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JetEnduro

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Everything posted by JetEnduro

  1. Add me plox. PSN= JetEnduro
  2. On now if anyone's around for some +R PSN: JetEnduro
  3. PSN: JetEnduro Main: Ky Location: Connecticut I'm back D:
  4. I don't think 3HS (6HS pre AC) ever cancelled into anything other than jump or a special. It just has a lot of hit stun to be able to run up and combo. #R brought the change of forcing crouch on hit which made it stupid easy to combo afterwards. Got +R last night, and it took a while to get my game back and get used to 3HS being there lol D:
  5. It's probably base damage proration 70%, maybe forced? Since you can't really use this as a first hit in a combo.
  6. Old eddie is back.... via FB summon. D: Robo-Ky looks promising, #R promising. Loving the old moves being brought back. DAT OLD KY 6HS <3 Looks like it's time to get the ps2 and arcade stick out of storage.
  7. Why don't you just buy a new button and replace it? Could use the opportunity to change them all if they're not sanwas/seimitsu
  8. False
  9. no 6K > 5S or 2D in AC.
  10. I dont think you can TK CSE without doing 2369D which turns out to a SJ. After a 2D you can buffer the jump by doing 7 8 or 9+236D. Other than that.... idk how else you can do it. Also, back on the 6K use topic.... I sometimes do a late CSE FB cancel. Tends to catch ppl off guard if you cancel into the FB as late as you can since CSE takes a loooong time to come out. Nets you a knockdown into pressure... unless you want to do the followup from the FB >_>;
  11. 6K you can gatling from almost every other move Ky has. You just have to be smart with it. Don't use it on every pressure string. Also, I tend to use HS>6K>SE frc>K>S>2D when I have tension to spare(usually the case) And it's a welcome boost in damage to combos(IMO anyways)
  12. yes
  13. If your stick uses a square gate use the corners to finish your VT motion at the 1 or 3 positions. You'll get used to it that way.
  14. 1.) Doing a diagonal jump + forward is the easiest way. IDK how else to answer this. Just keep practicing. 2.) Training Mode, midscreen, medium/light character. Start with a Greed Sever then VT loop x2. 3.) You have to be faster. ACSE is harder than CSE though.
  15. Deh Deh Deh Deh Deh Deh Ohh Dehh Ohh Dehh Borukaniku Baipah!
  16. You can also do j.P from a low j.S then land into a combo.
  17. Hmm... The window for moving CSE is kinda big. I usually dash jump after CSE frc and it goes up lol.
  18. 1)No, HS Stun Edge hit stun is long enough for you to run in basically right next to them, allowing you to do S>HS>6K without any problem. 2)HS allows for more combo possibilties due to higher hit stun. Obviously S is better from a decent combo in which you're pushed back quite a bit already. S>6P>HS>6K>HS SE>frc>dash>S>HS>6K>HS SE>dash>2K>S>SD seems to work for me in corner vs testament. I'd test it on other characters but i gotta go out.
  19. Done.
  20. When I FRC stun dipper i find myself backdashing more often than not. Move sucks in AC period.
  21. Most, if not all, standard combos work on Dizzy. Her airborne hitbox can be a bit whacky sometimes for 2HS if there's some distance between Ky and her. That's it tho afaik.
  22. 2P/2K shenanigans, jump cancels into j.D, random shit into 6P>6HS>leave a big gap cause of lv6 goodness D:>then either 6K, SE, delayed FB CSE, CSE etc etc
  23. I did mine at 4am in the morning, don't even remember what i wrote.
  24. Some of that stuff looks really silly >_>; I don't get what the point of most of those things is.... S>2HS xN isn't very advanced imo lol
  25. Combo example for the VT loop thing: On Millia midscreen: run in 2D > SVT + Followup > S > 2HS > TK VT + Followup > 2P > S > 2HS > HS VT + Followup
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