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Sileh

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Everything posted by Sileh

  1. Thanks.
  2. Alright some help would be appreciated. Been trying this one: 5b -> 3c -> 5d~6 -> j.c -> j.236b -> j.2D~b -> 5c -> 2d~6 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.236bbbb (3667) Right at the j.2D~b what is happening there? Am I hitting the opponent then bouncing through them with the B cancel? I'm thinking yes, but I have been wrong before:psyduck:
  3. Hey Class Real, Was in the same boat as you just about 20 mins ago. The key to hitting the opponent after the initial j.236bb is to delay the initial j.236bb for a second. The j.236bbbb will baaaaarely hit the opponent so timing is a little weird. Best of luck.
  4. Just curious Skatan, but would 236A have a fast enough frame rate to beat the j.c? Purely speculating here. Also blocking down and hitting 2C might help by blocking the j.c then knocking him out of the air with the 2c. Seems to me this might be an attack that you have to block, then counter, or be in the air already (like you said)
  5. Glad you said that as I tried the 4b+c -> 236cc -> 3d~6 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.236bbbb for the twentieth time on jin. It's coming along but I'm still stuck on the j.236bb ->j.236bbbb part. I plan on only playing either at an arcade or having someone as 2p. Lag is just so frustrating when it's the cause for a loss.... *back to combo training!!!* BTW didn't mean to debunker the thread. ITT: WHITE ROBOT. DISCUSS.
  6. Glad I'm not alone with disliking that white robot. Also it's good to know that the cpu is freakishly good at blocking attacks/countering throws. I don't have xbox live, but it sounds like playing with people like you guys would be fun. I just started blocking low more than high (sort of a noob to fighters, last played fighter was Killer Instinct for Game Boy) and the difference is huge. Still having trouble changing up combos depending on the size of the character model, but I'll scour the forums for character model data ( I know it's around.) Also, learning the counter system is strange and sort of foreign to me. However, it seems like an essential part to play as Tao has several combos with CH starting them. *Off to work on those combos!!* EDIT: With this combo: 4b+c -> 236cc -> 3d~6 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.236bbbb After I hit the j.23bb and try to move into the j.23bbbb the training dummy falls too fast. Either I'm hitting the follow up to slow or there's a delay thrown somewhere in there...to be continued.
  7. Am I the only one that has a problem beating Hakumen? Even facing the CPU I get my ass handed to me because of his defensive play. Every time I try to open up on him he (usually blocks) and counters with an obscene amount of damage. I know the whole "be unpredictable" thing and "tao is an offensive player!!" But damn Hakumen for some reason bugs me worse than anyone at the moment. Also, getting the freaking combos off are ridiculous, you really have to do them perfectly or he air techs out of them. I'm talking no gaps in the freaking combo. Practice makes perfect but son of a this is getting annoying to link any of her combos. Air tech has to be the the most annoying thing I've ever encountered while training, and obviously it shows you must spend a ton of time working on them. I've been working on one of her BnB combos from the disc: the one that starts off with a 4BC and goes into a 214C. Mother of God, I thought I had it down, but low and behold I turned air techs on in training and I can't seem to knock them back up in the air after I do the 214BB -> C on the way down. The 7d almost never hits. Also with the 2a -> 5B -> 2B -> 6a (two hits) -> 6a (two hits) the freakin second 6a almost never hits since they air tech out of it !! Damnit!! Anyways thanks for reading. Had to vent there folks Edit: Nobody?? Seems like when I play arcade mode I smoke everyone except when it gets to Hakumen/v-13 I get blown away.
  8. Thanks Taoftw for converting the combos into number notation. It's a lot easier to read than having to decipher arrows
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