish A dp on standard block with dashing 5A
  8. I love doing double daifunkas via slow tech'ed C nail. Sure fire way to get cursed at.
  9. I find that 5D works allot easier, although in both cases its probably good to use it very sparingly because now I basically have my friend act parsaring when I teleport. I wonder if a light teleport may fix that, or maybe just block and punishing.
  10. This best combo video kinda makes me sad. I mean from what I remember from GG, the more depth that went into your combos the more reward you got, but allot of this stuff just seems horribly impractical and doesn't do much damage, especially for the tension usage. I mean I enjoyed watching it and all, hell I may actually learn some of those just to add some flash to my game, and their were a few good ones in there, but allot just seemed like stuff that would be worthless in a fight. Is their something I'm not seeing or understanding here?
  11. Personally, not to say the combo is really that hard at all, but I find the 2b timing odder than the 6C since the 6C you can do almost asap, where as the 2b has to be delayed.
  12. I see, also I have a question about something. I tried super punishing it. For some reason after being hit with a web shuriken 2B into super does less than 5A, however the reverse is true for standard hit, this doesn't make much sense to me, whats the prorationing on those nails?
  13. I didn't mean it like that, I just know their are C nail combos you can do specifically out of the web set ups, but I suppose thats only for certain situations come to think of it, such as otg. Anyways I can use FRKZ ok against high level tao, although its hard as all hell and it usually does go to crap. But that brings up something else thats been annoying me. When I do the dash in 5B off the wall juggle combos, they always screw up on her and she techs the 2B. I thought this works on her but it doesn't seem to be. Any ideas as to why that is, I do it just fine on everybody else.
  14. Any recommended C nail combos, I haven't learned to use them much outside mid combo attacks. Also you have to tweak the timing on the j.C but you can still hit her with it.
  15. Hah, I just realized a HUGE gap in my game. Because I've been struggling with my air guard due to the air dashes, I got in the habbit of air barrier guarding, most likely pushing me further way. But none of her air swords are air unblockables are they?
  16. Ok, new problem, similar to the ones you guys are having. Now if I get her in a block string and shuriken cancel she can usually wiggle out to the point where the string ends and I get in like 2 or 3 shots. I'm considering using 3C out of 2B to catch her on her running away, sound like a good idea? I could always IAD but it seems like when I do the kick connects in a way that I have her barely in range if at all. Its really seeming that for a next to even match up supposedly, it takes me knowing far more and being far more skillful than the Nu player to pull out a win. Also my problem with moving in comes in the sense that 2D seems to be very versatile and hits me ( blocking ) in most jump at which point I'm pushed down to the ground. What I'm thinking about doing is to start faking double jumps and then as I fall down to the ground do an air dash to avoid the inevitable 5D coming my way. It may be a good way to get in a mix up.
  17. I would be so unbelievably happy if 5A hit all crouching opponents. Anyways thanks for the advise, as I said I'm not used to fighting a Nu who isn't horse crap bad.
  18. I actually have been having trouble moving in against high level Nu's. Low level Nu's aren't worth the time of day since they aren't used to something that is close to a fair match up. But my problem with the high level Nus is that they always pick me out of the air with 2D when I do a high jump air dash to move in. Although I only had 5 matches against one. But my theory is that I should be using just a standard double jump with no air dash so that I can barrier guard on my way in, since they were picking me up in my vulnerable frames. Just running this by you guys, sound good?
  19. The better hakumens I've seen utalize that gap to throw out a parry to get the next part of the string, although thats only good if you think they're not going to do an overhead or IAD. Although another thing I've seen them do is IB the hits before the shurikens and parry those and get the grab off that.
  20. I see, so does anyone know why or how to work around my issue with IADing into j.4c not comboing? The only thing I can think of is delaying it so I hit the ground faster, but then that takes away from the cross ups value.
  21. Hmmmm, well if I had to guess it would be due to spacing on the move. You may need to be closer for it to connect. Either that or its how fast you're doing it that could be the variable, those are the only two factors I can think of.
  22. I've got a question on something new I have been trying to do. I've never really utalized the IAD for canceling 2B into the j.4C cross up. Now I can land the hit fine, but afterwards they're usually left relatively far away from me, and I usually am unable to land quick enough to do anything, do what is a recommended way to make this useful, because right now essentially I sneak in one hit and have to jump through hoops to stop from losing my pressure. Also to the guy complaining about bangs range, what I usually do to make up for it is fake run ins, air dash in and out real quick, maybe your occasional slide kick. My best way of moving in as bang is using his air game. You drop just enough to fake them into doing an anti air and then jump and punish, or air dash or whatever. Its very situational but once you get it down its a useful way to get in on people. Oh, and 5B has really good range and speed for bang. If you dash cancel into it you get allot more out of it too, and its a good combo set up.
  23. Just updating my info, I live in broward county, florida.
  24. curses, well I wish I knew, would have made the 4 seal easier to do online.
  25. I dont know if anyone knows about this trick I just figured out, but I'm going to post it, this is a copy of my post from the gamefaqs boards. This trick makes the 4 seal combo allot easier and also makes jin and characters that usually bounce to high to combo j.D from 2D easier to hit. Here is my post. " If you do 2D then do a high jump instead of a regular one, you go to a height perfect for the 4 seal combo ( since you need to go higher so you can delay the C nail ). Also this trick is very useful for characters like jin, since normally its next to impossible to combo j.D off of normal hit 2D. However this lets you travel high enough to pull it off. "
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